.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old March 24th, 2009, 07:49 PM

VedalkenBear VedalkenBear is offline
Second Lieutenant
 
Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
VedalkenBear is on a distinguished road
Default Re: Alugra, City of Wonders version 1.00

Burn: Playing around with Alugra a little bit, I have some feedback.

1) Alugra is an incredible Blood nation. I'm sure that I could check what the Villain's Blood magic is, but I haven't seen less than 2. It would seem that a very good starting strategy is to buy a Preacher for your commander first turn, and then a Master + Villain + whatever for second turn, Gift the Villain, put him out to the first suitable Blood province, build a lab, and start hunting. Meanwhile, the Master you have will be Gifting Librarians so that you can get to Blood-2 as fast as possible (and for Alugra, that is pretty fast).

The Blood Sergeant is way too cheap for its effect. It has Dousing 1, correct? The Sergeant could easily be doubled in cost, and it wouldn't matter. I might suggest taking off the Dousing (as I don't think you could make them Blood-0 with Dousing-1 and make it work).

2) Librarians seem to be too efficient. Research-5 is too much, it seems, as research is blindingly fast. Research-3 would probably be a bit better. As it is, if I wanted to, I could probably take Drain-3, and not really care.

I'm about to start testing thugging/SCing Gifted commanders to see what happens. Smiths with their buff + Summon Earthpower might be overpowered.

BTW, I wanted to apologize for not getting to this sooner. The Jomon patch coming out, plus some school stuff, conspired to put this on a back burner for a few.

Last edited by VedalkenBear; March 24th, 2009 at 08:08 PM..
Reply With Quote
The Following User Says Thank You to VedalkenBear For This Useful Post:
  #2  
Old March 24th, 2009, 08:46 PM

Radio_Star Radio_Star is offline
Corporal
 
Join Date: Mar 2008
Posts: 104
Thanks: 3
Thanked 19 Times in 17 Posts
Radio_Star is on a distinguished road
Default Re: Alugra, City of Wonders version 1.00

Smiths definitely seem like the go-to mage. Earth and astral individually are pretty awesome paths on the field and having both is tons of fun. Battlefield buffs, blade wind/magma eruption/falling fires/gifts of heaven depending on what chaff vs. heavy ratio you're looking at, prec. 100 astral fires if that's your need and since your national buffs (use air power is perfect here) scream reverse communion, you can buff up, reverse communion rattle off some gifts then blink your way into buff melee destruction. On top of all that, you've got a nice forge bonus in some very forge-friendly paths.

Baalz's guide to Marverni has some excellent tips on the dirty tricks you can pull with E/S druids most of which applies to smiths and requires substantially less equipment.
Reply With Quote
The Following User Says Thank You to Radio_Star For This Useful Post:
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:53 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.