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![]() Hello, and welcome back to yet another Dominions 3 LP. It has had more than a few Let’s Plays. In this thread, we’ll be doing something a little different than most of these. A standard Dom3 LP is an after action report, we just show you how the game went. Today, we’re going to be handing over the reins of two nations to the goon collective. Thedemon and I will be running concurrent threads where we rely on the strategic minds of armchair generals all around I will be controlling Bandar Log, and Thedemon will be playing as Agartha. His thread can be found here. Please do not actively participate in both threads. If you sign up with one nation, please don’t go browsing the other thread. If you just want to observe I don’t care if you read both, but it’s not very fun or fair if people cheat. We will be playing with easy research.Concept introduction & rules Thedemon and I will be having a 1v1 duel with a VP win condition (will elaborate down below) on the Fivelands map. ![]() However, for the most part we will be leaving both the strategic and tactical decisions up to the goons in our respective threads. Participation will be broken down into two distinct portions. The council wide strategic direction and the individual army commanders. For the strategic votes everyone will vote on three (?) different factors. Where we allocate our research, how we handle army and mage recruitment, and our overarching strategy for approaching the war with Thedemon. Research: I will attempt to layout some sensible potential research goals for our nation, additionally I’ll do my best to describe how they’re best used. Every 10 turns or when we reach a research goal, whichever comes first, I’ll put up another vote asking people how they want to proceed. Recruitment: General army composition and recruitment strategy/focus will be left up to the will of the hivemind. Below I will lay out the various troop and mage options available to our nation. Vote on a general direction for recruitment and I will fulfill it to the best of my ability. Strategy: There are two possible approaches we can take to claim victory. The first victory condition is to claim four of the five victory point locations on the map. Each capital is worth one victory point, and three other marked locations will be worth one victory point each. If we can claim four of these five locations we can declare victory. Our other option is to crush our opposition so thoroughly that they concede. In either respect we need a general coordinating approach. Each individual commander of an army has the final call on how they act, but a coordinated approach across our armies will prove more successful than scattered groups. On a more individual level people who sign up will be put into a queue. As smaller armies move out from forts they will be given to the first player in the queue. Larger forces will have the command split between multiple people. Mage scripting will be left to one person, troop placement and scripting to someone else, and strategic map movement will be dictated by a third. ![]() As mentioned earlier, one of the victory conditions for this game will be controlling four of the five victory point provinces marked on this map above. Each player’s capitals starts on one of these five locations, the other player will start in one of the two locations across the map from them. If either one of the teams can take four of these locations, they can declare victory. Lilli fucked around with this message at Dec 16, 2012 around 20:09 |
| # ? Dec 14, 2012 00:17 |
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| # ? May 20, 2013 00:55 |
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Nation Introduction - Bandar Log Troops Here's a quick rundown of our mages and some of our more notable troops. ![]() Atavi archers are the go to recruit for low cost short bows. They're not particularly brave, and if they sustain any casualties they'll probably rout. However they're very cheap and extremely easy to mass so they can easily pay for themselves. We will probably want a few of them regardless of what route we go both for war and expansion. ![]() White ones are our recruit-everywhere sacreds. They're not as impressive as stuff like jaguars or palankashas, but they can be formidable with a decent bless. Regardless of whether we run a bless, they're still some of the best line troops we have. ![]() Royal swordsmen are the alternative to white ones if we don't run a bless. They're fairly comparable to white ones stat wise. The biggest differences are swordsmen have more hp, higher strength, and are size 3. Size 3 can make a lot of difference since you can only fit two units per square. If we use a bless we should definitely use white ones, but if not, swordsmen high hp and damage can make an attractive option. ![]() Elephants are the go to expansion method for non bless bandar log. Their relatively low resource cost means you can recruit a full expansion party without claiming your entire cap circle. Which in turn makes your expansion pattern more efficient. However, their high gold cost makes expansion an expensive proposition and will cut into the funding for mages and forts early on. ![]() Tiger riders are cap-only sacreds. They’re fairly expensive units, but with a decent bless a small group can expand with very little attrition. All three of their attacks are fairly high damage, which means they can really tear through lightly armored opposition. In addition to having ridiculous damage output, when the rider dies the tiger stays behind and continues to eat people. Unfortunately, unlike jaguars, the rider doesn’t come back afterwards. Bandar has a number of other troops, but most of them only fill fairly niche roles. If I see an opportunity for their use arise I'll bring it up in thread. Mages ![]() Rishi are the big boy cap-only mages Bandar can recruit. They’re also the only mage we have that has a random magic path. Astral and nature gives us some attractive forging options for thugs, if and when we reach that point. However, its a fairly weak path combination for large scale battlefield evocations. They have some very powerful single target nukes and a lot of utility in both buffs and non-damage spells. ![]() Gurus are our expensive recruit-everywhere mages. Basically, they’re here to cast astral spells and be slow fuckers. When thrown in a communion with proper buffs they can cast almost any astral spell we’d care about, including throwing around stuff like soul slay or enslave mind. ![]() Yogis are pretty much communion slave fodder. The primary advantage they have over gurus is they have map move 2, which is actually fairly major. They’re very cheap and fairly weak in path, but with some clever scripting S1 can be a pretty strong path. Overall we’ll get more into mages and scripting later as we talk about possible research goals. For reference, we’ll be using other people’s mod v6, which incorporates CBM, Awesome Endgame, and Awesome Gods. Here’s a link to the mod inspector God options We’re going to leave god design up to the participants. Anyone can suggest a god design with a name and story/theme. Since not everyone has played dom3 I'm not expecting a full design. Just suggest a general role you want the god to fulfill and I will make something as suitable as possible. The god idea that is most popular will be what we use for this game. Mechanically there are four real roles that a god can fill. 1. Supercombatant gods primary role is aiding in the expansion phase of the game. They can reliably take on independently controlled provinces and help shore up a nations early game. Some can later be turned into army murdering machines if they're equipped well. 2. Rainbow mages fill in gaps in the magic access of a nation and sometimes provide a much needed boost in the early research to kickstart a nations mage use. Respectively they tend to be helpful either in the early game when providing a research lead, or mid game when giving access to important rituals. 3. Bless chassis are there for pretty much one reason. To make sacred units into tiny murder machines. They impossible or otherwise hard to get buffs in the form of blessings to sacred units which can be incredibly strong early on. However it requires a nations with acceptable sacred to be worthwhile. 4. Scales builds for the most part make lands more profitable and research easier. Its utility lasts well into the late game, but never really has one dominant phase. As time goes on gold gets less valuable, but with scales like growth their benefit grows over time. Overall it will let us increase our recruitment and research potential. Most gods are a combination of two or more of these roles. Some Bandar Log specific notes, a heavy bless approach will limit our research in the early game as we recruit priests to lead and bless our tiger riders instead of mages to research.
Lilli fucked around with this message at Dec 14, 2012 around 00:22 |
| # ? Dec 14, 2012 00:18 |
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Example turn Here’s a quick example turn. Each turn I’ll offer an update on any important new information people might need in making decisions. Additionally I’ll solicit people to submit their new turn orders. Troop and mage orders (covered below) will remain the same unless the commander suggests a change. If a player does not submit new orders within 24 hours of the deadline I’ll assume they’re mia and move onto the next person in queue. In this hypothetical turn we have five people signed up, players A, B, C, D, and E. ![]() We have three expansion parties out right now, one in 95, 87, and 91. Each of them fought a successful battle without a single loss on our side. We also have the remnants of a dead party in 87. Player A was controlling party 87, but they died due to catastrophic elephant problems, and I’m now ferrying the leftover soldiers back to our capital. Additionally, we have another new expansion party built in our capital (97) this turn. Players B, C, and D are each controlling one of the parties in 95, 87, and 91. Right now, both Player E and A are in the queue of commanders waiting for a party to become available. Player E has been waiting longer, so they gain control of the new party built in our capital. Player B, C, and E all submit their orders, telling me to attack 88, 62, and 99 respectively. Player D still hasn’t submitted orders within 24 hours of the deadline, so I give his party to player A, who submits an order to attack 74. D is then temporarily held at the front of the commander queue for three turns. If they still haven’t returned by them to express their interest in continuing to participate, I’ll remove them from the queue. (If I see someone who consistently disappears and reappears I’ll just remove them from the queue) ![]() After the turn processes I’ll report the results and we repeat the whole process. When we reach the point where we’re fighting thedemon instead of independents I’ll start giving more detailed battle reports, and I’ll throw up videos of big battles. Troop orders ![]() (stolen from Ski) I’m not going to require people to submit extremely detailed orders. As long as you give me something rough to work I’ll do my best to make it work. That being said, if you’re more familiar with the Dominions 3 system I’ll submit orders as specific as you give them to me. I’ll work with both “infantry in front, archers in back, cavalry to the side” as well as “split archers between mr1 and mr5 with orders to fire on enemy archers, infantry in f3, and cavalry in mf5 to attack rear placed enemies.” Similarly with mages, I’ll highlight all of the notable spells we have and what they do. I’ll tell you what the mages in our armies can do, you just tell me what you want things to cast and I’ll work out all the details in how we get there. Since we’re playing Bandar Log theres a high chance we’ll have to set up a communion (mage suicide pact) to accomplish much with our mages. I’ll deal with all the finicky suicide pact details as long as you give me the basic idea of what you want. Same deal with troops though, I’ll take however much detail you want to give me.
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| # ? Dec 14, 2012 00:18 |
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List of signups 1. Feinne 2. Spincut 3. Pittsburg Lambic 4. Meinberg 5. Senerio 6. TenjouUtena (Sorry Tenjou, I didn't see your IRC message until now!) 7. Krysmphoenix 8. Blastinus 9. avoraciopoctules 10. Lord Windy 11. Dawkish 12. Sullat 13. Pierzak 14. Asehujiko 15. Hello Sailor 16. Blastinus 17. Routah 18. Zauper 19. Cathulhu. Special queue for people that are FourohFour 1. FourohFour (first Rudra, if/when we get one) Please do not read past this point if you’ve signed up for Thedemon’s thread. (It's probably not a big deal for the first page, but don't go reading both threads if you sign up for one you jerks) Lilli fucked around with this message at Jan 8, 2013 around 01:55 |
| # ? Dec 14, 2012 00:19 |
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Current Vote Expansion Strategy - What should we expand with, elephants, archers with white ones screening them, or tiger riders? Research - Dedicate research towards our god (and if so, how), or stay on course for mind hunt? Mercenaries - Should we hire Obscuro or not? Sorry about not getting this up last night, I fell asleep before finishing it. Elephants - Archers - Tigers - Buff our God! - Mind Hunt - Hire Obscuro - Focus on Expansion - Lilli fucked around with this message at Dec 22, 2012 around 17:17 |
| # ? Dec 14, 2012 00:33 |
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Team Lilli is Team Victory and a vote for a chassis with blood to use Lanka's summons is a vote for ultimate victory. The main options for that of course are the blood fountain for free income to make up for our ramp-up issues, the deva for hilarious scaling of blood bursts, and the vampire queen for being immortal. Feinne fucked around with this message at Dec 14, 2012 around 00:41 |
| # ? Dec 14, 2012 00:37 |
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Alright, Team Lilli, let's do it! I vote for a bless chassis. Failing that, though, something with blood would be good as well.
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| # ? Dec 14, 2012 00:41 |
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Feinne posted:Team Lilli is Team Victory and a vote for a chassis with blood to use Lanka's summons is a vote for ultimate victory. I'll file this under Rainbow Mage, also Deva supremacy. Meinberg posted:Count me in on Team Lilli as well. I mean, a blood bless isn't all that bad for an offensive bless, but blood/anything else is kind of rough to fit on a chassis, not a lot of good options for it. Lilli fucked around with this message at Dec 14, 2012 around 12:21 |
| # ? Dec 14, 2012 00:44 |
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Sign me up! Voting for a supercombatant pretender, preferably one with a shitload of arms.
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| # ? Dec 14, 2012 00:45 |
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Count me in on Team Lilli as well. I also would be interested in a blood chassis, though it'd be nice if we could somehow swing to have both blood and a bless.
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| # ? Dec 14, 2012 00:46 |
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I was just going to watch, but I have to sign up to support the other gayngel avatar still on the forums. I want to vote on Scales/Money Build I've never played this game before is that a problem?
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| # ? Dec 14, 2012 00:51 |
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Senerio posted:I've never played this game before is that a problem? Not even in the slightest! Edit: Please don't be worried about being uninformed with regards to how the game works. I'll do my best to work with everyone regardless of whether they know what the gently caress is going on or not. Lilli fucked around with this message at Dec 14, 2012 around 00:55 |
| # ? Dec 14, 2012 00:52 |
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One thing to remember if you're supporting blood, you're also by extension supporting spending build points for enough Air on the chassis to summon Dakini because that is basically the point. Dakini are like TheDemon's favorite things in the world so the morale damage of us deploying them against him alone would be massive.
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| # ? Dec 14, 2012 01:02 |
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Feinne posted:One thing to remember if you're supporting blood, you're also by extension supporting spending build points for enough Air on the chassis to summon Dakini because that is basically the point. It's worth noting that if you want to see Dakini then it will require a significant detour in terms of research, so just be aware.
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| # ? Dec 14, 2012 01:13 |
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Eh, what the hell. I'm terrible at this game but let's give this a shot. Feinne posted:One thing to remember if you're supporting blood, you're also by extension supporting spending build points for enough Air on the chassis to summon Dakini because that is basically the point. And sign me up for armies too. I imagine if I do something stupid someone in here will call me out on it and probably suggest ten different ways, each of which are three times smarter than my initial idea.
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| # ? Dec 14, 2012 01:13 |
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Thoughts about pretender design: This is a two-player game, which lends itself to specific strategies with regards to pretender setup. Taking astral on a supercombatant, for instance, is normally considered suicide due to a specific weakness that the Astral path lends to a mage: Specifically, astral mages are at risk of being targeted with the spell Magic Duel, and probably will be at some point. For instance, in one LP, Lilli used a horde of magical Aztec turkeys to murder a supercombatant pretender named Rainbow Dash. However, we're up against Agartha. Agartha has no native access to Astral magic, so bringing magic duelists against us will be difficult. Unless Agartha finds a good Astral site or something else that lets him get out Astral mages quickly, our pretender won't be at risk of getting dueled, soul slay spammed, horror marked, etc. He's at risk of getting disintegrated by Agarthan death mages later on, but by that time we'll have a lot of MR equipment to protect our pretender and other high-value assets. At the same time, if Agartha picks an astral pretender, we can magic duel the poo poo out of him unless his astral magic skill is ridiculously high. Pittsburgh Lambic fucked around with this message at Dec 14, 2012 around 01:30 |
| # ? Dec 14, 2012 01:27 |
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Well, this is an interesting idea for a thread, and I'm glad I saw it in time. Prior to today, I barely knew what Dominions 3 was, so I'll be perfect as a commanding officer. I have no particular knowledge about what the various symbols do either, so I'll abstain from that vote, since I figure it's a tad more important than whether an absolute doofus takes charge of your troops.
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| # ? Dec 14, 2012 01:43 |
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Blastinus posted:Well, this is an interesting idea for a thread, and I'm glad I saw it in time. Prior to today, I barely knew what Dominions 3 was, so I'll be perfect as a commanding officer. I have no particular knowledge about what the various symbols do either, so I'll abstain from that vote, since I figure it's a tad more important than whether an absolute doofus takes charge of your troops. Don't worry, we're just voting on what kind of god you want to see. The choices are basically a big badass who will go kill dudes right away, a super powerful mage that lets us cast spells we couldn't otherwise get, a bless to make our sacreds (tiger riders/white ones and some national summons I'll get to later) tiny killing machines, or a whole lot of money.
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| # ? Dec 14, 2012 01:48 |
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Signing up for team monkeys because Lilli promised me that If I asked here, I could have the first rudra. I'm voting for a blood rainbow chassis with a scales build on the side.
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| # ? Dec 14, 2012 02:42 |
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![]() So, might as well ask. What are those blue splotches on the map? They seem a little too dark and spooky to be ocean or lake tiles. But there's no place for water at the center of the map so I have no idea. Seems like a really cool tiny world though.
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| # ? Dec 14, 2012 02:51 |
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Krysmphoenix posted:
The original map was made by vfb, but you can thank Ski for editing it to make it look nicer. To answer your question, yes those blue provinces are in fact water provinces.
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| # ? Dec 14, 2012 03:02 |
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This looks like it will be a pretty interesting game. One vote for a blood magic pretender, I want to see how TheDemon will play against the rakshasas he uses in so many other games. EDIT: This version of Fivelands looks really nice. Where can you download it? Can you download it? avoraciopoctules fucked around with this message at Dec 14, 2012 around 04:09 |
| # ? Dec 14, 2012 04:05 |
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Sign me up and I vote for a Blood God! with everyone else.
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| # ? Dec 14, 2012 06:17 |
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I just realized that since Agartha has no native access to astral, he will also have trouble dispelling any global enchantments we put up, other than by attempting to overwrite them. Clearly, this means we need to poo poo all over the world. Any chance our pretender could be Astral Corruption-capable?
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| # ? Dec 14, 2012 09:33 |
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Pittsburgh Lambic posted:I just realized that since Agartha has no native access to astral, he will also have trouble dispelling any global enchantments we put up, other than by attempting to overwrite them. It would be possible, but if people really wanted to see this, we might just be better off empowering one of our astral 4 gurus in blood and forging him boosters. It will be less costly than giving a pretender blood and astral. Avorac, Ill go find the link Ski sent me. Edit: http://www.mediafire.com/download.php?fc7v3ag5a9ec0h1 This isn't the link, but heres the map file/tga. You'll have to open the .map file in notepad and remove the #specstart commands at the very bottom for it to be usable outside this context, it has two prefixed starts for bandar log and agartha. Lilli fucked around with this message at Dec 14, 2012 around 16:08 |
| # ? Dec 14, 2012 12:19 |
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Sign me up for Team Lilli. I think we should get a decent bless for those sacreds! F9 awake dragon with order scales!
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| # ? Dec 14, 2012 15:59 |
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Sign me up for Team Monkey as well. Blood is so last LP. Although with Dakinis we could just airdrop 4 of 5 VP provinces in one turn. But let's go scales/money and flood the world with monkeys. And monkey-mages.
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| # ? Dec 14, 2012 16:23 |
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I'll probably close the first vote (but not sign ups obviously) Monday night, so if you have a preference on our god, get it in.
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| # ? Dec 15, 2012 16:46 |
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I'd love to see the Arch Mage, if only for the description
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| # ? Dec 15, 2012 21:15 |
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Signing up for Team Monkeys I think Rainbows are boring so make a god that has more arms then magic schools
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| # ? Dec 15, 2012 22:03 |
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Pierzak posted:I'd love to see the Arch Mage, if only for the description The Arch Mage is a chump. Dragon! We need to expand fast!
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| # ? Dec 15, 2012 23:57 |
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I'm on the other/winning team but I PROMISE I'm not cheating and reading anything here. I'm just helping out by posting this in both threads: In order to help with team coordination, I have made the following map that lists the province numbers. It might help when army commanders send in orders, etc. I was going to add lines to represent province connections, but I'm relatively sure the connections are obvious for most provinces. I might have screwed up when making the map and made one funky province that connects to something that doesn't share a exact border, but for the most part if the two provinces share a border, they connect. ![]() Enjoy... enjoy me stomping all over your monkeys, I mean! ski fucked around with this message at Dec 16, 2012 around 20:09 |
| # ? Dec 16, 2012 14:41 |
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Thank you Ski, this will help immensely.
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| # ? Dec 16, 2012 15:54 |
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ski posted:I'm on the other/winning team but I PROMISE I'm not cheating and reading anything here. I'm just helping out by posting this in both threads: Already spotted two typos. Territory 5 and 6 are listed twice on that map.
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| # ? Dec 16, 2012 16:23 |
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Krysmphoenix posted:Already spotted two typos. Territory 5 and 6 are listed twice on that map. Looking at it, the northern 5 and 6 are supposed to be 37 and 38.
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| # ? Dec 16, 2012 16:34 |
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Lilli posted:Looking at it, the northern 5 and 6 are supposed to be 37 and 38. ![]() Alright, fixed it thanks to my awesome basic image editing skills. TheDemon has PMs so if you like it I can PM it to him to prevent reading their thread.
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| # ? Dec 16, 2012 16:56 |
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Krysmphoenix posted:
I think Buildscharacter already took care of it. Thank you though! (That's what I get for being slow)
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| # ? Dec 16, 2012 20:09 |
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Lilli posted:I think Buildscharacter already took care of it. Thank you though! (That's what I get for being slow) I Thank you for catching it and thanks to the people who fixed it, too.
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| # ? Dec 16, 2012 20:19 |
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Okay, so a god with blood is the most chosen option. However, I’m going to offer two different choices to see which one you guys are more interested in. At the same time I’m going to talk a little bit about our potential research choices, since blood magic is heavily interlocked with this decision.![]() Our first option is the Deva, she’s a four armed SC with high innate blood magic. We can take her awake with decent scales and use her to expand early on, and then switch to blood hunting when we get far enough down blood in research to actually make use of it. ![]() ![]() With the Deva we get decentish scales along with the needed A/B combination to summon Dakini. Furthermore, if we ever need to use her in battle, the A2 lets us cast all those nice air buffs in addition to cloud trapezing wherever she needs to go. ![]() Our other option is the fountain of blood. The fountain generates slaves every turn in addition to having a huge innate blood hunting bonus. This gives us the ability to pull in slaves much faster early on cutting down on our ramp up time towards dakini spam. ![]() ![]() The other major benefit of the blood fountain is that it’s cheaper than the Deva. We’ll have slightly better scales and magic paths if we take it. This is further compounded by the fact that we can take it asleep since we won’t need it to expand with. ![]() Although it gives us fewer buildup turns for slave generation and stockpiling, it does let us take very nice scales along with another point in blood magic because we had extra points leftover. Some very important things to think about when considering our god choice is our first major research goal. The primary magical tool that Bandar Log can make use of, doubly so in this scenario because of Agartha’s lack of astral, is Mind hunt. It lets us remotely shutdown any offensive that Agartha tries to put up with our cap natural S4 Rishi. If Agartha takes astral on his god to block mind hunt we can teleport someone on top of him to magic duel him and then mind hunt. It can be a major thorn in Agartha’s side if we use it well. However, Agartha will almost definitely rush for Wisdom of the Ancients, a spell that gives them a huge temporary research boost that leaves a fairly decent thug leftover afterwards. These thugs are mindless, and therefore are immune to mind hunt. However, if and when we see Agartha start to field these (I will keep a close eye on the research graph and report when it happens), we can research opposition fairly easily and take them out fairly easily. The other potential route we can take is to rush down blood first thing to get a blood economy going as soon as possible. We dive to B6 and just start spamming out Dakini as fast as possible and kind of work from there. As a point of suggestion, if you want to get mind hunt before Dakini, then I’m going to recommend we take the fountain asleep or the Deva awake, since we will have more time to build a stockpile of slaves. If you want to go down blood first, the awake blood fountain is probably the thing that will help us get Dakini out as fast as possible. ![]() Regardless of what path we go, we need a name for our god. Suggestions? In summation, the votes boil down to: If someone else has a suggestion for research path, feel free, but these are the two options I think are most viable or what I assume people are most interested in. Research 1. Mind Hunt 2. Blood Gods 1. Deva 2. Blood Fountain (Awake or Sleeping)
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| # ? Dec 18, 2012 01:52 |
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| # ? May 20, 2013 00:55 |
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I'm going to say Mind Hunt because killing all of TheDemon's commanders with ghost monkeys is hilarious, and the Deva because blood vengeance will make her terrifying for early expansion.
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| # ? Dec 18, 2012 01:57 |





Please do not actively participate in both threads. If you sign up with one nation, please don’t go browsing the other thread. If you just want to observe I don’t care if you read both, but it’s not very fun or fair if people cheat. We will be playing with easy research.
































