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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old February 3rd, 2004, 06:37 PM
aldin's Avatar

aldin aldin is offline
Corporal
 
Join Date: Dec 2003
Location: Land of the Setting Sun
Posts: 195
Thanks: 0
Thanked 0 Times in 0 Posts
aldin is on a distinguished road
Default Synergies twixt Nation and Magic Path

I'm having a difficult time feeling out the magic synergies of various nations. Ulm was pretty easy, with clear synergy to the Construction path (Forge Bonus / lots of Earth spells) and a lesser synergy to the Summoning path (good options for a 2E1F caster). I suppose Blood is a pretty obvious synergy for nations with Blood mages, but what else is there? If you have the time to give a bit of an explanation as to why the synergy exists I'd very much appreciate that as well. If anyone wants to explain a specific theme, that'd be great - but I'm not as interested in good synergies with specific pretenders because my focus here is the basics. Thanks in advance!

~Aldin
__________________
He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
~James Graham
Reply With Quote
  #2  
Old February 3rd, 2004, 07:12 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Synergies twixt Nation and Magic Path

Well, I find Evocation/Alteration goes very well with Arcoscephale. With all those elemental battlefield spells your mystics will be a real force to reckoned with.
Reply With Quote
  #3  
Old February 3rd, 2004, 07:55 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Synergies twixt Nation and Magic Path

There may be specific spells to shoot for. For a nation with good archers, for instance, Wind Guide and Flaming Arrows are obvious picks.
For R'lyeh, Thaugmaturgy 1's Returning might save your Void Summoner; later on, Ritual of Returning will help. Thaug also provides Paralyze, if memory serves, a strong spell for astral nations.
For Jotunheim/Utgard, those Astral/Death seithkona are just begging to be able to cast Nether Darts, but that's fairly high level.
For Abysia, Conjuration research provides access to Summer Lions, which make an unbreakable, ethereal front line. Just avoid the temptation to be a one-path nation, however...
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #4  
Old February 3rd, 2004, 08:02 PM

licker licker is offline
Captain
 
Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
Thanked 15 Times in 14 Posts
licker is on a distinguished road
Default Re: Synergies twixt Nation and Magic Path

I'm curious...

How many people actually play a low research strategy, that is one where they really only get to levels 4+ in two schools?

It just seems too easy to me to get to level 4 in 4+ schools by turn 25 (or sooner if I really want to) and even go to level 5 or 6 in one of them for a specific spell...

This idea of nation/research synergy just seems strange to me, sure you have early spell targets, and then you have later game spell targets, but those often seem to change based on who and what you are up against. I guess its just that as soon as I find a library I crank out sages one a turn for 10 turns+ and since its not unlikely to get a library before turn 10 (depending on how fast you expand) by turn 20 its not uncommon for me to have ~80 (depending on scales) research points from sages, that'll get you to level 3 in everything really fast...
Reply With Quote
  #5  
Old February 3rd, 2004, 08:18 PM

Guest
 
Posts: n/a
Default Re: Synergies twixt Nation and Magic Path

Man has Relief and Mass Protection. Both of these can have a dramatic impact on the game. Along with Healing Mists and Charm. Pangaea has some of these too, though with more cost (Only Pan's can cast them).

There are quite a few more. Though you will find *most* of them in either Enchantment or Alteration.
Reply With Quote
  #6  
Old February 3rd, 2004, 09:14 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Synergies twixt Nation and Magic Path

Ah, Relief. Nice spell, especially for those using Communion, or perhaps Curse of Stones.
Astral nations might want to head for Enchantment for Dispel, especially if Ermor, Jotunheim or C'tis is in the game due to the likelihood of Burden of Time. Nature casters will want Enchantment for the extremely nice Gift of Health global.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
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 06:27 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.