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  #21  
Old September 25th, 2003, 02:26 PM

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Default Re: Another Poll: Nations in Doms I

Abysia got my vote. Strong troops (but expensive), excellent magic Users (expensive too but sacred), best assassins of the game. And deserts are difficult to invade. Really funny even if the finances must be closely monitored at the beginning.
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  #22  
Old September 25th, 2003, 03:30 PM

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Default Re: Another Poll: Nations in Doms I

Abysia too for me. I like them, because they are more and more dangerous as time passes, mostly because of blood magic. And also because they have the reputation of being a very difficult nation to start with, so I like to take a gauntlet in the face when I can (I'm masochistic at time).

in doms II, blood will be harder to come with, but the anathemant apprentice, or whatever he is called shall compensate.
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  #23  
Old September 25th, 2003, 03:39 PM
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Default Re: Another Poll: Nations in Doms I

Warlock Apperentice, actualy...
And in Dom II, you can make, literaly, a hell on earth Abysia...
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  #24  
Old September 25th, 2003, 05:04 PM

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Default Re: Another Poll: Nations in Doms I

Quote:
Originally posted by Pocus:
and the great loosers are ... Pythium and Arcoscephale (no vote). Is it because they are astral nations, and players dont like much astral (time for another poll gentlemen).

Aside that, a well equilibrated distribution. Thats recomforting
Actually, in Dom II, Astral magic is my preferred path so nations like Arcosephale appeal to me. The upper level spells you get now will kick the legs out from just about anybody, plus the array of solid mid level utility spells are extremely handy. I usually back it up with a bit of another path though, for some low-level offensive magic.
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  #25  
Old September 25th, 2003, 06:05 PM
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Default Re: Another Poll: Nations in Doms I

Quote:
Originally posted by Pocus:
and the great loosers are ... Pythium and Arcoscephale (no vote). Is it because they are astral nations, and players dont like much astral (time for another poll gentlemen).

For me Arco's troop selection just isn't very much fun. Several flavors of guys with spears, and beyond that not much besides the chariots that are hard to use without damaging your own side at least as much as the enemy...
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  #26  
Old September 25th, 2003, 10:59 PM

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Default Re: Another Poll: Nations in Doms I

I like astral magic too. Starting with the elegant star fires, ending with mass domination. The way this magic has to either kill or control your enemies is almost aesthetic

Truper :

Arcoscephale is rather brutal when it fields an army. Why dont you try to mix elephants and hypaspysts? Satisfaction guaranteed.

The hoplites are very tough, and dont cost much. They are produced slowly, but as they have a very high quality/cost ratio, this allow you to gain power relatively to most nations, as time passes.

Psitticine, you never talked about the themes of Pythium and Arcoscephale. Would you care to throw some words about them? I suppose there is at least one evil theme for each?
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  #27  
Old September 25th, 2003, 11:17 PM
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Default Re: Another Poll: Nations in Doms I

Arco doesn't have any special theme at the moment, but your question gave me some very cool ideas. Expect a new arco theme in the first patch.
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  #28  
Old September 26th, 2003, 01:44 AM

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Default Re: Another Poll: Nations in Doms I

and the great loosers are ... Pythium and Arcoscephale (no vote). Is it because they are astral nations, and players dont like much astral (time for another poll gentlemen).

Aside that, a well equilibrated distribution. Thats recomforting
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  #29  
Old September 28th, 2003, 08:59 AM
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Default Re: Another Poll: Nations in Doms I

Will the patch feature "evil" Arco theme?

Pythium has the Serpent Acolytes(or something like that) theme. I think you(Pocus) actualy replied something about the theme at some thread...

[ September 28, 2003, 08:00: Message edited by: Nerfix ]
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  #30  
Old September 28th, 2003, 11:25 PM

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Default Re: Another Poll: Nations in Doms I

Yep, Pythium has the Serpent Cult. Extra bonus snaky stuff.

I haven't played with that dominion theme yet so I can't give you too much in the way of specifics, except that the description explains the concept pretty well.

To paraphrase: Pythium couldn't hold back the darkness after Ermor fell, so they recruited aid from the Sauromancers. Even after the lizardmen left, their strange ways have continued to greatly influence Pythium's development and thus was born the Serpent Cult.
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