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TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


Or alternately, didn't you always want to lead a horde of soulless abominations to exterminate all primates?

(or alternately: Stoned for 420 years and counting)



Welcome back to yet another Dominions 3 LP. It has had more than a few Let’s Plays. HOWEVER, in this thread, we’ll be doing something a little different. A standard Dom3 LP is an after action report, showing you how the game went. Instead, we’re going to be handing over the reins of two nations to the goon collective. Lilli and I will be running concurrent threads where we rely on the strategic minds of armchair generals all around the world North America and some parts of Europe to lead us to victory over the other.

I will be controlling Middle Age Agartha, and Lilli will be playing as Middle Age Bandar Log. Her thread can be found here. I recommend you read both OPs before you decide who to participate with. Unless of course you love me so much that you can’t resist hitting reply immediately.

Please do not actively participate in both threads.

If you sign up with one nation, please don’t go browsing the other thread. That goes for voting, too. 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 a game with easy research, and the mods CBM 1.94, AwesomeGods 2.01, and AwesomeEndgame 1.5. Browse the mods here.

If you haven't played the game before, that's no problem. Anyone can participate.


Concept Introduction

Lilli and I will be having a 1v1 duel with a VP win condition (elaborated 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. Council-wide strategic direction and individual army commanders.

Strategic decisions will be thread-wide votes. The main factors will be where we allocate our research, how we handle army and mage recruitment, and overarching strategy for approaching the war with Lilli and her minions.

Research:
I will lay out some sensible potential research goals for our nation, and I’ll do my best to describe how they’re best used. When we reach a research goal, or when the situation changes enough that changing research might be warranted, 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. I’ll put together some viable recruitment strategies, and then they’ll be set to a vote.

Strategy:
There are two victory conditions. The first is to claim four of the five victory point locations on the map. Each capital is worth one point, and three other marked locations will be worth one 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. Between now and one of these victory conditions, there’ll be at least a few intermediate decisions to make.



The victory locations are marked on the above map.

Tactical decisions come down to individuals. I’ll be handing out command of each army to a participant. Each individual commander of an army has the final call on how they act, but a coordinated approach across our armies might prove more successful.

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 placement and scripting will be left to one person, troop division placement and scripting to someone else, and strategic map movement will be dictated by a third.

I’ll explain the full signup and orders procedure at the bottom, once we’ve weeded out the spies who haven’t decided which thread to back yet.


Nation Overview: Agartha, Golem Cult

Agartha is a really awesome nation with lots of cool stuff, but the troop lineup itself unfortunately leaves a little to be desired. We have some very nice early summons including big fat statues that are basically immune to being hit and an insane research booster and uh... cave men, a whole host of national spells including early game teleportation and one that blots out the sun, and a national ability that's almost broken, and better battlemagic than our opponents.



One thing to note: Agartha has a special bonus to golem units. They get +10% hp per friendly candle. Additionally, the bonus “sticks” and fades slowly after the units leave friendly dominion. Truth be told, I’m not sure what combination of tags a unit needs to get this bonus, but it goes to all obvious candidates, even non-national summons like the Iron Dragon or Gargoyle. The wiki page shows the list of units that receive the bonus, although don’t use it for any other reference material since it does not incorporate mods.



Another advantage Agartha has is all their units have at least 50% darkvision. Darkness is a spell that reduces attack and defense by 50% and precision by 75%. The Agarthan humans only take half the penalty. The Agarthan pale ones and statues don’t take any penalty.

Follow along in the mod browser using this link.


Recruit-Anywhere Troops



The light infantry above is the most cost effective unit we have. It isn’t good at killing or defending, but can body block for mages like the best of them. Our light infantry has a fairly decent shield for arrow catching. They’re also mapmove 2, which is pretty important because mapmove 1 units take forever to get anywhere.



The medium infantry have middling armor and an absurd 7 encumbrance and cost an equally absurd 22 resources. And they’re mapmove 1. I can’t think of a reason to ever recruit them.



Heavy infantry have high protection, the same 7 encumbrance, and a similar 27 resource cost. In some situations a handful of these guys might hold a line better than a swarm of light infantry. However, protection doesn’t stand up well to spellfire.




Agarthan crossbowmen cost an absurd number of resources for mere xbows, and have pretty low precision. But the crossbow itself adds +2 precision, making them average, and does pretty decent damage. En masse against unshielded heavy troops, or heck even against bucklers, steel xbows are pretty effective. Pity they’re so difficult to mass. Oh, and they’re mapmove 2.



Then we have 3 versions of pale one troops. Pale ones are hamstrung by being size 3. Human troops are size 2, and a square on the battlefield fits 6 size points. So if you’re fighting against humans, you’ve got 2 of your own troops taking attacks from 3 enemy troops. Fortunately, Bandar Log has the same problem as their gorilla troops are also size 3. This particular pale one is medium-armored and has a buckler shield. He’s also cheaper than our medium infantry with less encumbrance. In other words, if we want medium infantry, buy him instead, we get twice the hp and give up a small weakness to arrows.

Pale ones also have a siege bonus, but they’re hard to mass and it comes up so rarely.




This pale one gives up his shield entirely in exchange for a Trident and a Net. The trident is a decent weapon, but the Net is the main attraction here. If it hits, a net immobilizes a unit, reducing their defence to zero until they can break free. Obviously this is good against units that rely on defence, like Bandar Log’s Tiger Riders, or lone supercombatants, but you have to hit first.



Another shieldless pale one, this one wields a glaive. Glaives are 10 damage weapons, but have a defence penalty, which we can see reflected in his stats. You’d usually wield glaives against low-defense giants.


Cap-Only Troops





The boulder thrower is a very deadly unit that can be very tricky to use. In this modset, boulders unleash an AoE 1 explosion where they hit; that is to say, they deal damage to the entire square. The “boulder impact” is 10+str damage to the unit that’s hit, and -16+str damage to the square the boulder impacts. Also, this ranged attack ignores shields.

The catch is low precision of 9 and super-low range of 8. Since units with fire orders automatically close to their range, only 7 or 8 squares means the enemy can close to melee easily, and boulder throwers are crap in melee. That said, did I mention they are super deadly?

Oh, they’re also sacred (the candelabra icon), but there are no blesses that are useful for boulder throwers. However, in this modset we do have a national H3 spell that gives living holy units +4 att, which can make them, well, uh, still crap in melee.



The ancient one is MA Agartha’s only blessable sacred. They’re size 4, which means they can combine with human sized troops, but are otherwise 1/square. They have only one attack, at a measly 9 skill, but that’s improved to 13 if you cast Fury of Loss, a H3 national spell that was introduced in CBM. An earth 9 bless takes them up to 18 protection and fatigue-neutral. A fire bless can help their pathetic attack. High hitpoints means they work well with regeneration. Improving their defense of 8 with a water bless is a lost cause. That said, compared to “good” notable sacreds they aren’t really on the same level. E9 N4 or E9 F4 N4 will tear through most indeps.


Recruit-Anywhere Commanders



The scout differs from the indep scout only in that it has 50% darkvision. Don’t worry about scouting, I’ll be managing that, and we can pick up scouts from independent provinces easily enough in middle age.




The cave captain and pale one captain can lead troops and that’s about it. They’ll be recruited very rarely, as you can get troop leaders from non-fortress provinces.



A cheap Holy 1 priest. If we go for a bless strategy, I might make one or two of them. If not, I doubt we’ll see this guy either.




The Earth Reader is a fairly cheap sacred mage, which is usually the role of the researcher. E1 is useless for pretty much everything. Fortune teller is an ability that prevents that percentage of bad events in that province alone, and stacks additively. So if we had 20 Earth Readers in a province, 100% of bad events in that province would be prevented, but that’s an unfortunately absurd number.




The golem crafter is the backbone of this nation. He’s sacred for reduced upkeep, a priest, Earth 2 which lets him boost to Earth 3 in battle, and has some nice cross-paths for forging. Also, he has our only access to astral magic in the 10% random. You can bet that I’m making as many of these as I can, because against a nation that can Mind Hunt we need astral mages. 2.5% is a crapshoot, but it has to happen eventually.


Cap-Only Commanders




The Keeper of Memories was added in one of the later versions of the CBM mod that we’re using. At A1 and 25% forge bonus, there isn’t much he can be used for, except maybe Owl Quills as per his description, a research-boost item available at the start of the game. However, despite being able to make 3-gem owl quills, we don’t have any air income whatsoever, so he’s wasted. I’ll probably make one or two of him, for sitesearching at the very least, and there might be some air items later on that’ll be useful.



The Ancient Lord is a troop leader with deceptively bad stats. You might think he can be given gear and “thug”, but that’ll fail more often than not thanks to his low defence, non-zero encumbrance, and inability to self-bless. In order to thug him, he’ll need 30 to 35 gems of gear: brand (to get around low att), shield of gleaming gold (to get around low def), a 5 to 10 gem reinvigoration item, and a 5 to 10 gem regeneration item.

What he can be used for is as a spell or arrow decoy. Maybe. If he didn’t take up a capital recruitment slot that could instead be used for...





The Oracle of the Ancients is not a super mage, but in this modset he’s “good enough”. He gives a bunch of useful cross-paths like F1 D1, and he’s got E3 and 12.5% E4, which is about as good as an earth mage can get. D2 unlocks a chain of summons that can get you a D4 mage if you have the death gems and research. He’s also Holy 3, which means he can cast Divine Blessing, Smite, and one extremely good national H3 spell. The downside? Mapmove 1, 350 gold, and old age and the associated encumbrance penalties.


Other Stuff

Agartha has a LOT of other stuff, but let’s look at the standard things first:



Gem income is 5 Earth every turn. Very focused, which in this case is a good thing.

We also have a huge host of national spells. I won’t go over them all here, I have to save something for later, but there are two that are immediately relevant:



Fury of Loss was introduced in one of the later CBM updates, in an attempt to make Agartha more playable, and it’s a huge one. +4 attack skill on living sacred units. The downside is you need a 350 gold H3 caster when otherwise you could use a 40 gold H1 priest.



Attentive Statues is a bread and butter summon for MA Agartha. In this modset they’re available with no research, and you can cast them with our starting income literally every turn. They’re a size 2, hard-to-kill, mapmove 2 troop that complements our light infantry and xbows well. Patrol bonus is handy, too. Downsides: you aren’t saving gems for the higher level summons, and they aren’t sacred like higher level statues.


Pretender Options

We’re going to leave god design up to the participants. I’ll be making a vote with the 4 roles below as choices. Along with that vote, you can suggest a god design with a name and story/theme. Since not everyone has played dom3 I'm don’t need a full design. Just suggest a general role you want the god to fulfill and I will make something as suitable as possible. Mechanically there are four basic roles that a god can fill; most gods are a combination of two or more of these roles.

Supercombatant (SC) gods primary role is aiding in the expansion phase of the game. They can reliably take on independently controlled provinces which helps shore up a nation’s early game. Some can later be turned into army murdering machines if they're equipped well. Agartha can definitely use a SC, but it isn’t required.

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. A well-built rainbow is never a terrible choice, but they always need to be built towards specific purposes: enough magic to forge this particular item, cast that particular ritual, hit that particular research goal by that particular turn, and so on.

Bless chassis are there for pretty much one reason. To make sacred units into murder machines. They give impossible or otherwise hard to get buffs to sacred units which can be incredibly strong early on. However it requires a nations with acceptable sacred to be worthwhile. Agarthan sacreds are cap-only and if you bless them it’s usually to make them more resilient, winning battles by outlasting the enemies. This works pretty good against independents, but can be countered by other players. Earth 9 Nature 4 is standard, sometimes F4.

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. You can usually fold a scales build into one of the other builds, if you make a few sacrifices.



These are the pretenders available to MA Agartha. You can browse them at this mod inspector link.

TheDemon fucked around with this message at Dec 21, 2012 around 04:28

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TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


How to Participate

I’ve stolen this from Lilli’s OP, but there are some significant modifications to the process I’m going to use.

If you want to participate, sign up. If you want a specific command (the options are no preference, movement, mage, troop placement, or thug) then say so when you sign up. Signups will go in a queue, when there is a new command to be had, the person at the top of the queue whose preference matches or who has no preference has 24 hours to accept. If they don’t post, they go to the bottom. If they reject, they remain at the top. Either way, I’ll offer to the next in line.

I’ll note there probably won’t be many mage or troop placement commands, and there probably won’t be a lot of thugs either. So I recommend no preference, but it’s up to you in the end.

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 placement and mage orders (covered below) will remain the same unless the commander suggests a change. Even if you’re not responsible for movement, you’ll still need to keep up-to-date on additions to your forces.

I’ll set a deadline. We’re going to start with turns approximate every 4 days, and go to every week as the game progresses. Anyone from whom I require orders and hasn’t submitted by the deadline, I’ll take orders from the thread on a first come first serve basis. If this happens either twice in a row or regularly, you’ll be replaced and put at the back of the queue.

Then I fill in the orders, we run the turn, and repeat.

I'll post an example turn soon.


How to Give Orders

You don't need to give super-detailed orders, I'll do my best to interpret, but the more clear the better. If you want to cover as much as possible, I recommend but do not require this format:

Orders for YOURNAMEHERE
Move to PROVINCE NAME OR NUMBER
(other options include Defend, Sneak, Preach, Patrol, Move and Patrol, Cast a Ritual (specify), Pillage, Blood Hunt, or basically anything the dom3 engine lets you order. Some of these require special abilities. If you want you can submit separate orders for each of your commanders, which would let you do something like Preach and Summon Allies simultaneously, but anyone who doesn’t move with you is lost from your command)

COMMANDER NAME
(you can ask to RENAME if it’s possible)
Script: ROUND 1, ROUND 2, ROUND 3, ROUND 4, ROUND 5, GENERAL
(options are, for round-specific, Attack One Turn, Hold a Turn, Hold or Fire, Hold or Cast, Cast a Specific Spell)
(for general, None, Stay Behind Troops, Attack (pick none, archers, cavalry, fliers, large monsters, closest, rearmost), Fire (pick none, archers, cavalry, fliers, large monsters, closest, rearmost), Cast Spells, or Retreat)
Placement: PLACEMENT
Gems: GEMS
(if you are at a lab you can stock gems, although I reserve the right to limit how many you draw)
Squad 1: COMPOSITION, PLACEMENT, SCRIPT
Squad 2: COMPOSITION, PLACEMENT, SCRIPT
Squad 3: COMPOSITION, PLACEMENT, SCRIPT
Squad 4: COMPOSITION, PLACEMENT, SCRIPT
Squad 5: COMPOSITION, PLACEMENT, SCRIPT
(troop script options are None, Attack (pick none, archers, cavalry, fliers, large monsters, closest, rearmost), Fire (pick none, archers, cavalry, fliers, large monsters, closest), Hold and Attack (same options as Attack), Fire and Flee (same options as Fire), Guard Commander, Retreat)

You can choose to use the placement grid below, or give me some general description:


(Rear, MidRear, Center, MidFront, Front)

I won’t be the format police, but the more clear you are the better. Keep in mind, if you are a general commander for a small army you might have to order all of the above, but if you only have a specific area of responsibility you’ll only need to give orders that pertain to that responsibility.


Please do not read past this point if you’ve signed up for Lilli’s thread.

You can probably read to the end of the first page if you're undecided and you really want to read more.

TheDemon fucked around with this message at Dec 14, 2012 around 00:37

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


Current Order Deadline
?

Current Commanders
Obliterati (movement, placement, scripting)
Jimmy4400nav (movement, placement, scripting)
How are u (movement, placement, scripting)

Current Signup Queue

5. Diabl0658 (no stone hurlers)
9. rzal
10. Rawkking (no mage)
11. Pladdicus (mage)
13. Zathril
14. NoiseNoiseNoise
15. Higsian
16. Libluini
17. Not Alex
18. Velius
19. my dad
20. Barono (no troop placement)
21. Ski

TheDemon fucked around with this message at Mar 4, 2013 around 12:39

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


Pregame Votes

Vote 1:
Choose any number of roles you want the pretender to fill:
- Supercombatant
- Rainbow mage
- Bless chassis
- Good scales
And if you want, make a chassis / name / story suggestion that goes along with your voted options.

Vote 2:
Should we use Attentive Statues in the very early game? They require a mage commander, which is a huge pain in the rear end, and they use precious gems that we could save, but they’re also very hard for indeps to kill and the patrol boost to income can be handy.
- Yes
- No

Obliterati
Nov 13, 2012


Sign me up for glorious Pale One violence/horrible death.

Vote 1:

An awake pretender to start sitesearching early could be nice - E4 would work well with the sacred mages, and perhaps some S to boost MR on the mages and sacred summons (which already have quite high MR so even S4 might be sufficient).

If it's possible to just slap E4 on a Wyrm and go to town with an awake SC I'd enjoy that too. Fling the rest into scales and Awe. The E4 and early sitesearching also leads us into...

Vote 2:

Yes. Lots of them. High MR on the whole and they're unique which suspends all debate about efficiency. I know CBM Agartha's a lot better, but 'efficient' still isn't a defining trait. Worth noting that they are sacred, but putting a light bless on them probably isn't worth it in itself and at enc 0 they'll get nothing from E4.

Barono
May 6, 2007


Reporting for duty! I'll volunteer for anything other than troop placement, because I don't even bother with that nonsense most of the time in my own games.

Vote 1: Agartha needs a serious leg up with expansion, and with only 2 players a super combatant is the way to go. Awake and high dom for maximum dom push for maximum statue strength.

Vote 2: Save your precious earth gems so you can make a million memory of the ancients, because they're super awesome. (And will let more people thug)

PotatoManJack
Nov 9, 2009


Sign me up - Let's go team TheDemon! Although I don't have red hair, I'd like to fill the role of the spunky side-kick with the never say die attitude.

What I'm probably good at is SC / Thug commands so happy to do that where available but am overall happy to do whatever.

Vote 1

I've always been a fan of the Rainbow Mage with a few strategically chosen paths that will get your to the important milestones when boosters are used. Versatile and also good for early site searching. This probably speaks to my relative averageness at the game.

Vote 2

I'd say TheDemon's choice here (if I can do that) as I'm not too familiar with the tactic playing Agartha very seldom.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia


Oh hell yeah, Golems and stuff, looks awesome.

Please Sign Me Up! I've never played this game, but I'm eager to do whatever I can and lead up to glorious Blood soaked Golem Victory!

Vote 1

I'm in favor of a super combatant, it can get us some early expansion, which can help us get a larger military force. The Wyrm looks pretty awesome.

Vote 2

I too agree that it should be best left to TheDeamon, I don't really know what these Attentive Statues mean, but if he thinks they're good, then go for it

Jimmy4400nav fucked around with this message at Dec 14, 2012 around 02:14

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


I wouldn't put Attentive Statues out there as an option if they weren't viable to use. Not sure if I'd choose to use them if it were just me, but they're definitely a way to add some power to our early forces.

What we're comparing them to is the nebulous "other things" down the line. Memory of the Ancients is a research booster that costs E gems, which leaves some interesting statue commanders in play afterwards. Avatar of Darkness automatically casts Darkness, which is a huge boost to our armies in defensive combat. Both of these are available probably as our first research goal. There are also higher quality statues, or simply using Attentive Statues later when we are fighting the monkeys instead of independents. Not that we can't use these things if we spend now, but we'll have less of them.

Obliterati posted:

Worth noting that they are sacred, but putting a light bless on them probably isn't worth it in itself and at enc 0 they'll get nothing from E4.

Actually, they aren't sacred. Only the higher level ones are. Still pretty good to use though. I guess the efficiency question isn't so much are these efficient as should we get them now or later?

TheDemon fucked around with this message at Dec 14, 2012 around 01:41

Obliterati
Nov 13, 2012


TheDemon posted:

Memory of the Ancients is a research booster that costs E gems at only, which leaves some interesting statue commanders in play afterwards. Avatar of Darkness automatically casts Darkness, which is a huge boost to our armies in defensive combat. Both of these are available probably as our first research goal.

...

Actually, they aren't sacred. Only the higher level ones are. Still pretty good to use though. I guess the efficiency question isn't so much are these efficient as should we get them now or later?

My mistake. Another question would be if the patrol bonus justifies getting a few up early to overtax our capital - 6-10 could do that job without burning too much E.

(Basically I really want a whole bunch of statues to be involved, but then again this is going to happen anyway)

I do agree about the Avatar of Darkness. Auto-Darkness is presumably a crazy fantastic thing.

Diabl0658
Dec 10, 2008

These are the games we play.

Signing up for team basement dwellers.

Vote 1: Take a master lich for our pretender and give him 3 or more astral magic (to help solve our astral problem). Dont skip on scales either. Il leave it up to you what paths to give him or if hes awake or not.
The master lich makes a great rainbow mage because hes immortal. This means as long as he remains in friendly dominion he will always come back to life the turn after being 'killed', and he automatically heals all injuries over time.

Vote 2: If we end up taking a SC pretender I say save the earth gems. If we dont have a SC pretender then get some statues ASAP to help with expansion.

ski
Oct 29, 2011

I know I am.


Sign me up, if you would please. No preference on a team role.

As for voting:

Vote A: Scales primarily. Early expansion SC (if possible).

Vote B: Save the gems. Like Diabl0 said, if we have a SC then we (hopefully) won't need the statues. I think the statues look good, but I'm the type of player who saves up gems for later.

PotatoManJack
Nov 9, 2009


Important question, can we trash talk about Bandar Log in this thread, and about how blind cave giants are way cooler than sentient apes and poo flinging monkeys?

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


PotatoManJack posted:

Important question, can we trash talk about Bandar Log in this thread, and about how blind cave giants are way cooler than sentient apes and poo flinging monkeys?

Sure, if you want, just not so much that it's all we talk about and keep those monkey image macros away.


Also come turn 1 I'll be taking messages from everyone and sending them in-game for our animal friends to admire.

Diabl0658
Dec 10, 2008

These are the games we play.

I just realized the Awakened Oracle is a much better pretender choice than master lich, so change my vote to him. He can double as a rainbow mage AND a SC (with some gear)

EDIT: Plus hes thematic, being an immortal mummified Oracle of Ancients.

Diabl0658 fucked around with this message at Dec 14, 2012 around 02:57

How are u
May 19, 2005
We will be unified in the trenches of resistance. We will not surrender, we will never surrender to Israeli terror.


Oh god, I saw Lilli's thread go up and then immediately quit it to head to this one when I saw the link. I love the Bandar flavored nations so much but I'm your man all the way.

Voting:

I'll volunteer for anything but I don't expect to be good at it.

1) Rainbow mage. We need gems, so many gems to flood the world with statues. MA Bandar Log isn't really equipt for a rush so it should be safe enough. As safe as anything is in Dominions anyway.

2) Flood the world with statues. We want an early buffer to deter attacks and our rainbow should break us into gems to replace what we spend.

e: poo poo, Bandar have Elephants don't they. Statues should be ok against them as well, no? They have poor defense but they won't rout and they'll hit hard enough I reckon.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


If they're using elephants, I'll do my best to make sure we have counters. Yes, eles are good against statues, but eles a huge investment that doesn't really return if they take any meaningful attrition. So I'm not overly worried about them. Still, definitely a factor to consider.

How are u
May 19, 2005
We will be unified in the trenches of resistance. We will not surrender, we will never surrender to Israeli terror.


Armored Elephants too. Still, enough crossbow bolts should put them to rout...

PotatoManJack
Nov 9, 2009


How are u posted:

Armored Elephants too. Still, enough crossbow bolts should put them to rout...

Crossbows, boulders, giants being more trample resistant, and (if available) some early fear gear will all be good against Eles.

It's funny, the two nations in this are two that I'm very unfamiliar with.

TheDemon, would it be ok to discuss Bandar Log cap/everywhere units and theorycraft a bit about the match-up?

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


Pretty much any discussion is fine. On BL specialties specifically, I'm most concerned about Tiger Riders, Mind Hunt, and Control. We're fortunate that zero enc and high prot is one of the best counters to monkey swarms and a pretty good counter to arrows.

AtomikKrab
Jul 17, 2010

Curses! Foppied again!


if room is left when I hit button sign me. I like good scales, maybe an oracle or olm for flavor?


Spend the gems as well

AtomikKrab fucked around with this message at Dec 14, 2012 around 04:56

PotatoManJack
Nov 9, 2009


TheDemon posted:

Pretty much any discussion is fine. On BL specialties specifically, I'm most concerned about Tiger Riders, Mind Hunt, and Control.



So yeah, these guys. Look at those attack and defense scores. They're sacred too, which means a bless strategy is open game for Lilli. I'd imagine something with some invigoration along with W9 or F9 would be quite deadly. These guys will be able to tear across the map and blend through whatever is in their path.

In terms of Agartha troop counters, chaff with enough Agarthan crossbows would probably be able to put a pretty big hurt onto the tiger riders. However, looking at how resource intensive Agarthan crossbows are, we'd probably need to get scales that help resource generation. It's definitely something to keep in mind when deciding on the pretender build.

PotatoManJack fucked around with this message at Dec 14, 2012 around 04:57

rzal
Nov 8, 2007



Sign me up with no preference.

Vote for Rainbow Mage with a side of scales. I'm not familiar with Agartha, but seems like we could really benefit from diversity. Maybe a gem generating pretender like the enchantress(astral) or lord of rebirth(expensive, but could get us into death summons faster).

Vote 2: No statues. Early summons are bad, as they eat your gems/mage turns.

Diabl0658
Dec 10, 2008

These are the games we play.

Crossbows alone will not counter tiger riders. The riders cost less resources than the crossbows do (24 vs 17) and it will take multiple crossbows to take down one tiger rider.

Rawkking
Sep 4, 2011


Choosing to follow this thread, I don't really want to go through the of giving orders right now but I will totally vote on things (and maybe sign up for orders later, if I get bored enough).

Vote 1: I definitely like the idea of an Awakened Oracle pretender (so put me down for that), even if a ready to go SC is probably more optimal.

Vote 2: Let's use some statues (patrol bonus sounds nice), but not go overboard.

Rawkking
Sep 4, 2011


Actually what the heck, !sign me up, won't be able to do a professional job but then I noted the thread title.

Sign me up for everything but mage scripting, since I wouldn't even know which spells exist to cast.

Pladdicus
Aug 13, 2010


Sign me up for a mage later on once they start getting fielded.


Vote one, I want to say scales solely because I think focusing on non-pretender stuff is cool but in all honesty on a map this short early aggression and a single opponent means an SC is probably ideal, or anything awake really. Hum hum, toss my vote in for whatever build is in the lead for early aggression or SC to be less of a dick about it.

Vote two, if we have an awake pretender...still yes. Patrol bonus is fantastic as is tax gold. Better use for early gems is early armies. Later on we'll have more sites for gems presumably anyway, right?



I don't play this much so...

Incy
May 30, 2006
for other Out

Fine I'll join in. I never liked BL anyway. I vote for a RED DRAGON because it is TOTALLY RAD and A DRAGON. Also I can't imagine starting with anything but an AoE damage SC in this situation otherwise if your opponent runs some sort of bless your troops just die and you look like a fool.

It's a duel, you don't need diversity and Agartha has really good diversity anyway. It's missing, what, nature and air? If you find a deer tribe province recruit there until you get an air random. Also crystal amazons would be lovely, as that would cure your astral problems.

So my suggestion is :Smaug:'s non-union Mexican equivalent, a dom9 dragon with f4 in human form. Then lots of scales, because no organised labour means you can rely on the wealth trickling down. I don't have a copy of dom3 open but can you manage something like O3P1H2M1 by taking some death?

Don't bother with attentive statues you need all your earth gems for Wisdom of the ancients.

E - Actually agartha has some low level air so you can go manually sitesearching to find all those misty mountains. Recruit enough mages and you've got all the diversity.

Incy fucked around with this message at Dec 14, 2012 around 10:39

the night dad
Oct 23, 2006



Won't be signing up, but I'll totally be rooting from the peanut gallery.


Vote 1: Awakened Oracle mentioned by the previous posters. Easy immortal expansion.

Vote 2: No. However If the voted in pretender isn't a SC, then change it to a Yes.

Make every blind short sword stab towards the dark count!

the night dad fucked around with this message at Dec 14, 2012 around 13:14

my dad
Oct 17, 2012

this shall be humorous


Peanut gallery reporting.

Vote 1: Awakened Oracle. Scales build. Thematic, immortal, tough, what's not to like?

Vote 2: No Save up for bigger statues.

AtomikKrab
Jul 17, 2010

Curses! Foppied again!


WE should rush those statues and try to get 1 per turn when we can they are a massive research bonus.

Internet Kraken
Apr 24, 2010

Slightly Amused



Vote 1: I vote for a super combatant, preferably the ageless olm if he fits the role. After all it is much easier to believe in the might of our god when he's rampaging across the country.

Vote 2: No, save them for bigger and better things.

ski
Oct 29, 2011

I know I am.


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.

ski fucked around with this message at Dec 16, 2012 around 20:10

Zathril
Nov 12, 2011


I'd like to sign up with no preference if there is still space, Played very little Dominions so this will probably be a disaster, but hopefully a hilarious one.

Vote 1: Something to help expansion would be nice, I agree with the others about the Olm or Risen Oracle because it's thematic.

Vote 2: Don't use the statues, I think we'll have better uses for our gems later and better uses for our mages early in the game.

builds character
Jan 16, 2008

Keep at it.

Fixed map.

ski
Oct 29, 2011

I know I am.



Sorry about that. I fixed the original post too. This was just an issue with cutting and pasting Photoshop layers.

Thank you for fixing it and posting, Builds.

Stravinsky
May 31, 2011



Sign me up for Agarthian supremacy!

Vote 1: Awake SC. Agartha can really struggle making progress in the early game without a SC doing the heavy lifting until we can get our statue factories running.

Vote 2: No. Actually let me put it this way, if we have a SC then no. They can be a real investment sink. However they can be very effective against indy troops.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


As I prepare for the next update I'd like to remind everyone that we need a pretender name, too. Suggestions?

the night dad
Oct 23, 2006



Blind Faith. We didn't evolve from no monkeys.

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my dad
Oct 17, 2012

this shall be humorous


TheDemon posted:

As I prepare for the next update I'd like to remind everyone that we need a pretender name, too. Suggestions?

Homer

A) Blind like a caveman (Homer the blind poet)
B) Fat like a troglodyte (Homer J. Simpson)
C) Homing missile (kamikaze runs with an immortal pretender)

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