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Old January 28th, 2004, 03:46 AM

AStott AStott is offline
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Default Game write-up

Introduction
Seeing that it seems to be so hard to find any game writeups for Dominions 2, I have decided to undertake one myself. I will theoretically end up playing at a higher skill level due to forcing myself to think ahead a little as I write down what happens, and what I was thinking at the time.

One word of note. I'm pretty new at this whole thing. I've played a single game with Ulm to nearly the end, but other than that, I've only played about 3 partial games (counting one game with the demo). Don't expect to see any brilliant play, but hopefully you will enjoy reading about me (hopefully) having some fun.

I welcome your comments about things that have happened, and your speculation about what may yet come. I think though that I will have more fun learning by doing, and so I ask that you restrain yourself when it comes to making strategic suggestions. Of course, if I ask for suggestions on a particular topic, feel free to chime in.

Creating a Pretender:
The first step of course is creating a pretender. I've tried C'tis and Ulm before, and I'd like to try something different. Since I'm not really sure what I might find interesting, I decide to pick a nation at random. I pull a 20 sided die from my dice bag, and find that fate dictates I should play... Mictlan. Hmm... I'm not sure I'm ready to try out blood magic yet. I've barely got a basic grasp on normal magic. At the risk of irritating Fate, I roll again... T'ien Ch'i. Right. We'll give that a shot.

"T'ien Ch'i is a bureaucratic empire. Versatile mages of the Way, Celestial Masters, and Religios ministers serve the emperor. The cavalry of the empire is well known and sacred celestial beings form an elite core of the armies."

Ok. I've always liked cavalry. That will be good. I will also want to keep a close eye on my bless effects when creating my Pretender. A quick peek at the excellent quick reference sheet shows me that T'ien Ch'i has some water magic and a bit of astral, air, and fire. I think I'll take a shot at a semi-rainbow Pretender with blessable levels in those areas and low levels in most of the rest.

After some thought, I settle on the Arch-Mage, figuring that the high strategic movement could be useful for moving around to do searches. The cheap magic path cost will be useful for picking up the magic types I need.

After being completely unable to come up with an appropriate sounding name given the nation, I am at Last able to introduce you to... Tai, Lord of the Winds, Rule of the Ocean's Surface, Keeper of the Celestial Records. He has 4 levels in the Path of Fire, 4 levels in the Path of Air, 4 levels in the Path of Water, 4 levels in Astral magic, and 1 level in the Path of Earth. (The Last was taken to use up a few extra points and to gain the extra point of protection.)

My dominion's scales are set to Order 1 (for the conscription benefit), and Cold 1 (for a few extra points). Dominion strength is set to 5. I'd like it higher, but just couldn't afford it. For my castle, I am using a Fortress. Despite the higher cost compared to other castles, I feel I will need the higher Admin level in order to be able to more heavily recruit my sacred troops.

Oh, and in case you are wondering... Tai is the name of my somewhat vicious cat.

Creating a New Game
I've only played once before on The Desert Eye, and that was in the demo. I think I'll give it another shot. Strength of Independants is set to 5, and the rest of the Game Settings are left on the default. Some more random dice rolls indicate that I will be fighting against the following (Normal AI) nations: Abysia, Pythium, Ulm, Arcoscephale, Ermor, Marignon, Vanheim, R'lyeh, Mictlan, and Machaka. I am a little nervous to see Ermor on that list, as I've read scary things about them. I guess we'll just have to see what happens. I've also never played with Normal AIs before. I expect I'll get trounced in this game, but I suppose that's ok.

Tune in later for the opening moves of the game.
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