|
|
|
 |

May 13th, 2008, 11:01 AM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Newbish question
Luck works the same in SP and MP. It's usually considered one of the weaker scales. As your realm gets bigger, later in the game, the number of events (good or bad) is capped, so the advantages of luck doesn't scale with number of provinces the way order and growth can. Most MP players prefer Order 3 and Misfortune 1 or 2. It's a trade off.
5 or 6 dominion is about the minimum I'd use in MP. You can get away with less in SP. 9 or 10 for Awe, or if you're really trying to spread your dominion for some reason. A temperature dependent race (like Neifelheim or Abyssia), nasty dominion effects (like LA Ermor or R'yleh) Immortals?
You want to be fighting in your own dominion as much as you can, especially if you're using your pretender.
The important thing with a pretender is to figure out what you want from him. Rainbows can be useful for getting lots of site searching early on and later for forging and casting rituals. Most would only do this in MP if you have some form of very strong troops to expand with and hold off an initial rush. Elephants would be a good example.
You can also use a pretender for early expansion. If you haven't yet, try an awake Wyrm with no magic, good scales and dominion 9 or 10 for Awe. He should be able to take independents by himself from turn 2. Avoid attacking Knight provinces in low dominion. If he dies, call him back. He's got no magic to lose.
A Prince of Darkness with a few more levels of death can do the same thing, but is a little more fragile until he gets some equipment. Even cheap trinkets make a big difference. Since he has full slots, he can be equipped to stay a threat throughout the game.
I'll often try to design a pretender who can do a little of both. Expand my nation's magic diversity and be able to serve as an SC in the middle game. That depends a lot on what your nation has.
The other main use is to set up a pretender to cast particular late game spells. Wish, Master Enslave, that kind of thing.
|

May 13th, 2008, 11:47 AM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: Newbish question
Keep in mind, Dexlyn, that if you try the awake Wyrm pretender, even though he has no magic to lose he can still pick up afflictions (although regeneration reduces the chance of afflictions, and coming back from the dead will sometimes heal some afflictions). Another option is to pick an Immortal pretender like Agartha's Risen Oracle, forge some Black Plate Steel Armor immediately, and go conquer some territories. Nearly as quick and fun, and he heals afflictions (Immortals only come back to life in friendly dominion, but they heal afflictions everywhere) and never picks up fatigue from melee--although he lacks regeneration.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|

May 13th, 2008, 12:10 PM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Newbish question
Be very careful taking 1-2 dominion in MP. You'll need to spend money on temples and priests to preach that you can avoid otherwise. Even so it can lead to an early dominion death if you start near high dominion nations and/or blood sacrificers.
Precautions can help, but you're still very vulnerable.
|

May 13th, 2008, 04:04 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Newbish question
For multiplayer, if you can't take at least 15 provinces by the end of the first year/start of the second spring, take a combat pretender. You can get by with less in optimum circumstances, but if something goes wrong it's good to have a tough pretender.
Also, try combat pretenders until you can build one that can destroy independents, and then consider how you could counter it.
|

May 13th, 2008, 04:15 PM
|
 |
Major
|
|
Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
|
|
Re: Newbish question
Even Dominion 5 is a risk in MP games. I'm subbing in a game in which the nation
started with Dominion 5. When I took over, on turn 58, there was hostile
dominion in two of the provinces next to the capital, and half my provinces were
at enemy dominion 10. Dominion fights seem to be resolved at the starting
dominion, not the effective one. I.e. although they still generate temple checks,
temples do not count when dominion strengths fight, so the checks are very weak.
I have spent at least 200 astral pearls on Teleistic animates, and the previous
player had started making them even before I took over. The animates are by far
my most common commander, and what a waste that is, especially as they die in
droves whenever my castle is stormed (even though the assaults are always
repelled) Well, at least dominion death is no longer an immediate danger.
__________________
No good deed goes unpunished...
|

May 13th, 2008, 04:23 PM
|
 |
Lieutenant Colonel
|
|
Join Date: May 2008
Location: Kansas City, MO
Posts: 1,460
Thanks: 13
Thanked 10 Times in 10 Posts
|
|
Re: Newbish question
WOW......
I am amazed at the depth of this game.
Thanks, I have some serious thinking, planning and solo playing to try!!
Thanks Agian (till the (sigh) next bunch of questions.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|