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| ShatnerMA (Running); MA-Noob to Intermediate Players Welcome | |
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| Tweet Topic Started: Oct 27 2011, 03:40 PM (4,093 Views) | |
| Winner | Dec 13 2011, 05:18 AM Post #91 |
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Tartarian
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Shinuyama can forge air boosters. Bootstrapping air will not come cheaply though. |
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| Shatner | Dec 13 2011, 08:08 PM Post #92 |
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*Spicy* Crew
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It's AAR time once more. I encourage you all to share what you can of your experiences so far. The loosely defined plan for Atlantis was 1) survive inevitable early war with R'lyeh 2) fortify position in ocean in case the locals prove restless 3) generate as much money as possible to afford freakishly expensive Kings of the Deep 4) research like it's going out of style 5) ??? 6) Profit Step 5 is where the plan kinda trails off. Maybe I can set my mages to research what I should do next ;). Anyway, let's look at steps 1-5. 1) As was mentioned in the previous AAR, Atlantis' troops are pretty uninspiring compared to R'lyeh so I knew I'd be at a military disadvantage before the game even began. To make up for this, I went with an awake pretender that could expand from turn 1 to give me an economic advantage instead. Using war lobsters (expenive aquatic-only tramplers) and my pretender, I was able to take most of the ocean before R'lyeh got its... feet?, do they have feet?... under them. I started a few minor border skirmishes with R'lyeh which rapidly escalated into full blown war. Unfortunately, several expansion parties as well as my pretender were mind-blasted into oblivion before I could consolidate my raiding parties into a proper army. Fortunately, I had built a picket line of forts halfway between my capital and R'lyeh's and used them to blunt R'lyeh's counter attack. Since water provinces are full of low-resource fodder recruitables (mainly tritons and ichtids), I spammed fodder armies and raiding parties around and behind R'lyeh's armies of doom and attritioned an otherwise superior foe into submission. 50+ mind blasts/turn are really nasty but with three times as many tritons you won't even notice it. Now if only I could find a way to drown the darn things that survived the war... they're like the militia of the sea and I resent their upkeep each and every turn. 2) My dominion was set to give a good income underwater (where temperature scales don't impact income) so I worked at spreading it as widely as possible through the ocean with my (eventually revived) pretender, cheap temples (300 gold each instead of the normal 400) and expensive, recruit-anywhere H3 priests. I otherwise kept my expenses to a minimum and spammed forts between me and the nations of the land. MA Atlantis doesn't build good forts but it does build cheap forts so for 1100gp and 3 turns of building I could have a completed fort and a temple securing a border province. 3) With the forts well underway, it was time to start hiring mages. MA Atlantis' primary mage, the King of the Deep, has wildly divergent magical skills (W2 + 2xWEFS + 1.1xWEFS). It's paths can vary from a plain W6 to something spastic like W2F2S1E1. Therefore, you have to recruit a lot of them to get all the combos that you want but they are EXTREMELY expensive, costing almost 20gp/turn in upkeep. With money saved up and more coming in from my spreading dominion, I started to spam Kings of the Deep and started to site search the ocean in earnest. Voice of Tiamat makes this a very efficient and profitable activity provided you have enough water gems lying around to begin with... which as Atlantis, you will. 4) Once there weren't enough sites left to search, my steadily growing mage force started hitting the books... and really, they haven't stopped. That said, the number of spells you can't cast underwater is maddeningly numerous so you have to plumb pretty deep into a number of research branches to get to those hotly desired few. Fortunately, CBM 1.92 improves matters a bit by introducing some new underwater rituals as well as making several existing ones underwater-friendly. 5) Again, I'm not 100% sure where to go from here but I'm working to figure it out. In the meantime I'm watching the charts and realizing just how much fighting is going on. Makes me glad I'm not part of it. Whether or not it is wise for me to stay uninvolved in the wars of the land has yet to be seen. In otherwords, my version of MA Atlantis can be reduced to the following tagline: brilliant turtling or stupid idling with nothing in-between! |
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| Shatner | Dec 23 2011, 06:36 PM Post #93 |
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*Spicy* Crew
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I extended the turn by 12 hours since I noticed Agartha was about to stall. On that note, if you guys need an extension or want to slow the hosting time down for the holidays, just let me know. Travel and family are generally not conducive to MP Dom3. |
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| Nimiria | Dec 24 2011, 06:01 PM Post #94 |
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Troll
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Guess that was it for me ;( all provinces lost. Now I can just hope to find a new game soon
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| Shatner | Dec 25 2011, 03:42 AM Post #95 |
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*Spicy* Crew
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Thanks for playing, Nimiria, and I wish you the best of luck in your future games. |
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| Winner | Dec 25 2011, 05:00 AM Post #96 |
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Tartarian
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Jotunheim fought bravely. Had they established a second fort earlier in the game it is conceivable the outcome of it's war with Shinuyama would have been totally different. |
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| Nimiria | Dec 25 2011, 02:02 PM Post #97 |
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Troll
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Well since this was my second MP game and I had almost no experience in the game at all.. ![]() Must do much things better in the next game. Do not even know if my pretender had a good setting or if I should choose a complete other one. |
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| Winner | Dec 25 2011, 09:23 PM Post #98 |
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Tartarian
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Don't misunderstand me. I don't want to be negative. Starting a second fort construction ASAP can make a big difference. You can recruit your national units, which makes a big difference, especially for a nation that prefers Cold. You can also recruit other mages, which can be helpful. This might mean you have to make some sacrifices in the first few turna, and recruit some less expensive units. Your scales seemed OK. Personally, I would have left your pretender in a fort, as even with a dominion bonus to attributes, she was a bit vulnerable. Then again, she was capable of casting some decent spells. Don't take this the wrong way, but your Jotun Scratti could have done a lot of damage with a bit of scripting. Holding them on the back lines makes them a pretty big target. Something like Quickness, Breath of Winter and Attack Rear would have sent them rushing straight to my archers flanks and severly disrupted my Bandits, giving your main force an opportunity to get in close. As it was, I had the time to cast Fire Arrows and do some damage. You had a good start in this game, if you were a bit more aggressive and kept up that early momentum you would have been unstoppable. |
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| Nimiria | Dec 26 2011, 01:10 AM Post #99 |
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Troll
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Well that are all things, that I still have to learn in that game. It looks sooooo easy to learn the basics, but its very hard to learn the real breaking tactics. I must say, I donīt even know what spells are best, what units good etc. What I at least found out for myself as mistakes were: - I gave each conquered province a province defense from 20 or more from the beginning.. that was not good and did cost me much money. - I tried to get the hirdmen from the beginning, but I think for start I should have taken 20 - 30 Javelin throwers or even more to get a fighting and conquering force much quicker. - as you said, my pretender should have stayed in the fort. Well, I still donīt know, what pretender is good for Jotunheim. Perhaps I should have taken this frost giant and with a good prophet fighter I could have 2 good commanders in the main force. Still much to learn ^^ |
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| thistlechaser | Dec 26 2011, 09:31 AM Post #100 |
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Maenad
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Apologies guys. I got in a rush before I was leaving for the weekend break and forgot to post that I would be without internet for the weekend... getting turns in ASAP again. |
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| thistlechaser | Dec 26 2011, 09:42 AM Post #101 |
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Maenad
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Nevermind. It looks like my Christmas present was to be wiped off the face of the planet. It was a lost cause to Eramor anyway, and at that point I was really just trying out fun spells. Good times though, and I think I'll really like this game. GL to those still in |
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| babebibobu | Dec 26 2011, 01:44 PM Post #102 |
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Tartarian
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I encountered something very strange. One of my commander was equipped with a shroud of the battle saint. When he cast quicken self in a battle against indies, he lost all the benefit of the bless (and he died :angry: ). Is it a known bug with the shroud or the quicken self spell? |
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| Shatner | Dec 26 2011, 06:24 PM Post #103 |
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*Spicy* Crew
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That's a new one to me, babebibobu. I've used quicken self a lot over the last couple of games I've played, and never seen that behavior. To be sure, I just ran a test game and gave both a sacred and a non-sacred water-1 mage the shroud and a bow each and scripted quicken self->fire closest. During the trial, both mages were considered sacred and blessed during the entirety of combat. Not sure what to say to that one babebibobu... |
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| babebibobu | Dec 26 2011, 07:29 PM Post #104 |
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Tartarian
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I looked on shrapnel forum and it seems to be a known bug with ironskin and iron will. |
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| Shatner | Dec 26 2011, 07:44 PM Post #105 |
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*Spicy* Crew
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As in, combining iron skin, iron will and quicken self causes this problem, or is it that any of those three buffs have a chance of de-blessing your caster? |
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7:13 PM Jul 11