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reignofevil
Nov 7, 2008
By dominions six the province defense will be available for recruiting after a particularly good battle.

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reignofevil
Nov 7, 2008
A big tip for newer players, it's really really important to be searching for magic sites. A mage or two behind your front lines systematically checking sites, even if it's just a single mage with a single magic path is still going to be worth it's weight in gems later on.

Also Holy units can sitesearch assuming that it hasn't changed from prior games. It's usually not worth it but holy spots in provences do exist and so I guess be aware of that.

reignofevil
Nov 7, 2008
Late game if you aren't already the most likely to win you get on irc with anyone still Playing and you drop a stack of whatever fort chaff and reserve troops haven't already been killed and whatever the nastiest summons of the past ten turns you've got into the big players territory and then everybody tries to jump the big player and gets their assets kicked.

reignofevil
Nov 7, 2008
If I'm remembering the nitty gritty of dom 3 right it is generally better to have your men in groups of more than ten or so but other than that you want as many squads as you can lead. The reasoning was if you put your whole army in one squad then when casualties start to mount and there is a single failed moral check for that squad then EVERYBODY goes. More squads help stagger your retreat prior to routing which can be crucial in bigger battles.

reignofevil
Nov 7, 2008

Drone posted:

I never read any of the old SA LP's of Dominions 4. Are they all vs. AI, or is there one that goes through an MP game from the perspective of a single player? Ideally also with description of how the diplomacy metagame tends to work in MP?

I imagine it's similar to EU4 MP that I've done in the past.

Here is the diplomacy meta; if your opponent is ignoring your attempts to raise them over IRC then that means they intend to invade you. As soon as you encounter a player you should either be about to contact them looking for a non aggression pact* or you should have done so already and gotten a vague idea from anyone who blabbed on turn one of roughly where your enemies are going to be as you expand. With the non aggression pact work on some borders with your neighbor that make sense and you are happy with. If you got a province early on that would make more sense as the territory of an enemy (say it is located in their capital circle) then you should consider whether you can extract a little gold or a few gems in return for peaceful surrender of the province. If your opponent isn't sufficiently groveling or willing to front a small bribe then just keep the province if you can and prepare for an early war with the player who isn't playing ball.

Towards the middle game if you and one or more other players aren't planning the coordinated invasion of a larger neighbor than you are the person who is about to be invaded and prepare your defenses accordingly.

*A non aggression pact will typically be eight or ten turns from spotting each other on the map and then typically players will want the option to renew afterwards. If someone you are talking to doesn't want to renew the pact that is a gigantic warning sign and you may want to consider making your fair-weather friend a massive bribe to try and get him to attack someone else; hoping that whatever 3rd party player they attack will be considerably harder to kill than you. Be warned that there is nothing stopping a player from accepting a huge tribute and then attacking you anyway.

reignofevil
Nov 7, 2008
Do you have any spells that will hold up the units (like tangle vines)? Break their ranks so that the chariots arrive in a staggered formation and your chaff should* be able to focus on the few who arrive first and kill them.

Many chariots have a trample attack iirc so just keeping that from being able to do that all at once to your frontline is a big deal.

*this advice given with the caveat that no plan survives contact with the enemies spellcasters

reignofevil
Nov 7, 2008

Based off what I know about the dominions 3 rng this correction makes a great deal of sense.

reignofevil
Nov 7, 2008

Speleothing posted:

The rumor was that 5 is a near-complete overhaul of the backend. Not sure if that's been confirmed or denied.

Hopefully they finally fixed it so that a militia can role well enough to one shot a dragon.

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reignofevil
Nov 7, 2008

quote:

Fix for battle with 10000 soulless hanging the game

Finally removed Ermor eh?

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