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  #1  
Old June 23rd, 2009, 09:51 PM

chrispedersen chrispedersen is offline
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Default Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands

Quote:
Originally Posted by Squirrelloid View Post
Ok, new game, I'm going to try a couple of your suggestions:

(1) 8 starting mindflayers. Its more investment in initial expansion than I made, which means its not actually going to be a good measure vs. what I did, so i'll probably have to play another game where i invest 400 in slave troops or something.
(2) Remote searching. I wasn't attacking spending gems for remote searching, I just thought it was funny you were against spending on sea serpents when you were spending so much more on remote searching.

I'm still not sold on the void lurker though. Only two slots...

I'm going with a vaguely rainbow master Lich:
F1A3E4S4D5B4 Lk3 Mg3 all other bad scales Dom8

I took the S mostly so i could teleport with my pretender, still not sure how worthwhile this is when every other mage i have will be able to do so.

I want A because Perpetual Storm is actually a reasonably decent global for you since it will help protect *all* your troops from arrow fire on land, not to mention arrow fend, etc... and A3 gives you enough Air you can build the boosters after a RoW or Staff of Elements. (Bags of Air are good anyway because of the free air elemental - for mage teleport into PD squads).

F1 will allow him to cast magma eruption.

B4 is a +2 strength minor blessing for your void summons, and ability to forge Robes of the Magi when you can get some blood slaves. Also, I didn't feel i needed substantial fire or any water with remote searching, and nature wasn't high priority if he wasn't site searching either, so it was either Blood or be deeper in something else. Maybe deeper in something else was the right call, but Robes of the Magi are nice, and there are some other blood-crafts that are useful. Basically, its blood for forging.

The one thing this isn't going to do is find the free fortresses underwater, which is annoying.

Hey Squirrel: cool that you want to try a few of the ideas. When I'll get home, I'll try to give a more coherent write up of how exactly to do it - because this varies tremendously from what I actually suggested.

For example - you don't need air on the pretender - the visitor comes with it. You don't need blood.

Vfb mentioned one of the little tricks you can use to save 500 gold.

But I routinely get 8 Territories, first year.
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  #2  
Old June 23rd, 2009, 10:09 PM
Squirrelloid Squirrelloid is offline
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Default Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands

Chris:
Given that game's assumptions, the only effect which magic paths i put on my pretender had on the first year was how much research he accomplished, so I'm not convinced it matters whether he had Blood or Air for the differences I noticed.

I think investing in some crab hybrids is also a far better use of your cash than illithids. If i dumped 400 (ok, 385) gold into crab hybrids I bet I could pull out 9 or 10 provinces pretty easily, assuming sufficient water provinces are available. (Has been true in every test game i've ran).

The big difference is staying at home means your dominion in your conquered provinces is lower, which means your luck scales don't spread as fast, which leads to substantially fewer beneficial events for you. This in turn leads to significantly fewer gems (even ignoring the lack of site finding in year 1), and significantly less gold (by a factor of 2 or more).

Also, not getting the free underwater fortresses from site searching means no easy early second lab for more starspawn mages/turn.

Manual site searching with a rainbow has a lot of secondary advantages even I didn't fully appreciate before.

(Assuming a purely underwater opening, your minimal rainbow chassis for site searching involves A3E3F1W3S3N2D2. Improve the ones you want involved in a minor bless for your void summons.)
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  #3  
Old June 24th, 2009, 03:21 AM

chrispedersen chrispedersen is offline
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Default Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands

Ok... So here's my results using a not so very carefully constructed Lurker: File attached so you can see for yourself.

W4N4D4S8 Dom 9. Sleeping
-3-3-3+2+3+3

I forgot the death 5 was for the fear effect. I dropped points into growth as I really had more points than I needed. You could make him awake if you chose, add magic paths.

First a word about settings:

Map:Milkshake.
Indies all set to default.
AI's set to difficult.
Except for first couple of turns in capital, taxation was capped at 100. Yes, I would usually set it higher with dreamlands. However we need a consistent benchmark, and 100 provides about the only one you can, due to the vagaries of unrest.


Late Winter Year 1: 7175 gold. 118 gems 10 water provinces. (would have had more if I could have reached them). And I really should have purchased cmders to build forts yr 1.

Researched: Conj 4, Thau 1


At the end of year 2: 2000 odd gold. 4 Forts, 4 Labs, 4 Fortresses. 15 water, 6 land. Research 220 or so per turn.

Researched:
Conj5
Alt1
Evo2
Con4
Thau6.

6 Magic items.

I've started conquest of the second water. 30-ish starspawn mages.

Now a few interesting conundrums on this: During 2 years, I found not *one* death site, nor received any death gems. So I had to alchemize to do some searching. Still no hits.

Which, wouldn't be so bad except I *also* didnt find any water sites. Site distribution is site distribution, but clearly those are pretty bad luck.

I also didn't *find* any forts. Go figure. And only got one hit on void summoning.

Still the position is pretty strong, and would have been stronger with more usual luck with site searching. I have no problem replicating these results.

Again comparing the archmage vs the lurker:

lurker path cost :15. Immobile. Dom 2. 130 hp. Regens 37 hp/turn after you bring him home to recharge hp.

Archmage path cost 10.

The Lurker needs Dom 2 saves you 80 points for dom10? You get 13x the hitpoints. The lurker requires you to research conj and thaum (for voice of Tiamat and teleport) - two schools you are going to need anyway. And you have s7 (or 8)

Id also look at a w3E4S5D5N4, -3-3-3+1+3+3 Dom 9 Lurker. Earth + astral gives you immediate dwarven hammer at con2, astral coin, crystal shields.
Attached Files
File Type: rar LA-R.rar (134.6 KB, 106 views)

Last edited by chrispedersen; June 24th, 2009 at 03:48 AM..
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  #4  
Old June 24th, 2009, 04:20 AM
Squirrelloid Squirrelloid is offline
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Default Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands

You also seem to be using CBM, which I am not. I don't know what that changes, but I can't load the file at present.
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  #5  
Old June 24th, 2009, 04:33 AM

chrispedersen chrispedersen is offline
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Default Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands

Sorry, I did state that I was using CBM in the original post.

Doesn't change a thing in R. pretender design, or unit costs.

CBM however does change the relative effects of some of the scales. Luck is somewhat stronger for example - and opposition's units got much better balanced. Many units were made more viable.
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Old June 24th, 2009, 04:39 AM
Squirrelloid Squirrelloid is offline
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Default Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands

Quote:
Originally Posted by chrispedersen
Yes, you will establish dominion in the province with your god. Two candles. However, the chance of a scale spread (such as luck, magic etc) is actually pretty minimal.

It is *far* more important to conquer territories. If I conquer 10 territories and you conquer 6 - I'm 66% more likely to get more favorable luck events. This far outweighs the effects of dominion or scale.

So again, I'm arguing that producing troops turn one, and having a void lord (reasons outlined above) allows better expansion and better scales (magic+3) - which dwarfs the effect of dominion spread by the pretender.
So, maybe I just don't understand what's going on, but doesn't the luck of the effected province determine whether and how good (or bad) of an event you experience? Ie, spreading your luck scales is at least as important as acquiring provinces. Otherwise why bother with province-specific luck/misfortune ratings?

Ie, if i have 6 territories with average luck/misfortune +2, and you have 10 territories with average luck/misfortune -1, shouldn't I do much better on events than you do?
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Old June 24th, 2009, 06:09 AM

chrispedersen chrispedersen is offline
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Default Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands

Quote:
Originally Posted by Squirrelloid View Post
Quote:
Originally Posted by chrispedersen
Yes, you will establish dominion in the province with your god. Two candles. However, the chance of a scale spread (such as luck, magic etc) is actually pretty minimal.

It is *far* more important to conquer territories. If I conquer 10 territories and you conquer 6 - I'm 66% more likely to get more favorable luck events. This far outweighs the effects of dominion or scale.

So again, I'm arguing that producing troops turn one, and having a void lord (reasons outlined above) allows better expansion and better scales (magic+3) - which dwarfs the effect of dominion spread by the pretender.
So, maybe I just don't understand what's going on, but doesn't the luck of the effected province determine whether and how good (or bad) of an event you experience? Ie, spreading your luck scales is at least as important as acquiring provinces. Otherwise why bother with province-specific luck/misfortune ratings?

Ie, if i have 6 territories with average luck/misfortune +2, and you have 10 territories with average luck/misfortune -1, shouldn't I do much better on events than you do?
No. Or rather thats not an accurate depiction of what happens. First, it will more likely be you will have 6 territories with luck 2.5, and I'll have 10 territories with luck 1.8. Over 10 turns you'd have 10 40% chances to increase luck.. or roughly 4 extra luck scales. And of course, over time it would converge to an equilibrium value depending on your dominion, and your neighbors.

In a luck-0 province you get good and bad events. And yes, various scales will unlock different events. For example turmoil(?) unlocks the barbarian attacks events.

We both are going to start with L+3 in our capital. You will have more or less a 40% chance to gain one scale increase in luck more than my build until my lurker awakes, each turn.

A 40% chance of increasing turmoil, sloth, etc.

So, while it is slightly positive for generating a luck event, it is more negative for generating income. Plus, as the luck scale will not propagate much - the strongly good events will only express in the +3 provinces.

Overall, there is a *lot* of scatter due to the nature of random.. But no, overall the number of provinces is going to be much more important than the the two extra candles of dominion per turn.
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  #8  
Old June 24th, 2009, 04:07 AM

chrispedersen chrispedersen is offline
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Default Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands

Quote:
Originally Posted by Squirrelloid View Post
Chris:
I think investing in some crab hybrids is also a far better use of your cash than illithids. If i dumped 400 (ok, 385) gold into crab hybrids I bet I could pull out 9 or 10 provinces pretty easily, assuming sufficient water provinces are available. (Has been true in every test game i've ran).
Personally, I know *everyone* thinks illithid suck. Why you want to blow 35 gp on a critter that has 2xAtk:8 beats me. Plus he's confined to water, whereas illithids will help you break into air.

But I don't particularly care what troops you choose. I reliably get 10 provinces with illithids. So it *hardly* sucks. And I think purchasing troops turn 1 is important for R.
Which was my point.

Quote:


The big difference is staying at home means your dominion in your conquered provinces is lower, which means your luck scales don't spread as fast, which leads to substantially fewer beneficial events for you. This in turn leads to significantly fewer gems (even ignoring the lack of site finding in year 1), and significantly less gold (by a factor of 2 or more).
Yes, you will establish dominion in the province with your god. Two candles. However, the chance of a scale spread (such as luck, magic etc) is actually pretty minimal.

It is *far* more important to conquer territories. If I conquer 10 territories and you conquer 6 - I'm 66% more likely to get more favorable luck events. This far outweighs the effects of dominion or scale.

So again, I'm arguing that producing troops turn one, and having a void lord (reasons outlined above) allows better expansion and better scales (magic+3) - which dwarfs the effect of dominion spread by the pretender.

Quote:

Also, not getting the free underwater fortresses from site searching means no easy early second lab for more starspawn mages/turn.
But theres nothing that says you *can't* get free fortresses. A 175 gp slave mage 25% purchase gets you a 2w1n - which will find you most of the fortresses.

Why blow design points when you can purchase it for 175 gp.
By the way.. I forgot to mention it. But in the above game, at the end of year 2, slave mage 1 had 4 insanity; slave mage 2 had none.

Neither lost any actions to insanity. Again, you overestimate the opportunity cost of insanity.

By the way, the R.'s Traitor prince hero *does* go insane.

Quote:
Manual site searching with a rainbow has a lot of secondary advantages even I didn't fully appreciate before.

(Assuming a purely underwater opening, your minimal rainbow chassis for site searching involves A3E3F1W3S3N2D2. Improve the ones you want involved in a minor bless for your void summons.)
Most of your void summons aren't worth a bless. The ones that *are* worth a bless, regen (vastnesses, greater othernesses) is the best. A +2 attack, +2 defense, +2 strength just ain't gonna matter to a unit that has a 6-8 attack, no prot, and a move of 8.

Next best is probably S, for the MR.
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