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February 21st, 2008, 01:31 PM
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Private
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Join Date: Feb 2008
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Re: General Help for a not quite Beginner
Balanced pretender wasn't the right word.
I sort of meant is there a guide that points out obvious wastes of points, for example. I seem to remember in Dominions 2 that pushing your magic levels on your Pretender beyond a certain point wasn't worth it, since they level up somewhat in the game (at least as I recall) and the cost at startup becomes prohibitive. I just couldn't remember what that level was.
Plus some of the physical forms are very expensive, but aren't super combatants, so I was wondering which forms are just too hard to use in general for a beginning to get an efficient value of the points.
I was sorting of looking for general do's and don't on designing a God. I didn't really mean how to design someone who was balanced at everything. Sorry for that.
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February 21st, 2008, 01:58 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
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Re: General Help for a not quite Beginner
I think choosing a pretender is entirely dependent upon the nation. You want to design your pretender to fill out the weaknesses in your nation or to exploit its strengths. Basically there are 3 pretender types:
Bless
For nations that have powerful sacred troops (Niefelheim, Lanka) you want to choose a pretender that starts with the two paths that you want to boost in order to get the bless. The higher the pretender's starting path, the fewer points you pay in the long run. For instance, if you want an Earth/Nature bless, consider the Cyclops (E3) vs the Earth Mother (E1N1). To get E10 and N10 on the Cyclops, you need 706 design points. The Earth Mother needs 720 points. Even though the Cyclops is more expensive and you have to pay the 50 points to open up the nature path, it's cheaper because you get a head start on the Earth path.
The pretender's stats are really secondary considering it will probably be asleep or imprisoned to afford the bless. The bulk of the legwork will be done with your sacred troops. You just have to choose the most economical pretender that the nation allows.
SC
If you have weak national troops or are slow out of the gate, you want a combat pretender. Arguably the best pretenders are the Wyrm, Prince of Death, Gorgon, Ancient Kraken, and Dragons. The pretender doesn't even necessarily need any magic paths (especially the Wyrm).
Titans and other middle range pretenders have high hit points, but are expensive and don't have the abilities that you want for a pretender which are generally Fear, Regeneration/Recuperation, Flying, and high stats (Protection/Defense/MR)
Rainbow
The rainbow pretender is designed to open up paths that your nation doesn't have natural access to. They can assist with site searching for early gem income, and possibly forge important items or cast important global enchantments. These pretenders are the most dependent on the nation, but generally if your nation has no Earth magic you want E2, and since the end game is dominated by Astral, Death, and Blood, if your nation has none of those you will want a pretender that can compensate.
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I would definitely not start with the Late Age due to Ermor and Rl'yeh being unconventional and quite powerful. My favorite is EA, but MA is fine too. There is more magic in EA so if you want to learn proper spellcasting you may as well start there.
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February 21st, 2008, 01:58 PM
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First Lieutenant
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Join Date: Nov 2007
Location: Wizard\'s Tower
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Re: General Help for a not quite Beginner
These are my experiences with gods
*The most common approach for multiplayer is a titan sized god with air, astral, water and/or earth to auto buff and use magic gear too.
*There are the 1st turn fighters to expand faster that generally have dominions 9-10 (for an awe ability gift) and are the Wyrm (magic not needed), the dragons (maybe the blue one more levels to give more defense), Prince of death, the big bulls, giant octopus or the cyclops. These don´t are expected to hold player controlled foes.
*The bless approach with an imprissioned absent pretender with insane paths.
*an absent imprisioned god (the astral fountain maybe) just to have enough points to pay extreme good scales and high dominion
*rainbow pretenders for research bonus and late game potential with skills in many or all paths.
*special pretenders for very special uses like the forge lord or the pretenders that produce gems.
*a stealthy god for dominion attack with dom10
(the last 3 designs are rarely used in MP. except maybe the rainbow)
Edit. I didn`t see sector´s post while writing so some stuff is mirrored
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February 21st, 2008, 03:50 PM
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Lieutenant Colonel
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Join Date: May 2007
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Re: General Help for a not quite Beginner
Try a race that doesn't need a bless and has access to earth or astral magic (bakemono, for instance). Take prince of death with dom9 (to get awe) and d3 (you may take more if you like, but that's not necessary). Forge him an earth shield from the trinkets (one for 5 gems with bigger parry - I don't remember exactly) and later some armor and weapon (his Rod of death is AN, but doesn't use strength of wielder), but that's not necessary for expansion too - only shield is needed.
And enjoy... He will easily take out even rather big armies of indies with the orders "hold, hold, attack archers".
Or try S3 or E3 wyrm. This guy is amphibious, can attack on turn 2 and doesn't need early forge, but definitely needs research in alteration (ironskin, body ethereal, personal luck) and conjuration (if you took E3 then you definitely need earthpower). However, he is weaker later on.
Or take a dormant titan sized god with good magics that can be used for self buffing and good items. He won't help with expansion much, but will be a powerful sc later.
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February 21st, 2008, 04:32 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
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Re: General Help for a not quite Beginner
Nothing speaks against starting with a late age game. Choose a nation for yourself, choose some enemy nations that you feel you can handle and start playing.
Late age in general focus more on troops and less on magic, so it is a good way to learn basic troop tactics and don't worry too much about magic.
The default magic site frequency setting for late age is lower than in the other ages, but you can change that before the game start.
Because of the fewer magic sites all players tend to have fewer magic gems.
Early age is the inverse of late age, with relative weak troops but strong mages, and the default magic site frequency setting is high.
Middle age lays in between.
If you have no idea about how to design your god, take a no-magic combat god (Wyrm, Manticore), very good scales and dominion9 to get the Awe effect.
After playing some games with a nation you will get a feeling for what your national mages can do and can't do so you can plan your god with that wisdom in mind.
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February 21st, 2008, 04:39 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: General Help for a not quite Beginner
If you do play Late Age though, I recommend avoiding including Ermor or R'lyeh, since they are Weird. Apart from that, yep Late Age is just generally like Middle Age with more armour and less magic.
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February 21st, 2008, 05:29 PM
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Private
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Join Date: Feb 2008
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Re: General Help for a not quite Beginner
Thanks for all the tips. I'll try starting a game I intend to play through tonight.
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February 21st, 2008, 08:20 PM
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First Lieutenant
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Re: General Help for a not quite Beginner
Here is something I struggled with as a Newb: You have to take into account Starting paths, cost for new paths and starting dominion when looking at the price of a pretender.
IF you want an earth 9 bless It may seem like a good idea to get a crone and buy earth 9, cuz she costs 10 points. In reality its cheaper to buy a cyclops even though it costs more at the base. (as sector24 pointeed out)
Some rules of thumb/ tips:
never go with dominion under a 4. 6 or higher is reasonable.
As far as blesses go, choose what complements your national holy troops. Mages like earth, fire is good for argatha b/c of their crap attack.
Blood 9 bless is considered by many to be the worst bless and a waste of points.
Remember that certain immobile pretenders can teleport (not the sphinx). Meaning that they can open a can o' woop *** late game, especially if high in astral. This is often very suprising the first time its used.
A pretender with no magic paths has little risk associated with dying, besides preist time spent calling god or possible afflictions. Conversely Rainbow pretenders suffer the worst from death.
Its usually good to make sure you have astral, so if your nation does not have it your pretender should.
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