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January 13th, 2006, 11:17 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Caelum strategies
What kind of maps are you using? It's a different game with a different ratio #provinces/#nations. For a starter, I'd recommend to try smaller ones (i.e. < 100 provinces) with only 2-3 enemies.
BTW: Caelum rocks with good scales! Order+3 Cold+3 are a must, Magic+3 is sensible, everything else is up to you, with Sloth/Misfortune being acceptable if a need for design points arises: Mages are the power of Caelum, they can be recruited at every castle, so the more money you have, the more mages you can afford. I'd therefore even recommend an immobile pretender to achieve exceptionallly good scales...
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January 13th, 2006, 12:10 PM
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National Security Advisor
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Location: Eastern Finland
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Re: Caelum strategies
I usually recruit a more expensive mage in the beginning, as the early fast research can potentially help a lot. Generally I find cheaper mages better, though.
With Jotunheim-Midgård Seithkona (90 gp, Astral/Death/Nature), I couple their research power with Magic scale and pretender able to cast some devastating Evocation. They research e.g. Falling Frost... and continue up to Nether Darts, making themselves a major military force!
Also, while it is expensive, Initiates can be very effective when summoning lots of Will'O'Wisps. And Atlantis' W1 mages become the death of anything alive when you reach the dreaded Quickness-Frozen Heart combo. With Man, both Bards and Daughters have their uses: Bards as spies and Daughters as Vine Men/Ogre summoners. I think it's not worth it to buy the cheap mages just for research. You've to come up with a use for them. They don't have to be as cost-effective at it, though, as their main use should be research.
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January 13th, 2006, 12:31 PM
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Colonel
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Re: Caelum strategies
stop using falling frost or i'll cry :C i agree with that atlantis part and they actually do well with a bunch of 180 gold falling frosters combined with alot of w1 frozen hearters to clean up, the only problem you meet is undead but you have troops (and perhaps a w9 big trident wielding god) to deal with them especially under water
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January 13th, 2006, 01:03 PM
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National Security Advisor
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Re: Caelum strategies
Atlantis has W3 ?2 mages. And that is different from W3 ??. Atlantis WILL HAVE W3 mages with 2 on ANY and ALL other elements, given enough time. And that is enough to get them Earth, Water (x2), Nature (x2), Astral (+1) and Death (+2) boosters. Also, in combination with Water Atlantis gets lows of special spells, like Melting Bones (W3N2), Frozing Mist (W2A1) and Rust Mist (Earth and Water), Sailor's Death (W3 AoE death-effect!) etc. If Atlantis ever gets a booster for any element besides Earth, they automatically can do one of the two Staves of Elemental Mastery, which allows for the other one AND all the other elemental boosters as well!
It's a pity Water magic sucks underwater. I'd really like to use Water to thrash and crush and drown everyone. Especially underwater. But the few Water spells usable underwater aren't really worth much, especially against undead.
And shovah, Falling Frost is just one example. It just happens to easily work with Caelum, as well, and Caelumians are immune to it. Now, Ice Strike is useful versus a much bigger range of units. 
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January 13th, 2006, 02:26 PM
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Colonel
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Re: Caelum strategies
you can boost magic power in combat right? and yes it works well with caelum but those mages can be put to better use (just realised that the cb mod kind of killed false horrors so stick with quickness + phantasmal/ ghost wolves if you have a staff of storms + storm power)
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January 13th, 2006, 03:37 PM
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Private
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Join Date: Jan 2006
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Re: Caelum strategies
Thanks to everyone for chipping in. Here are some things I didn't mention or have been mention that I would respond to:
Leaders: I'm making the High Serephs and Storm Generals to the exclusion of most other things. I make a few Clerics and Seraphine when facing undead stuff (which always just house me). I'm partial to Sages as well when I can make them.
Equipment: Sadly, this means nothing to me. The manual this game comes with is sadly crap (Doesn't help that I am a Technical Writer by trade). I can read what the screen tells me, but it's nothing more than flavor to me without some understanding of how weapon damage works, which weapons are bigger, faster, what have you. The manual doesn't speak to this at all.
Plinking vs Attacking: Attacking get my forces killed. Shooting helps prevent this, but the ground war is over quickly if the opposing army closes.
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January 13th, 2006, 04:33 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: Caelum strategies
Here are some good docs; not sure how old they are.
Illwinter Site
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January 13th, 2006, 05:31 PM
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National Security Advisor
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Re: Caelum strategies
Quote:
SeditiousCanary said:
Equipment: Sadly, this means nothing to me. The manual this game comes with is sadly crap (Doesn't help that I am a Technical Writer by trade). I can read what the screen tells me, but it's nothing more than flavor to me without some understanding of how weapon damage works, which weapons are bigger, faster, what have you. The manual doesn't speak to this at all.
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If you are speaking of the magic items, the weapons are usually only worth on a chassis (usually a summon) that is worth the gems to be used on the items. If you don't know the differences of the weapons your units are using, right-clicking them gives you the raw data. Also, right-clicking to unit's stat can give some information you mightn't have realized at all. E.g. Size modifier is hidden under Strenght, and size affects food consumption.
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January 13th, 2006, 05:51 PM
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General
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Join Date: Nov 2000
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Re: Caelum strategies
Quote:
SeditiousCanary said:
I can read what the screen tells me, but it's nothing more than flavor to me without some understanding of how weapon damage works, which weapons are bigger, faster, what have you. The manual doesn't speak to this at all.
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The mechanics of combat are outlined in the first section of the manual. At its heart, it's a check of 2d6oe + attack > 2d6oe + defense. If you hit, you cause strength+weapon damage+2d6oe-protection-2d6oe. All other modifiers work with this system.
All units act once per turn unless they have quickness. A unit can only attack one grid square per time that they act. If a weapon has multiple attacks, then all attacks from that weapon are applied to one of the units in the target square. If a unit has multiple weapons, then each weapon can target different unit in the target grid square. Every attack against a unit in one turn reduces the target unit's defense by one point.
Missile weapons must first make some kind of roll using precision to determine what grid square they will hit. This calculation is currently unknown. A missile weapon targets a unit in it's target grid square, and always roll an attack of 10+2d6oe > 10+2d6oe (Attack of 10 versus a defense of 10). The only modifier to the target's defense is the defense modifier on any shield that it carries (ie. 4 for tower shields).
The special properties of the weapons and defenses raise the number of possible interactions greatly. Armour negating weapons ignore the protection score for damage rolls. Armour piercing weapons half the protection score. Flails ignore the defense modifier from shields. I don't remember exactly, but I believe that Flambeau type weapons cause triple damage before the protection roll is subtraced. Life-stealing weapons return one half of the inflicted damage as hitpoints, and twice the inflicted damage as fatigue as long as the target is not lifeless. Ethereal causes 75% of attacks to miss, except from magical weapons. Luck causes 50% of all effects to not cause any harm. Mistform reduces damage to 10%, and lasts till hit by a sufficiently damaging single attack, or till hit by a magical weapon. Mirror images dissappear when the real target is struck. The number of images depends on the targets air magic level.
A probability chart for the open-ended dice rolls is available at:
Dominions Dice Roll Chart
If there are any other specific effects you are wondering about, just ask.
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January 13th, 2006, 06:21 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: Caelum strategies
Wow, thanks G.D., that was the golden post of the week. I just wanted to add that equipment is only as useful as far as you can make up for a good unit's weaknesses. For example, there's no point in giving a Bane a Water Sword or lightweight scale mail, since he already has a Bane Blade and he doesn't get encumbered anyway. However, a Nifel Jarl might find use for these trinkets to replace the crappy weaponry he comes with. Almost anyone can use regeneration rings, lucky pendants, and quick boots. You can even make lowly commanders scary if you give them crane sandals and a skull talisman. Well, if not scary, at least funny and annoying. 
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