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August 30th, 2012, 09:48 AM
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Corporal
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Join Date: Aug 2011
Posts: 178
Thanks: 1
Thanked 47 Times in 8 Posts
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Re: Some basic notes on expansion
Quote:
Originally Posted by Admiral_Aorta
Magic becomes immportant almost immediately, and if you fall behind in research you have little chance of doing well later, even if you have extra provinces because you focused on expansion over research.
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As a complete noob I was much more effective with land, money & troops than mages and early spells and I've not had a problem catching up with research. I'm still not sure how magic is important that early (I'm not questioning you, just verifying my noobness). Its good to know what is expected in games with more experienced players.
Last edited by momfreeek; August 30th, 2012 at 10:04 AM..
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August 30th, 2012, 12:07 PM
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Corporal
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Join Date: Oct 2011
Location: UTC+1
Posts: 127
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Thanked 5 Times in 4 Posts
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Re: Some basic notes on expansion
For a beginner I think it might be a good idea to focus on expansion first. When the lack of magic makes itself felt in midgame, at least he/she will have made it that far. And in a newbie game especially, being behind in research isn't necassarily an insurmounable problem.
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August 30th, 2012, 06:47 PM
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Second Lieutenant
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Join Date: Dec 2006
Posts: 564
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Re: Some basic notes on expansion
OK, two more newbie questions:
1) How many bakemonos or equally useless troops does it take to keep unrest in a 200-tax population under control?
2) Where is a reference guide with this kind of information easily accessible?
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August 30th, 2012, 10:45 PM
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First Lieutenant
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Join Date: Jan 2012
Location: southern maine
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Re: Some basic notes on expansion
i have actually had really good luck with expanding hard early. O-3 gives great gold. expand into a city province early. if you can get a good merc group, it is easy to have 3 or even 4 expo groups going early(as long as you bypass tough or bad match up indies). this also allows you to expand to choke points, secure them, and then finish off the indies behind you.
but...
early expo like that, in games with the graphs on especially, often makes you a target. so perhaps the ideas here(ie, forts instead of provinces, mages early at the expense of expansion) have merit.
i know this is a larger topic, but i think perhaps it is applicable. tremendous early expo(which is unfortunately about the only thing im good at) is a Very mixed blessing.
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August 31st, 2012, 07:16 AM
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Corporal
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Join Date: Nov 2009
Posts: 53
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Re: Some basic notes on expansion
Ad 1.
Each turn you tax 200% means about +20 unrest. Here is the table http://dom3.servegame.com/wiki/User:...fect_unrest.3F
Killing brigands by patrolers is random, but 20 patrolers (with patrol strength 1, but bakemonos are slightly worse patrollers) is minimum, they sometimes catch 1 sometimes 20 brigands. Each killing brigands is -1 unrest, I guess. 40 bakemonos is safe number for 200% tax.
Ad 2.
Dom 3 wiki
http://dom3.servegame.com/wiki/Main_Page
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August 31st, 2012, 12:43 PM
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Captain
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Join Date: Sep 2009
Posts: 992
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Re: Some basic notes on expansion
No it isn't.
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August 31st, 2012, 04:59 PM
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Corporal
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Join Date: Nov 2009
Posts: 53
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Re: Some basic notes on expansion
Isn't the safe number? In my test it is. But I tested with Order-3 and rare events. In some turns I have unrest >0, but next turn usually drops it to 0.
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August 31st, 2012, 06:38 PM
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Second Lieutenant
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Join Date: Dec 2006
Posts: 564
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Re: Some basic notes on expansion
Quote:
Originally Posted by John_Madlock
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Judging by the table there, to have a 75% chance of neutering 20 rebels, I'd need 80 bakemonos or more. Does anyone know how to calculate how much worse Bakos are?
Quote:
Originally Posted by John_Madlock
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http://dom3.servegame.com/wiki/Province#Unrest -- unfortunately, not much helpful here. But this would be a great resource if it were updated with all the tidbits found elsewhere!
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August 31st, 2012, 08:36 PM
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Second Lieutenant
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Join Date: Dec 2006
Posts: 564
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Re: Some basic notes on expansion
So, I don't know if anyone cares at this point, but after experimentation I can confirm that with monster scales and 200% taxation it's easy to get several castles going by turn 10.
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