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| Tips, tricks & random mechanics thread; share | |
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| Tweet Topic Started: Jul 1 2016, 05:58 PM (2,723 Views) | |
| Itwastuesday | Jul 1 2016, 05:58 PM Post #1 |
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*Spicy* Crew
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As just evidenced by the Earlyeh thread by athros, there's new blood trickling in every once in a while, and I'm sure many of us simply never thought about nor encountered something. This game is pretty obtuse to get into, perhaps it would help if one could just skim over a bunch of working tactics they can use and traps they wouldn't want to fall into. Starting : - Asshole throne defenders with titans and whatnot, and just in my damn cap ring! What to do? Disease them. Independent province armies still die to disease. Have a bane venom charm fester there for a while, cast plague or whatever. - PROVINCE REVOLTED PROVINCE REVOLTED PROVINCE REVOLTED OH GOD WHY I HAVE LUCK 3 ORDER 3 Well it doesn't happen on PD11+ provinces. It's expensive, but maybe worth it on some provinces. - You want to use that beautiful blood magic to defeat old age problems? If you do, make sure you're not wearing your boots of youth at the same time as you cast your getting-younger spell or it won't do anything. - Frigging Astral Corruption, ruining everything I want to do. Except the spells I can cast with mindless mages such as Golems and mind-vesseled Androdai. Such as that big dispel for... Some other global because blood doesn't take no for an answer. - Defender's advantage is so big in this game sometimes, as they get to go first. So when your armies are going to meet in a province between them, teleport/cloud trapeze a thug there to take it over in the magic phase so you get to move first and get the advantage. - So you have your E snake, and he can forge hammers for your shitty nonE nation, but it takes forever, as in a few turns he could be doing other E things for your shitty nonE nation. Well why not just cast Forge of the Ancients for a better effect and less micro? Other than having to research const-7 instead of 2 and the inherent risks of globals. |
| Eagles may soar high, but weasels don't get sucked into jet engines. | |
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| Red_Rob | Jul 3 2016, 03:49 PM Post #2 |
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Dreamer of Dreams
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Whilst I applaud the sentiment of the thread, I am a little mystified by some of the specific examples you chose. Encouraging newbs to spend more on PD seems dangerous, given one of the big differences between players and AI is how effective PD is in repelling them. For PD specifically I'd start off with something like this:
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The Dom 5 Mod Catalog - Every mod for Dom5 with pictures! Dom5 Modding Starter Pack Everything you need to start modding My Mods: Dominions: Enhanced! A compilation mod including Magic Enhanced, Pretenders Enhanced, Sites Enhanced, Fantastic Mercenaries, Better Arena, Worthy Heroes, EA Fennoscandia, EA Juhera, MA Iram, MA Shambhala, LA Iram and LA Rotterland Magic Enhanced v2 Over 900 new spells + items, National spells for every nation, plus nation and spell tweaks Pretenders Enhanced! Reworks Pretenders to make more viable options, plus adds over 100 new Pretenders Extra Pretenders Over 100 new Pretenders EA Fennoscandia A nation based on Sami and Finnish folklore Fantastic Mercenaries Adds 57 new mercenary bands including Vanir, Abysians and more | |
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| onard | Jul 5 2016, 02:04 PM Post #3 |
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*Spicy* Crew
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Do remember that 10 PD reduces unrest, so if you capture a great province with 150+ gold and some unrest, getting the 10 PD will pay itself fast thanks to better taxes. Also some key provinces you simply don't want to risk losing to random events and thus you should invest somewhat more solid PD, which I believe was the OP's point. Maybe it's a key supply line, maybe you found a bunch of great sites, either way don't trust the fickle luck dice too much. |
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| Executor | Jul 5 2016, 07:24 PM Post #4 |
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I'm the captain now
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Eh, Bane Venoming a cap adjacent province is a dubious call to me. It pretty much means that the province is still indie by turn 20-25 and that you won't take it before at least turn 30-35 in that fashion and once you take it over the province will mostly be dead. Anyone that invests in raiding parties that can kill 6 PD will make sure they can also kill 15 PD. It's also worth noting that most raiding parties will have little trouble in dealing with any, reasonable, amount of PD. Also, PD is very easy to script against and 15 PD is pretty much a regular indie province strength which is useless most of the time. Having 5 PD is usually the best choice when it comes to investing in PD since it can defeat the early remote province attacks and a few other lucky attacks, though 1 is still the most common and best choice. I can also confirm that experienced players almost never spend gold on PD, even as a buffer, and especially against random events. Crappy troops that you can't script often work to your detriment in important battles. And the worst thing about investing id PD is that you're stuck with it once you buy it. I've had important battles go entirely and horrifyingly wrong simple due to the presence of my own PD. I'm sure there are others too. They'll clog up the battlefield and disrupt your formations and make routing your army all that easier. It's fine investing in PD when you know an attacking is coming your way and when you have decent poptypes and the game is early enough for those troops to actually be useful. |
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Dom 5 mod nation: Confluence - a compilation of 18 mod nations | |
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| sum1won | Jul 5 2016, 07:56 PM Post #5 |
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Dom 5 Beta Team
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I'll add an addendum: I will take 10-15 pd in forest provinces immediately before claiming the throne of gaia. |
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| Gregstrom | Jul 5 2016, 09:38 PM Post #6 |
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Serial Lurker
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10-15 PD with a few cheap mages as backup can be a fatal surprise for raiding forces. |
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| Welzi | Jul 6 2016, 07:12 PM Post #7 |
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*Spicy* Crew
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Hi, Sorry I must explicitly ask this: Do I understand correctly that you can't dispel a blood global? That would be really unexpected for me... Thanks for your answers in advance! Cheers Welzi |
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You are cordially invited to check my mod: Sensible Migration Currenty Dom 5 only but I will eventually convert it to Dom 4 if there is interest. | |
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| Sombre | Jul 6 2016, 07:17 PM Post #8 |
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Leader of the Community
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No, it's just that blood slaves are far easier to get in large quantity than gems. So if you dispel a blood global (which may have a huge overcharge of blood slaves put in it and be very hard to dispel) they can pretty easily just put it up again. |
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I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com General Mods: No PopType Recruitment (NI), No Mercs Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms Maps: Warhammer World Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda | |
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| Welzi | Jul 6 2016, 08:02 PM Post #9 |
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*Spicy* Crew
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Thanks mate. That makes perfect sense. Cheers Welzi |
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You are cordially invited to check my mod: Sensible Migration Currenty Dom 5 only but I will eventually convert it to Dom 4 if there is interest. | |
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| GlointheDark | Jul 6 2016, 09:48 PM Post #10 |
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*Spicy* Crew
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Perhaps I don't qualify as good. But I will often use 10 pd to reduce unrest. Especially with a turmoil build, or a blood hunting build. |
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| Rejakor | Jul 6 2016, 11:17 PM Post #11 |
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*Spicy* Crew
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Tip for dealing with Zeus/Gaia/Whatever. Send a mage with 4 paths, and 2 gems, and 4 individual troop units attached to him and in front of him, to attack them. Script him hold retreat. Script troops whatever. Zeus or whoever will blow scads of gems killing 4 troops. Repeat until they run out of gems. Then kill them with regular tactics. Their armies are much less scary without fog warriors/mass protection/army of lead/whatever. |
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| TreantHugger | Jul 7 2016, 02:03 AM Post #12 |
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*Spicy* Crew
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Throne guardians don't run out of gems. It's hardcoded. |
| Other name you may know me as: Speleothing | |
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| Itwastuesday | Jul 7 2016, 05:53 AM Post #13 |
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*Spicy* Crew
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You only need to disease the titan, you can move your bv off then. It doesn't take that long, or it shouldn't. And then you have a bane venom charm to use. |
| Eagles may soar high, but weasels don't get sucked into jet engines. | |
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| suppenit | Jul 7 2016, 10:57 AM Post #14 |
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*Spicy* Crew
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Spring hawks and guarding P3 throne titans with air magic spamming Air Elementals and Fog Warriors can be dismissed by single thug or SC immune to electricity (Ring of Tamed Lightning, Storm Spool). |
| aka olli!, bumpjack | |
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| Zonk | Jan 25 2017, 10:27 PM Post #15 |
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Dom 5 Beta Team
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Bumping the thread as it seems the most fitting place to mention this: Gift of Health (applies to all units) and MA Agartha's Golem Cult (applies to units that are mindless & lifeless but not undead) each give +10% max HP per candle, but stack *multiplicatively.* Meaning 10 candles in Golem Cult + Gift of Health dominion will give some units x4 rather than x3 max HP. You can have Illearth elementals with 200 max HP that regenerate 30 per turn. Not claiming this is something to build a serious strategy on, or a good reason to play Agartha pretender + Pangea disciple (for E/B and the ability to cast GoH and possibly blood sacrifice - don't remember if disicples can do that), but I thought it was worth sharing ![]() (It's also possible this is a bug - not sure lifeless units should benefit from Gift of Health) |
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NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
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Well it doesn't happen on PD11+ provinces. It's expensive, but maybe worth it on some provinces.







1:00 AM Jul 11