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  #131  
Old April 27th, 2012, 07:15 PM

dojango dojango is offline
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Default Re: Pangaea turns 6,7

Quote:
Originally Posted by Mightypeon View Post
Quote:
Originally Posted by LDiCesare
And noone can take down Pangaean forts early in the game, except maybe R'lyeh with their chaff, so rushing EA Pangaea is always a very bad move.[/i]
I just hope R'lyeh won't try to get out of the pond just near me. I hate the fact they have amphibious units everywhere. Never understood why people thought fish had to get out of the water. I should stop ranting against water nations one day. Now, I'll try to single handedly tame elephants with my pretender. That's probably a recipe for failure, but it should make a nice story.
Actually, Rushing EA Pan can work for some nations, but the most likely unusual rusher would be MA Ulm, which would need an all ages game. Bottomline, Sappers (siege Bonus 5 yadda yadda) can actually siege down Maenad Spam on occassion, and Black Plates laugh at unbuffed Maenads, and Ulm has quite a motive for kicking out earth powers early on, which may perhaps be what Abyssia is trying to achieve.
Although I would propably rush someone else with MA Ulm if I had the choice.
I rushed EA Pan as EA Mictlan in New Years New Game. Basically, I hit him about turn 10, popped his forts under construction, then sat on his capitol with 40 jags or so. My plan was to domkill him with blood sac rather than siege him down, but he got impatient and tried to see if 300 maeneds can kill 40 jags backed up by imps (they can't) so the s iege was able to conclude before the domkill.

But basically, if aby can park on your cap he can blood sac you to death rather than tear down your walls. Obviously it's a pain to have so many resources tied up in a siege, but it's oft times the only way. Keep in mind, Pan's in a really desirable corner position, so taking him down should be Aby's first goal. hopefully (for Aby) R'yleh won't poach the island while he does.
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  #132  
Old April 28th, 2012, 03:18 AM
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jotwebe jotwebe is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)



R'lyeh ~~ Turn 7



SOUNDTRACK

Andrey Avkhimovich: The Sound Theory: 01. Pulsar (Deep Space Theme)

~~~

An uneventful month. Auluudh survives yet another battle at the head of his army, again crushing a province of brave shark riders under his slimy abdomen. The battle goes more or less exactly like the last one.



On the other side of the world, Yöt-Webbogoth falls upon yet another triton province, by the name of Blue Water. Here he fights neither the noble amber clan tritons nor the barbarian shark knight tritons: This is a triton republic of coral-towered city states. The forces they muster as they put aside traditional enmities are large, but not large enough.



They die to clouds of poisonous ink and crushing tentacles.

Above the waves, Yöt-Webbogoth's eldritch senses detect a great place of supernatural power: a forest in which time and place are... strange, and where great numbers of strange beings live, somehow without crowding it.

Pangaea.



In the west, Auluudh notes from scouts sent above the waves (imaginary scouts, there are no independent scouts underwater, and fort turns are dear. My scouting is abysmally bad) that the coast is held by a centralized empire. A few mind-probed fishermen identify it as the greater dominion of Arcoscephale.

Messages are dispatched to the beastmen and the philosophers, yet no proof remains... Time and the Dominions 3 messaging interface conquer all.

In the tumbled ruins of Moon Sea, diligent slave mages find the strongest current of them all.



A temple is built, for it is expected to have a beneficial effect on the aboleths' procreative efforts. No more shall be said.



In the uttermost north, a different sort of construction begins:



Deep under the eternal ice, enslaved tritons labour to erect a fortress. The foundation is formed by cyclopean stone blocks, but soon it will be overgrown by the twisted polypal forms of the aboleth mothers.



In R'lyeh, under the two mind lords Eshu Saath and Vkt'Ebph, another army has assembled. Yet the sea is almost completely subjugated. Originally earmarked to attack Koromoo (which the barbarian goatfaced Fomorians insist on calling "the Isle of Balor"), they have a new target that avoids political... complications.

Of course, a different rationale is given...

("We have always been at war with Eastasia")
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  #133  
Old April 28th, 2012, 06:09 AM
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Corinthian Corinthian is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

Ok. By popular demand. Here we go.



Hope springs eternal in the human breast;
Man never Is, but always To be blest:
The soul, uneasy and confin'd from home,
Rests and expatiates in a life to come.


Alexander Pope, An Essay on Man

Not everyone was feeling down in Fomoria however. In the hearts of goat-headed children hope was blooming. They had never known anything else and in their childish hearts they knew that tomorrow would be a new and better day. They did not understand their parents problems and like children oft to do, they rebelled by being happy and positive.


No one knows were the symbol came from. Only that children kept scribbling it up on every flat surface. A stylized S made from sharp lines. The children called it Snakey. It was their secret friend and their source of strength and unity. Snakey, they said, would protect them from afflictions and sad faces. Snakey himself had a goat head, and in his world that was as natural as could be.

For his sake, the children would show the world that goat heads were the best heads. And who knows? If the children pray hard, fight gallantly and simply believe enough who is to say that this is not so?

Some children kept drawing another S instead. Most people considered those children to be a little touched in the head however. Such a silly mark.


Turn 1:Surveying the situation.

Unlike most other people in this game I *DID* look at the map in advance and noticed several of the starting positions. There were only 3 possible starts for Fomoria however, because Fomoria must always start next to water.

Of those three positions this one was probably the worst because it means starting one province away from R'lyeh. But thats probably less bad than it could be, as among the nations in this game, Fomoria would probably be the best nation to fight R'lyeh if he should show his ugly tentacles above water. All my troops have between 12-15 MR. 12-13 for the PD. And Fomoria can actually venture under water without gear. Witch saves on gems and research.

As you can see above I spent the first turn patrolling my capitol with my starting army in order to squeeze a few extra gold out of it in the first critical turn of the game. I raise the taxes all the way up to 160%. I know from tests that this is a viable tax level because my 30 starting soldiers are better patrolers than the average guy.

I also prophetize my starting scout but forgot to give him a fancy name. He is the littlest giant and everyone is always adored by his cuteness every time he steps on the battlefield.

As for recruitment I get this:

A smattering of recruits including a Fomorian druid. (The fomorian prefix is necessary, otherwise the Marverni Druids would sue them for trademark infringement.), two unmarked, and ten Fir Bolgs with various weapons.

So what are those then? Well the Fomorian druid is the Fomorian standard mage. It is the only mage I got that can be recruited outside of the capitol so I better learn to love it. In this case I recruit it in the capitol because it cost little resources as I need those for my troops.

The Unmarked is one of the two cap only sacreds that Fomoria can recruit. The other being the fomorian giant.

He is smaller than his parents but much more useful. You know how I call Fomoria the budget giants in the banner? Its because the Fomorian giant troops are much cheaper than equivalent type of giants that other nations get. For example the fomorian warrior cost only 30g. And if I wanted to prevent someone from entering one of my castles I would just recruit some 15g 18 str Fomorian militia to hold the walls forever.

This guy is an Unmarked. He is like a warrior that got slightly higher stats in attack, defense, MR and HP and he lacks the warriors 20% risk of starting with a random affliction. Thus the name. He cost twice as much but its worth it. Because he is also sacred he will cost the same upkeep.

There is nothing about him that jumps out at you and scream “Awesome!”. But he got good stats all around and only cost 60 gold, witch is a bargain for a sacred giant. I could get 5 of these for the same cost as 2 niefel giants. And if the repel mechanic was not broken he could repel people with his length 5 spear. Uhh yea.

I built two of them this turn to use in a future expansion party.

This is the Unmarkeds father, the Fomorian Giant. They have worse prot, atk and def. But more HP, strength and magic resistance. They also comes with big *** javelins witch they can fire like they were a ballista, but cant actually aim with due to having only one eye. Making them kind of dangerous. What is worse, beyond costing an extra 50% gold, is the fact that they have no helmet. I mean what were they thinking! They only ever got one eye! Expensive giant light infantry. Only recruitable size 6 giant troop in the game for what its worth. Might be good for blocking elephants. Or mammoths if I wind up next to Caelum. They can also, in a pinch, get down in the drink. Though they are not strictly speaking good at that either.

Anyway, you people wont see a lot of these guys in my updates. The bicycle association of Fomoria hate them because of the bad examples they set.

This is the (not) Druid. He is actually a teenaged larper that runs around in the forest and pretends to be a druid. But lets not get technical. Atleast he is sacred and dont cost a ton. I will be forced to recruit them so I'm sure I will find a way to squeeze some kind of use out of them. The question mark represent the fact that they can randomly get either Air, Water, Death or Nature as their final magic pick.

What else is relevant for this turn? Oh yea the Fir Bolgs!

These guys are like Uber-Mexicans! They have here to take all the ****ty jobs and not only will they work for pennies. They will also do a better job than you could!

They are economic immigrants that came to Fomoria in the hope that the Fomorian economic wonder was still roaring. Instead they found themselves outside the Fomorians summer homes together with the other unwashed masses. They are a bargain for the stats, if not very good all by themselves. I build 10 of them this turn. 4 with javelins and spears and 6 with slings in order to fill out my starting army. I could have built one more, but my starting commander can only command 40 troops and its not like most indies need more power to overcome. They should work fine.

I will not buy more for a while. Not because they are not good but because they have kind of low protection and I prefer expanders that do not take attrition. That way they can keep expanding without needing reinforcements.

And thats all for turn 1. Well, there was also some amazon mercs that I did not need. Though I doubt they would have been happy with just 20 gold anyhow. So whatever.

Till next time.
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  #134  
Old April 28th, 2012, 06:11 AM
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

Ok. By popular demand. Here we go.



Hope springs eternal in the human breast;
Man never Is, but always To be blest:
The soul, uneasy and confin'd from home,
Rests and expatiates in a life to come.


Alexander Pope, An Essay on Man

Not everyone was feeling down in Fomoria however. In the hearts of goat-headed children hope was blooming. They had never known anything else and in their childish hearts they knew that tomorrow would be a new and better day. They did not understand their parents problems and like children oft to do, they rebelled by being happy and positive.


No one knows were the symbol came from. Only that children kept scribbling it up on every flat surface. A stylized S made from sharp lines. The children called it Snakey. It was their secret friend and their source of strength and unity. Snakey, they said, would protect them from afflictions and sad faces. Snakey himself had a goat head, and in his world that was as natural as could be.

For his sake, the children would show the world that goat heads were the best heads. And who knows? If the children pray hard, fight gallantly and simply believe enough who is to say that this is not so?

Some children kept drawing another S instead. Most people considered those children to be a little touched in the head however. Such a silly mark.


Turn 1:Surveying the situation.

Unlike most other people in this game I *DID* look at the map in advance and noticed several of the starting positions. There were only 3 possible starts for Fomoria however, because Fomoria must always start next to water.

Of those three positions this one was probably the worst because it means starting one province away from R'lyeh. But thats probably less bad than it could be, as among the nations in this game, Fomoria would probably be the best nation to fight R'lyeh if he should show his ugly tentacles above water. All my troops have between 12-15 MR. 12-13 for the PD. And Fomoria can actually venture under water without gear. Witch saves on gems and research.

As you can see above I spent the first turn patrolling my capitol with my starting army in order to squeeze a few extra gold out of it in the first critical turn of the game. I raise the taxes all the way up to 160%. I know from tests that this is a viable tax level because my 30 starting soldiers are better patrolers than the average guy.

I also prophetize my starting scout but forgot to give him a fancy name. He is the littlest giant and everyone is always adored by his cuteness every time he steps on the battlefield.

As for recruitment I get this:

A smattering of recruits including a Fomorian druid. (The fomorian prefix is necessary, otherwise the Marverni Druids would sue them for trademark infringement.), two unmarked, and ten Fir Bolgs with various weapons.

So what are those then? Well the Fomorian druid is the Fomorian standard mage. It is the only mage I got that can be recruited outside of the capitol so I better learn to love it. In this case I recruit it in the capitol because it cost little resources as I need those for my troops.

The Unmarked is one of the two cap only sacreds that Fomoria can recruit. The other being the fomorian giant.

He is smaller than his parents but much more useful. You know how I call Fomoria the budget giants in the banner? Its because the Fomorian giant troops are much cheaper than equivalent type of giants that other nations get. For example the fomorian warrior cost only 30g. And if I wanted to prevent someone from entering one of my castles I would just recruit some 15g 18 str Fomorian militia to hold the walls forever.

This guy is an Unmarked. He is like a warrior that got slightly higher stats in attack, defense, MR and HP and he lacks the warriors 20% risk of starting with a random affliction. Thus the name. He cost twice as much but its worth it. Because he is also sacred he will cost the same upkeep.

There is nothing about him that jumps out at you and scream “Awesome!”. But he got good stats all around and only cost 60 gold, witch is a bargain for a sacred giant. I could get 5 of these for the same cost as 2 niefel giants. And if the repel mechanic was not broken he could repel people with his length 5 spear. Uhh yea.

I built two of them this turn to use in a future expansion party.

This is the Unmarkeds father, the Fomorian Giant. They have worse prot, atk and def. But more HP, strength and magic resistance. They also comes with big *** javelins witch they can fire like they were a ballista, but cant actually aim with due to having only one eye. Making them kind of dangerous. What is worse, beyond costing an extra 50% gold, is the fact that they have no helmet. I mean what were they thinking! They only ever got one eye! Expensive giant light infantry. Only recruitable size 6 giant troop in the game for what its worth. Might be good for blocking elephants. Or mammoths if I wind up next to Caelum. They can also, in a pinch, get down in the drink. Though they are not strictly speaking good at that either.

Anyway, you people wont see a lot of these guys in my updates. The bicycle association of Fomoria hate them because of the bad examples they set.

This is the (not) Druid. He is actually a teenaged larper that runs around in the forest and pretends to be a druid. But lets not get technical. Atleast he is sacred and dont cost a ton. I will be forced to recruit them so I'm sure I will find a way to squeeze some kind of use out of them. The question mark represent the fact that they can randomly get either Air, Water, Death or Nature as their final magic pick.

What else is relevant for this turn? Oh yea the Fir Bolgs!

These guys are like Uber-Mexicans! They have here to take all the ****ty jobs and not only will they work for pennies. They will also do a better job than you could!

They are economic immigrants that came to Fomoria in the hope that the Fomorian economic wonder was still roaring. Instead they found themselves outside the Fomorians summer homes together with the other unwashed masses. They are a bargain for the stats, if not very good all by themselves. I build 10 of them this turn. 4 with javelins and spears and 6 with slings in order to fill out my starting army. I could have built one more, but my starting commander can only command 40 troops and its not like most indies need more power to overcome. They should work fine.

I will not buy more for a while. Not because they are not good but because they have kind of low protection and I prefer expanders that do not take attrition. That way they can keep expanding without needing reinforcements.

And thats all for turn 1. Well, there was also some amazon mercs that I did not need. Though I doubt they would have been happy with just 20 gold anyhow. So whatever.

Till next time.
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  #135  
Old April 28th, 2012, 06:13 AM
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

In order to make up for the lack of updates I will post my update twice!
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  #136  
Old April 28th, 2012, 07:13 AM

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Default Re: Pangaea turns 6,7

Quote:
I rushed EA Pan as EA Mictlan in New Years New Game. Basically, I hit him about turn 10, popped his forts under construction, then sat on his capitol with 40 jags or so. My plan was to domkill him with blood sac rather than siege him down, but he got impatient and tried to see if 300 maeneds can kill 40 jags backed up by imps (they can't) so the s iege was able to conclude before the domkill.

But basically, if aby can park on your cap he can blood sac you to death rather than tear down your walls. Obviously it's a pain to have so many resources tied up in a siege, but it's oft times the only way. Keep in mind, Pan's in a really desirable corner position, so taking him down should be Aby's first goal. hopefully (for Aby) R'yleh won't poach the island while he does.
EA Mictlan can rush anybody. They even have freespawn troops (slaves) so they could counter whatever maenads one could get.
Blood sac is a viable strategy provided there's no other blood nation in the game. I mean, if Aby tried to blood-sac, I would ask for blood slaves to counter-blood sac. This would result in a stalemate during which their expensive wizard priests wouldn't be researching, and thus it would be a distinct advantage for whoever lent/gave me blood slaves, unless they were allies with Mictlan.
Also, Abysia has a very low dominion score, while I have a very high one. At this stage, it should be clear that his dominion is so low he would require a lot of energy in order to domkill me (plus building a temple, preferably protecting it with a fort). Mictlan usually has a very high dominion in order to produce ****loads of its cheap sacred units, and they also have to blood sac, so it better be effective. The situation is very different here. Abysia has a low dominion score, so is unlikely to domkill me without a lot of investment and time. Such a blood sac would inevitably piss off its other neighbours. One-on-one, the strategy would definitely work. In a game with several opponents, I predict that it may be far too expensive, as it would mark Abysia as a target for all its other neighbours.
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  #137  
Old April 29th, 2012, 05:31 AM

LDiCesare LDiCesare is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)


TURN 8:
R'lyeh sends me a silly greetings. That's ok as long as he doesn't attack me.Sorry, I didn't copy the fluff and don't care at all about messages which are not clear, and since this just ment "Hello".

My pretender proves that a lich is superior to 4 elephants:
Tir na n'Og province 12 allows the recruitment of toad shamans (amphibious, W magic, sacred). That's nice.
Looking at the dark candle in 13, I bet that Abysia's demonbred prophet is there. I move to take 30. Not that it's useful, but just to make sure Abysia doesn't try to get there for some reason. I also try to take the archers/infantry/undead province in the north. I hope longbows + minotaurs + maenad decoys + one dryad will be enough, but I'm likely short on numbers.
I recruit only 1 Pan this turn, and a scout. I hope to start building a fort next turn. I'll never be able to by the way. So far noone has a second fort but that will not last long and I'd like to lock the entry of the island.
In other news, Abysia, Helheim and Caelum didn't expand this turn. Which kind of proves Abysia is moving all its troops towards me but I wanted that not to happen so I remained blind.
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  #138  
Old April 29th, 2012, 06:42 AM

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Default Helheim: Turn VII



Turn VII: Man, **** Elephants



Let's see, a response from R'lyeh and me taking on the elephants. We'll read what the sea-dwellers had to say first.



Hm. Purple prose. Translated into basic English, he's saying he'll stay under the water and I can stay above it. Besides that, as we'll see on the map screen, his kraken has moved on, which was my real concern.

Time to go off on a tangent here, at this point I've only made diplomatic contact with three nations.

Marverni: I wanted to make early negotiations with another player right off the bat, and since at the time he was the only person who used our IRC channel regularly (Immac got on now and then but for some reason wasn't on for the first few days of the game), he was my only option. Between that we were starting near each other and that he was the only guy I had to talk to, we agreed to not murder each other just yet, even though we were also open to that we would eventually try to plant knives in each other's backs. However, I thought his starting position was in the northwest part of the map; instead, it turned out that he was more or less right outside of my peninsula, cutting off one of two ways to expand.

R'lyeh: No real talk with them beyond "you stay below the sea, I'll stay above it". Works for me; the less I have to deal with his mindblasters for now, the better.

Caelum: We talked a bit into the game, he revealed that he was south of me and also knew where I was. We decided not to fight each other; while he said in his update that his archers would mess up my glamour troops, I honestly cared more about his mammoths, since I can cast Air Shield on my Vanir to stop arrows, but trampling would break the glamour. Either way, we agreed to not kill each other as well, although we didn't talk much after that.

So, I have someone to my west I'm not fighting, and someone to my south I'm not fighting, and the only ways to go are to the south and the west. I decided that I would expand southwest, between them, and go from there. Can you guess the problem with this plan? It took me a couple of turns to realize it.

Answer: Southwest leads right into an impassable mountain range. After claiming my territory I have nowhere to expand to, since I don't want to kill either of my neighbors just yet. Whoops.

Anyway, let's take a look at that battle. There's no way it could have gone bad, right? I mean, we got past the horrible failure phase of this game for me-



...Dammit. Okay, let's see exactly how this utter failure occurred.



Here's what I'm fighting. Two elephants and a lot of jerks with slingshots. The battle starts normally, with Finn buffing himself and the huskarlar moving in. Something of note is that, despite his Hall of Fame ability being Heroic Precision, absolutely none of Sir Slicer's castings of Frighten hit either elephant.



In addition to that, despite their shields the serfs wind up getting really messed up by the slingers, eventually breaking ranks. This leaves the elephant free to go right for my huskarlar, and, as I've stated numerous times, trample breaks glamour even if it misses. They get stomped into the dirt.



The death of multiple huskarlar and most of the serfs causes a HP rout, and my army flees before Finn and the Helhirdings have even entered the fray. All in all, this is an utterly terrible battle for me.



Okay, you know what? Screw the elephants. I don't care. I'm not going to deal with them. Sir Slicer, Finn (who is in the southern province with two of the Helhirdings), and the new Vanjarl I hired are all going to ignore them entirely.

See how the movement arrows are gray rather than orange, like my prophet's movement has been? That's because they're sneaking past; I hadn't had to make use of it before this, but as I showed in my first post, the Vanjarls and Helkarls and, well, basically everything I have besides the serfs and dwarfs, are stealthy, meaning they can just move right past this province and conquer whatever is past it instead (that's why my prophet is moving back, so I can see exactly what is in that province again; I forgot and didn't feel like bringing out my old turn file already). I will deal with the elephants later.

Graphs don't show anything particularly interesting this turn. Fomoria's keeping up its three provinces a turn, Abysia and R'lyeh both get too again, and everyone else but Caelum and I got one. Wonderful. I've fallen behind again.

Next turn: Nothing happens, again.

-------

Bonus: Research, magic schools, and Blood magic explained

So, you may have noticed that a lot of the updates so far have mentioned research. You may be wondering what that is; while I commented on how research levels are determined for mages in my unit explanation post (for those who don't remember, it's total magic path levels (not counting priest levels), plus two, plus or minus any inherent bonuses and exp), but you may not know what it's for. Well, wonder no longer, for I shall tell you: Research is what lets you use more and better magic.



This is the magic research screen. It shows all seven magic schools here, how you're currently allocating your research points (I have none yet, since I have no mages researching, but that green bar and the numbers beside it show what you're putting your research in and how much in each school), your progress to the next level for each school, and your total progress. There are ten levels or magic in each path, starting at zero and ending at nine. The amount of research points it takes to get to the next level is the amount of the previous two levels combined; under normal research settings (at the start of the game the host can change it to less or more), this is forty, then sixty, then one hundred, one hundred sixty, and so on.



This is a look at one of the schools. When you reach a new research level, you unlock all the spells in it. Of course, you still need the appropriate paths to actually cast them. For example, I won't be summoning many sea dogs, since I have no water access. Also sea dogs are kind of useless. Whatever.

What each school does is as follows; while there are a few oddities in each one, this is more or less how they generally are:

Conjuration: Summons things. Almost every spell that creates units is in this school. From mundane animals to weird monsters to units that are stronger than most pretender gods, if you're summoning something, you're getting it here.

Alteration: Changes things. Most of the buff and debuff spells are here. Making your units ethereal, immune to various elements, all that. It's also where the super-powerful Wish spell is, something we may see later in the game.

Evocation: Uh, evokes things? Basically, this is the "blow stuff up" school; almost all of the really damaging battlemagic is in this one. This is the school for hurting things.

Construction: Builds things. Unlike most schools, every even level of Construction doesn't unlock any new spells. Instead, it unlocks a new group of items for you to make, with the level eight ones all being the unique artifacts; only one of each artifact can exist at any given time. Odd-numbered levels here are for the most part summons, but with the theme of things that can be made, like clockwork soldiers and Frankenstein-like monsters.

Enchantment: Enchants things, obviously. The buffs that aren't in Alteration are mostly here, with things like flight and whatnot. A few summons are in here as well, mostly necromantic ones, with the idea being that, instead of calling things, you're enchanting them. EDM (a mod that was combined with CBM, mostly modifies endgame spells and summons) put the Great Kraken spell here, for some reason, though. I dunno, its description even describes it as calling the thing, not enchanting an octopus and making it into a supercaster version of the pretender R'lyeh has.

Thaumaturgy: ...Yeah, I dunno. This is sort of a weird school, seemingly a catch-all for anything that didn't fit into the other ones. Lot of useful stuff in here, though.

Blood Magic: This one is a bit different from all the others. Best way to show it off would be to let you see the list of spells in this school.



Yep, that's right. Every single spell that requires Blood magic is in here. Blood summons, blood battlemagic, blood anything. If you don't have Blood access, you can ignore this school entirely. But having its own school isn't the only thing that sets Blood magic apart from the rest.

Remember our talk about magic gems, and how I mentioned Blood magic being different? Blood magic doesn't use gems, it uses slaves. Blood slaves. Virgins that you sacrifice for power, basically. While a few sites generate blood slaves, you will never find enough of these to satisfy your casting needs. The real way to get them is through blood hunting. To blood hunt, you have a commander (usually one with levels in Blood magic; those without it can find slaves, but are really, really bad at it) hunt in a province, taking from the local population. This raises unrest in the region and kills off some of the population; normally people focusing on Blood magic counteract this with Growth scales to balance out the population they lose, while setting the province's tax rate to zero to control unrest and prevent it from making it harder to hunt. If a province doesn't have enough population, there is a penalty to hunting there, too. However, once you get your "blood economy" going, you will have far more slaves than you have gems. Good blood economies regularly bring in over a hundred blood slaves a turn. This allows for some really nasty things, as you may or may not see later in the game.

(Blood slaves also show up in battle, unlike gems, as units around the commander whose inventory they're in. While they won't do anything themselves, they can be hit and killed by enemy attacks. Can be kind of inconvenient.)

In case you haven't caught on to Blood magic being kind of evil, it's also the school used for summoning demons and stuff, and all but two spells in it require you to kill at least one slave to cast it (and the ones that don't basically need you to use one to cut down the fatigue cost anyway). It's not exactly a nice school of magic.

So, that's that. Look forward to me using at least a little of all these schools, and marvel at me trying to deal with making a blood economy while my dominion hastens everyone getting killed instead of balancing it. It'll be hilarious. For people who aren't me, at least.
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  #139  
Old April 29th, 2012, 10:33 PM

Bluemage142 Bluemage142 is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)



Turn 5:



No messages this turn, since I went back to get reinforcements. The fact that I still have my Amazons is slightly surprising, and very welcome.



Here's what my army looks like now. Four times the melee units, and another pile of ranged units.



My new commanders are ready, so I start making them men to command. That's 42 BCs in one turn, if you're curious.




Finally, another useful merc band. Dante's Stingers are a group of 30 heavy infantry; not as good as my Amazons, but good enough to take me some provinces. I overbid massively on them, of course- more expansion is more important than more gold right now.

(Sliiiiiiiiiiight problem with this.)



Orders are to move the scout onward, send the main army to fight bakemono, and bring in the new commanders. If I get the Stingers, they'll be assaulting that province I skipped next turn, otherwise, I'll send one of the new guys over there.

I'm not showing graphs this turn- the only interesting bits were that Abysia and Fomoria are pulling ahead in provinces, my army is now the biggest out there, and Pan's dominion and Caelum's research are insane. Not too worried about the dominion part of things, but I need more mages (and better mages) soon.

Research is still going apace. Two turns to Thaum1, four to Thaum2. Let's see how next turn goes.

Turn 6:



As expected- a random event (no turn feels right without one of those), and a battle. Let's see what I've got.




The event is something I couldn't care less about. Brigands increase unrest, which I can just let the game cure by automatically lowering taxes. I'm in the mountains, so none of my provinces are really worth anything. 80% of almost nothing is still almost nothing, so this is worthless.

Now, the battle is MUCH nicer. 144 Marv infantry is hard to beat, and seeing a fight with no casualties just warms my shriveled black heart.

(Two things here. First, this event is a LOT worse for me than you might think I'll realize this later. Second, 100+ Marverni troops is a fairly decent critical mass. Not enough to handle a real army (of a similar size), but enough to wipe the floor with indeps without huge casualties.)



Isn't it pretty?



Uh-oh. That purple banner is Fomoria, one of the races of giants in this game. Big, strong guys with good armor. I'm not enjoying the thought of fighting him, and he's partially in what I've decided should be my territory. Let's hope I can isolate him quickly enough to get my share of the map.

( *snort*)



No new mercs yet, and Fomoria stole Dante's Stingers. Drat.

Recruiting another mage and the last men for my next expansion group. 60 BCs and 20 Slingers. I'm also getting an independent commander, who will be sent over to where my primary army is. His purpose is to reach Faran, sit there, and build a fort. It should pay for itself right quick, both in recruitment and in the funds you get out of it.

(For those who didn't know, forts increase the taxes you get from surrounding provinces by their Administration value. I'm strapped for cash, so that's REALLY important.)



It looks like Helheim is recovering, and what's this? Why's my income dropped so far?



OH. Those bandits are in my capital- the source of ~90% of my gold. The AI automatically dropped my taxes to 50% to deal with that.



That takes care of that. The taxes are back where they belong, and my patrolling troops will deal with the unrest. Glad I caught that before I lost ~100 gold.

(See? I'd set the game aside in the middle of this, so I was rather surprised to come back and find the treasury so bare.)



Pan's army size has leveled off. He must be losing fights, or not have any Pans. Otherwise, he'd be gaining Maenads.

Let's all say it again. Maenads.

Turn 7:
(AKA "Why was I worried again?")



Well, now THIS is interesting! I've got Thaum1 as predicted, but let's see about the rest.



Magic item. Huh. It could be useful, or it could be utterly pointless. Gold would've been better.

(It ended up being Black Steel Armor, which is basically useless for me. Might be used on a Boar Lord, if that.)



This is what was so interesting. I only had one scheduled battle, so a second one meant either that a bad random event fired, or Fomoria hit me. No bad random event, and I got the province as planned. Let's see how badly I lost.



O_o

I... won? Against 30 giants!? Wow. Even managed to inflict more losses than I took! Let's see who got mauled in my army.



Okay, so it was BCs. Good to see nobody important was lost. Now, let's watch that battle.



So this is what I'm fighting. 21 Fir Bolg Slingers, a FB Champion, what looks like his starting commander prophetized, and 15 FB Warriors.




Lessons learned:
  1. FB Warriors are hard for normal BCs to hurt.
  2. Berserk is my friend- it was really hurting the FB.
  3. Slingers die FAST.
  4. He didn't throw any real giants at me.







Looking at the area, he's spread rather thin. I think I got his major expansion army. He doesn't get glamour, so I should see any units he's still got, and I see nothing. I've split my armies into three parts, and am going to try and push him back quickly. Also sending my new army down to conquer the next province.

(Anybody who knows Fomoria should see the problem with this. Anybody who plays Dom3 should be able to see the other huge flaw here.)

I figure that Corinthian has a few different options here. Either he tries for that indep province with his four Unmarked in the forest, in which case I'll have 80 men (and, after a bit of thought, a mage) there to block him; he heads up and take my province (in which case, I'll dogpile him from three directions); he retreats (running straight into my assault), or he stays right there (and get attacked next turn anyway). I like those odds!

(Again, not factoring a few things into my analysis.)

No new mercs, recruiting some more BCs and vectoring in a commander for them, set my tax down to let unrest drop (since patrolling did little last turn), got another Gut ordered for Thaum2, and am otherwise finished. Let's see how things go.
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  #140  
Old April 29th, 2012, 10:35 PM

Immaculate Immaculate is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

Arcosephalae
Turn Six:
Time After Time


Today’s turn AAR is brought to you by Cindi Lauper

Our expansion party, now that it has been reinforced with some chariots, is doing rather well.

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Here you can see some wolf tribesmen moments before my flanking chariots overrun their archers. The battle is over quickly.

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In terms of troop movements, we send more chariots to the south-east to reinforce our expansion party- our second barbarian commander is useful for that.

Meanwhile the army that just slaughtered wolf barbarians is set to attack some undead; with our prophet amongst our numbers and his H3 banishment, we should have little difficulty with these.

Here you can see the scripting we’ll use. Again with the guy out front taunting and running away – except this time our chariots are set to strike at the enemy’s rear while most of their forces are chasing that one guy… we’ll see if it works.

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You may have noticed that most of our research is being done by philosophers. So lets see how that’s working out for us…

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Looks like we are second place behind caelum who has an awake god doing their research.

Anyway, relatively quiet turn. I’m expanding pretty slowly and not really doing anything impressive.

EDIT: I am actually really excited to see the next maverni turn.... what will happen?
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