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Old June 12th, 2007, 02:35 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Guide to MA Agartha (In prog) - Pretenders

I'll be blatantly stealing the format used by RamsHead- though I'm unfortunately unable to steal his talent.

Table of Contents
0.0 Retractions and Revisions
1.0 Introduction
2.0 Troops of the Golem Cult
2.1 Overview
2.2 Units
2.3 Military Commanders
2.4 Mage-Priests
2.5 Military Review

3.1 National Summons & the Golem Cult

0.0 Retractions & Revisions
Jun.14.2007 Dwarven Hammer does not boost paths for purposes of forging. Passages removed.
Jun.14.2007 Paragraph added on Oracles and Preaching
Jun.14.2007 Various formating.
Jun.14.2007 Added hard details on old age in MagePriest section.

A Guide to MA Agartha, Golem Cult

1.0 Introduction
Agartha is a nation of cave dwellers, a declining civilization. Think Avernum, Ultima Underworld, Arx Fatalis. Agartha is a rather straightforward and simple to use race, without the complexities of many other factions. However, despite this simplicity, they can be challenging to use effectively. With a starting income of 5 earth gems, but few summons until enchantment 3- and some research issues due to old age, they often start equipping commanders (thugs) immediately. All your units have some darkvision, and you have access to amphibious troops.

2.0 Troops of the Golem Cult

2.1 Overview
Quote:

While national troops by and large become obsolete by the late game, having a solid understanding of a nation’s forces is necessary for a strong early game. A powerful early game position will often translate into a powerful late game position.

He said it so well, I had to quote him. Its even more true with Agartha, Golem Cult.

The strength of the Golem Cult lies in its national summons and mages. None of your mundane troops are outstanding.. Unfortunately, you need 200 research points (standard) before you access your first national summon. If you recruited only golem crafters, you would be pushing up against the end of your first year before they were available. Earth Drakes are available earlier, but they have even worse odds at landing a blow than your Ancient Ones.

On top of that, you have little chaff, no archers, and fairly high resource costs. You need to use your available troops well, or your expansion will be stopped dead.

Your options are rather limited, and unexceptional, but qutie solid. Your gold costs aren't that high (thanks to low skill), but your resource costs are very high. At least you're thoroughly equipped. No naked warriors or helmless headwounds here. And just about everybody has a shield.

Your human infantry are pretty much the definition of average. Attack, defense, morale- everything about them is standard. No advantage to be gained by these troops, but no glaring vulnerabilities, either.

All that said, they are pretty durable for their weight class. They don't scale up well, but throw them into the proper situation and they'll do quite well.

Your human troops all have 50% darkvision, shields with good parry values (most basic missile fire isn't a concern, tends to boost protection further), and short swords (you're vulnerable to repels, but with a def of 13/14 its not a concern with most independents).

Your non-human troops are less skilled than the humans, but they have a little more strength and magic resistance, a lot more hitpoints, and less encumbrance than many medium infantry. On top of that, they have 100% dark vision, are amphibious, have a siege bonus, and did I forget to mention they don't need to eat? And, they don't wield short swords, thank god (You're welcome). Unfortunately, they are coldblooded, and have trouble hitting a barn, use rather pathetic shields, and their large size makes them excellent targets for arrows/outnumbering.
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