| Welcome to Dominions 5 Mods. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
- Pages:
- 1
- 2
| Analysis on Xibalba; An overview of Xibalba on all ages. | |
|---|---|
| Tweet Topic Started: Dec 4 2014, 02:53 PM (11,952 Views) | |
| RodriguesCIA | Dec 5 2014, 03:35 PM Post #16 |
|
Maenad
|
I see your point, DiCesare, and have corrected it before you posted it. Check out the third paragraph, from which you got that quote. Guess my piss poor knowledge on blood magic is showing off. Better put a disclaimer up there. So yeah, climbing the blood tree will never be a problem for them, due to having great searchers and stupidly cheap patrolers. Pick some good scales (specially after MA, because sacreds and necessary mages start to get a little pricey) and you will be set for a good blood run. I will keep fixing inconsistencies as soon as they show up, but I would like to remind you, gentlemen, that I created this thread mostly with the purpose of starting discussions of strategies for Xibalba. Edit: I believe I will be the one to start proposing some strategies. I managed to squeeze out an dormant Teolt of Rain with W4, N5, B2, with a Dominion 8, Order 3, Sloth 1, Heat 1, Growth 3. He works very well for EA Xibalba, giving useful minor blesses that are useful for both Sun Guides and Ozelotls, as scales a solid blood (and conventional) economy, having a great gold income without sacrificing too much production, which allows for producing a respectable number of Sun Guides as soon as possible, though it wouldn't be necessarily a bad move to reduce it to Sloth 2 and get Dominion 9, or Sloth 3 and Blood 1 to get it to 10, though you will be allowing yourself to risk to lose productivity on the capital depending on where on the map you start. Early on, while conquering the weakest provinces with your prophet's army (any of your two starting commanders will do) get as many Sun Guides as you can recruit. Blessed, they are cost effective, specially with the defensive blesses. As always, seek to conquer around your home province, specially if you toke sloth. When the production points start to pile up (as, hopefully, your gold), consider the Xibalban Guards: nice morale, the best armor you will get besides your Sun Guides (still not good, though), good stats in general, and slightly better than your Xibalban warriors on the bad ones (HP and Strength) for the ridiculously cheap price of G9 R4. Also, though armored, unlike your Sun Guides, they have MM3, which allows for a fast moving raiding army, hopefully. On research, well, you have blind mages, and will so until you can put some Eyes of Aiming on them (you have a mage with a 25% A1), but having Death and Nature in abundance, you will probably be able to put on some nice buffs, debuffs and summons on the battlefield. Just remember your blood economy is your best asset, so work on it as soon as you can, and get those Ozelotls flying as soon as you can. Finally, you have access to pretty cheap forts (600-700), so, unless you have no problem with micro managing your blood economy (which is not that hard, as you have cheap flying commanders that you can recruit on forests and caves), consider setting up a lab and fort at least on your most isolated blood hunting provinces to boost your research. Given how important blood hunting is, and how cheap your troops and mages are, is not that far fetched. |
![]() |
|
| Zonk | Dec 8 2014, 03:20 PM Post #17 |
|
Dom 5 Beta Team
|
Anyone going to offer suggestions on specific research goals? Conjuration for Earthpower, Sacred Scorpions, possibly Jaguars (though not the best use of Nature gems..)? Blood Magic for Ozeotls (and well, because you are a Blood nation) and the bleeding spell seems a must. Strength of Giants is very useful for the otherwise puny Zotz and not that hard to cast when you have base E2 + Earthpower or a booster. Evocation has a lot of Fire stuff, but again the low prec is a proble even with the +8 eye 'trick'. Culd be worth it for Earthquake though, which will not hurt fliers and you should be able to cast with some boosters and extra gems? Getting to Evocation 5 just for that seems expensive. Alteration 6 has Darkness, which should be easy-ish to cast with an Onaqui and a massive boost to both undead and your zotz (well, technically a nerf to opponents). Alteration also has Combustion which is a Prec 100, single target Fire spell. Something for those F1s with prec 5 to do, I suppose. Skelspam, worth considering? Your non-Onaqui death casters are not sacred which means they can't benefit from an Earth bless to spam more skeletons thanks to reinvigoration, but it could still be a good thing to have. Plus it is in Enchantment so it does bring you closer to Theft of the Sun if you somehow have the inclination to try casting that. (Note that as with before I am mostly talking EA Xibalba, not MA/LA. No idea about them, except that they could try researching Quagmire as Muuch all have swamp survival. Zotz would still suffer the swamp penalties despite flying however) |
|
NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
![]() |
|
| parone | Dec 18 2014, 12:20 PM Post #18 |
|
Foe of Paragraphs and Capitalization
|
im not sure about this, but im pretty sure earthquake hits fliers. it only misses units that levitate. |
| All that matters is that two stood against many-that's what's important... | |
![]() |
|
| Zonk | Dec 18 2014, 01:28 PM Post #19 |
|
Dom 5 Beta Team
|
I did some tests and I have concluded that fliers ignore the regular damage from Earthquake but NOT the extra damage tha can happen in caves (only 10% chance per each unit to be affected, though). Which makes sense - they can still be hit by stuff falling from above, but they can get out of the way of the ground moving below them. |
|
NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
![]() |
|
| parone | Dec 18 2014, 01:55 PM Post #20 |
|
Foe of Paragraphs and Capitalization
|
zonk, I believe you. my experience was using mass flight as ulm. i'd cast it first turn while the earthquakers cast summon earth power. the next turn, they were scripted to cast 5 or 6 earthquakes, and even though mass flight was up, they wouldn't do it. they would do if I didn't bring many melee units, so my theory was that the 'friendly fire' AI was cancelling the earthquake order because fliers would get hit. makes me wonder if the AI doesn't realize mass flight is cast, but DOES realize it if the units are natural fliers. |
| All that matters is that two stood against many-that's what's important... | |
![]() |
|
| Zonk | Dec 18 2014, 10:39 PM Post #21 |
|
Dom 5 Beta Team
|
I am surprised that there is actually friendly fire prevention for Earthquake. Or at least that it matters a lot to the AI. |
|
NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
![]() |
|
| Korwin | Feb 23 2015, 07:18 AM Post #22 |
|
*Spicy* Crew
|
No mention of the sacred auto generated bats? Or where they patched in? |
![]() |
|
| Ohlmann | Feb 23 2015, 07:50 AM Post #23 |
|
Dom 5 Beta Team
|
Theyt are spawned only by the big cap only mage no ? |
| Worthy Heroes - UW Expanded | |
![]() |
|
| Johannes | Feb 23 2015, 03:30 PM Post #24 |
|
*Spicy* Crew
|
Yeah but you still end up with a ton of them. More than the recruitable sacreds, definitely. |
![]() |
|
| Zonk | Mar 11 2015, 10:37 PM Post #25 |
|
Dom 5 Beta Team
|
Bump/necro to say that some Muuch are now MM2, which makes them more useful, especially as they have swamp survival. |
|
NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
![]() |
|
| grst0801 | May 27 2015, 02:51 AM Post #26 |
|
Markata
|
I think that this nation is one of the fastest expanding nations in MA. If you can capture a single forest province, you can recruit the bat commander and 20 bat guys (10 of the 7g, 1r and 10 of the 7g, 2r) the next turn, and bolster it with 15-20 MM2 muuch spearmen (10g, 4r). That unit of 40 is enough to take most independent provinces, and you can create that army every single turn starting on turn 2 (if you take an awake pretender) or turn 3. It is somewhat expensive, a total of 380g for the commander plus 40 troops, but I think the speed at which it is possible makes up for it. |
![]() |
|
| Zonk | Aug 29 2015, 10:47 PM Post #27 |
|
Dom 5 Beta Team
|
Bump/necro to say that Wo'Much are now 35 rather than 45, so they got reduced in cost by 10 rather than only 5 like other 'shamblers'. |
|
NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
![]() |
|
| « Previous Topic · Academy of War · Next Topic » |
- Pages:
- 1
- 2







1:02 AM Jul 11