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  #1  
Old December 19th, 2007, 09:38 PM

Nikolai Nikolai is offline
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Default Re: How difficult is this game?

> How many death gems could you pull in doing this?
> Surely you cant get enough death gems to be a useful strategy? Wouldn't alchemy be better? Even at air-->astral-->death, ie...1/4 the air in death gems.

I do not rememeber exact ratio. I know I was not satisfied, and decided not to do it. Which is why I said 'Not recommended'. I think that spell needs balance.
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  #2  
Old December 20th, 2007, 09:50 AM

Fenris99 Fenris99 is offline
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Default Re: How difficult is this game?

Thanks for th advice, HotNifeThruButr . I shall try that tonight.

I played out a game last night. I didn't lose but I was losing when I went to bed. It seems to me that after turn 2 or 3 you have to conquer a new territory every couple of turns to stay competitive. Because that's what the AI will be doing.

In RTS I tend to be a turtler but I see that's not really an option here.
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  #3  
Old December 20th, 2007, 10:07 AM

VedalkenBear VedalkenBear is offline
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Default Re: How difficult is this game?

Re: Raven Feast, the formula is right in the book. 'The exchange rate is gems = sqrt(corpses)/3.' (DomIII Rulebook, p.208). Since it is 4 gems, the 'normal' conversion rate from Aireath is 4:1. Substituting that into the formula, you can solve for how many corpses you need to generate how many gems. Here is a quick table.

Gem Corpses
1 9
2 36
3 81
4 144
5 225
6 324
etc.

Note this means that if there are 36+ corpses in a province, you will receive more gems than through alchemy. The really interesting part is that at 144+ corpses, you get at least a 1:1 ratio.

This is in addition to the fact that it eliminates all corpses in the territory, which can be useful in its own right.

The nations I can see this primarily useful for are EA Caelum (definitely can cast it, have Death mages with no Death income, IIRC), EA Ermor (would need pretender, but same dilemma), and, ironically, LA Ermor. Again, needs a Pretender, but their entire engine runs on Death gems, and they have the corpses to burn (almost literally).

Fenris: In regard to expansion, you generally want to take one province _or more_ starting from the third turn.
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  #4  
Old December 20th, 2007, 10:11 AM

Fenris99 Fenris99 is offline
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Default Re: How difficult is this game?

Quote:
VedalkenBear said:
Fenris: In regard to expansion, you generally want to take one province _or more_ starting from the third turn.
Gah! That's a lot!!
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  #5  
Old December 20th, 2007, 10:15 AM

VedalkenBear VedalkenBear is offline
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Default Re: How difficult is this game?

But, IMO, virtually required. General flow for first few turns:

1) Prophetize your non-scout commander, recruit mercs if you can (assuming they're any good), purchase troops and mage (if possible)

2) Send initial army + Mercs after easiest nearby province. Keep recruiting troops. One idea is to build another 'leader commander' to keep bringing new recruits to the army so that your initial commander doesn't lose turns going back to pick up more troops.
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Old December 20th, 2007, 10:19 AM

Fenris99 Fenris99 is offline
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Default Re: How difficult is this game?

How do I defend territories that have been conquered? Do I leave armies behind or keep pushing forward with them?
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  #7  
Old December 20th, 2007, 10:44 AM

llamabeast llamabeast is offline
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Default Re: How difficult is this game?

Recruit "province defense" (PD). To do this, find the "Defense" number in the top left bar thing, and increase it. Then you create a standing militia that will defend your province, that automatically replenishes any losses it suffers and which costs no upkeep. It's very helpful.
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Old December 20th, 2007, 10:49 AM

thejeff thejeff is offline
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Default Re: How difficult is this game?

The general early game advice of averaging at least one province/turn for the first year applies as long as you have indies to conquer. Turtling vs rushing really begins when you start running into other nations.

In the expansion, in an SP game, don't worry too much about defense. Independents don't attack, so all you have to worry about is random events. Once you have a border with another nation, defend that. Buying up PD is the usual defense, maybe supported by a few troops to cover your PD's weaknesses.
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