Shameless attempt to get cheered on by anonymous people on the internet for doing something only I'm proud of edition.
Dominions is a fantasy turn-based strategy game created by two dudes. One of them is a teacher.
The game combines a simple presentation with an extremely wide array of strategic options, including over 2800 units, 800 spells and 300 magic items. Turns are resolved simultaneously, with players planning battles rather than directly controlling them.
It has simplistic graphics but is easily moddable and extremely deep.
Basically, it's an autist’s wet dream of a strategy game.
Join the steamgroup for multiplayer
>Our work-in-progress wiki
This is a community resource that has every unit, spell, and item in the game in an accessible database.
>Play by email guide:
For testing battle formations and spells
>Where do I get it?
It is available on Gamersgate and Steam. Desura is ded.
There is no functional pirate version.
>Read the manual
>Read the pastebin
>Read the memes
>I want to play X
Heavy infantry nations with simple magic for noobs: MA Ulm, Abysia, LA Man
Human nations with a lot of diversity: T'ien Ch'i (any age), Arcoscephale (EA and LA), EA Ermor
Giant nations with a major bless: Niefelheim, Fomoria, Ashdod
Necromancy: C'tis, Sceleria, MA Ermor, Asphodel, Lemuria, Nazca
Sneaky Nations: Vanheim, TNN, Eriu, MA Man, Xibalba, Caelum
Edge Nations: Lanka, Sauromatia, MA Ermor, Asphodel, Hinnom
Cruxador, why did you remove all the elf-lite nations from the elf page? Vanarus and Midgard might not get many elves, but they (and arguably fomoria) are still able to recruit and use elves and elf tactics, even if its no longer their mainstay.
Admin of http://www.llamaserver.net/gameinfo.cgi?game=FungeonsandWagons, yo! I'd like to join but could you at least switch to Worthy Heroes 1,23 and not 21? Why so outdated?
Looking for a game? There are a few recruiting ATM sign up for one!
http://www.llamaserver.net/gameinfo.cgi?game=MapmakingIsHard - EA game
Astrologers have deep astral, you don't even need to have it on Pretender to fuck up things. And to win you only need astral desu.
In MA Arco hoplites makes their appearance and they are the best infantry ever.
>Ma uses EA arcos troops and ea troops are bad for ea they're dogshit in ma.
well that's simply untrue. You have Hoplites and Hypsatists and line holder instead of Caradaces and Myrmidons.
So thinking about Vanarus guide, and they strike me having a lot of things they can benefit from, but don't necessarily need.
Scales: Vanarus has good recruitables in both mages and troops, and their troops are somewhat high in resource cost. So Order, Production, and growth are all worthwhile.
However, they do not require 3 in any of those, as they can't bloodhunt enough to need O3 or G3, and they're resource costs aren't high enough to require P3.
Magic is a minimal usefulness to them, as they have good researchers already and there researchers are expensive so the relative value of the +1 research is minimal.
Misfortune 1 can be taken with Order 3 for extra point, but combining high luck with other good scales unlocks a number of very useful events.
Pretender paths: Vanarus has great magic diversity, able to get 2 points in every path except Astral(which they have none) and Earth (which they have several level 1 mages).
Earth 4 is highly recommended both for the bless and to get earth boots to get your mages into the critical E2 level.
Other than that, there is not paths your pretender needs, but Vanarus can benefit from having higher Air or Death to unlock key boosters.
>can't bloodhunt enough to need O3 or G3
bloodhunting is the least of reasons to take O3 or G3. Maybe play the game a little longer so you can learn about the mechanic called "gold"
So I understand Turmoil 3 is good for EA Yomi for the Chaos Recruitment rebate, but how should the rest of the scales be, and what pretender would be good?
Should I have high luck and productivity, and a pretender with a good research value to make up for how shite Yomi's magical research is? I'm assuming F9 is a good base as well, but they don't really have sacred units to benefit from E9 or N9 with the exception of some Commanders.
The wiki's a bit bare on EA Yomi, unfortunately
>However, they do not require 3 in any of those
They definitely require both O3 and G3. You are recruiting quite a lot of fairly expensive mages. you are bloodhunting, none of your massed shit is sacred.
Vanarus is a gold hungry nation. Hell I'd take P3 for more gold (and more quality troops on demand)
I actually posted some thoughts on Vanarus's pretenders earlier. E4+ seems absolutely crucial for the boosting that you mentioned and also to get hammers earlier on so that you can start making quills and thug gear for your Vanabogs more efficiently.
Cold 3 is core and money scales are very important because while your mages are good, they're also expensive. You can go either a gold oriented earth snake or a scales / bless oriented dormant pretender. I'd value productivity least out of the gold scales, but even then it's not bad since you can use any gold you can get your grubby Russian mitts on.
>Should I have high luck
If you are taking turmoil, you are taking luck. Turmoil without luck is literally not a thing unless you want to be seriously gimped over the course of the game by piling up negative events.
>for how shite Yomi's magical research
Yomi's research is gr8, mate.
>and a pretender with a good research value
Pretenders don't fix research. They can help with it early on, but even sage with crazy paths is limited researcher outside of early game. If a nation has research issues m3 is usually a solution.
F9 is shit in general and why would you even consider it for yomi.
they have interesting national summons which can land them into astral 1 ( just empower to astral 2).
it seems like there are no ways for them to access air4, which is extremely difficult to reach and extremely useful for summoning their lategame stuff.
i would go for a god able to summon elemental staff, which also solve the earth problem.
>Skeleton on every page of the site
Someone hasn't checked on Ermor in a while, have they?
>Yomi's research is shit
It's really not. Sorcerers are solid researchers.
N9 is most common, but W9 for shikomes isn't bad, and I've seen people take booster pretenders with things like B4E4A4 before.
>C'tis attacks me with Sauromancers + his god + 120 skeletor knights
>Rek their lizard boypussies with lmao giants
>Pay Fomoria loadsagems for an alliance
>Offer Fomoria the game
>Fomoria fucks off literally the next turn
>Game ends because host is tired
Niefel giants OP
turmoil 3 luck 3 sloth 3 growth 3 feel like forced choice with yomi.
bringing a temperature to 3 ( i would go for fire even though skeletons are better in cold, probably to be decided based on other nation in the game) sounds like a painful but profitable idea. magic scales are there only for giving you more gems with events as your research would be acceptable even withmagic 0.
the real question is if you want to go for an awake expander, a god with the shit-for-bless paths able to summon your sacred tengus but who also has a bless worth shit for them, or an imprisoned god for blessing your dai oni and use them as thugs for midgame( in that case N9S4-5E4 monolith sounds strong).
i have no idea honestly.
Bless: Vanabogs are great elf thugs, and the Oathbound are quite good troops, making a bless appealing.
Vanabogs thugs require an E4 bless, and E4 is also useful for the nation in general.
However, beyond that neither the commander or troops require a powerful bless to be quite useful, and there is no bless that puts them to dominating status. W9 is the most powerful of the highbless options.
Having no useful sacred commanders outside of your capital, and Oathbound being MM1 makes a high bless strategy harder to push for.
Awake: Vanarus has access to Earth Snake and Ormr, which both provide awake expanders and the necessary E4 for a low enough cost to afford good scales. Both require some caution, as Ormr can build up afflictions and being cold blooded restricts the power of the Earth Snake.
Vanarus does not need an awake pretender to expand. Though without a bless or awake pretender there expansion ability is not not impressive.
An awake pretender is useful but not necessary. Dormant or imprisoned pretenders allow for better bless, scales or magic assist, with the dormant pretender offering earlier access to the important E4 and other magics, as well as extra protection during Vanarus's weaker midgame.
Overall: Vanarus provides lot of options, as their base strength and diversity contains no gaping weaknesses, nor extremely exploitable power. There are many thing that benefit them, but very little they need.
Minimum needs for pretender:
Scales: O1P0G2. Cold should be set to 3 for a free scales
>blessing your dai oni and use them as thugs for midgame
>use them as thugs for midgame
Dai Oni can thug very well even without nature bless.
They've got invulnerability/iron skin, reinvig, phoenix pyre, temper flesh, soul vortex natively.
Things that can kill them through those are likely to murder them with a 10 or even 20% regeneration either way.
I feel that sacred summoner god/bless for sacred summons has more use for Yomi than Dai oni bless. They are desperatly lacking staying army.
gold is always extremely useful. This is true of all non-domkill nations. G3 benefits all of them, and outside of the nations with turmoil tricks so does order (and evens some of those still want order).
That's not a need. Their researchers are gold efficient, their troops are good and not super gold expensive.
There is a difference between need and benefits from. there a lot of things they can benefit from.
true I might include that. But there is a real danger to having low astral on your pretender in a nation with no other astral mages.
Though I should include elemental staff as being very useful to them.
I did mention the A4. I put it with D4 as both get you high magics, and A3 is technically enough to unlock the battle magics vanarus would want.
I think I mentioned both of these, but I'll check.
i never played vanarus, but what do you think about this crazy boy? note that you can get f4 by dropping one scale.
note how the nation has access tof lame skulls, so when the god comes he can craft elemental staff, which allows you to reach E2(eventually higher by empowering someone with blood for blood stone), allows you to reach Air 4 which is extremely good for your summons and for lategame spells. you are a nation with litterally fire 1 water 1 air 1 earth 1 mages so having elemental staffs is gonna be useful.
not a fan, posting some options.
This snake was based of another anons idea, as it gives a good bless, decent scales and powerful midgame combatant.
IIRC they had Dom7, which I feel is a mistake as Dom6 is fine a give another scale.
this is my new favorite idea, great scales, and gives you access to very good forging items, Air boosters, Staff of Elements. With boosters they can cast several powerful lategame spells.
Also strong enough to be scary in combat for the midgame.
Yeah, and you can reliably use those hammers starting from Cons 2 for quills. You're delaying that by practically half the game, and doing so costs you a lot of gems over the course of their lifetime.
N9 isn't nearly as good a bless for vanarus as W9 imho.
this guy I'm less sure about, but he basically unlocks a massive amount of forging and casting potential.
All of these options could be made imprisoned for betterscales or bless, but giving up the midgame spell access and in the first two's case, combat power.
Have you worshipped the Lamia Lady of Many Monmusumes today, /domg/?
>Not using the bunny.
Is your order even a rabbit?
I can see that but it's preference.
And O3 actually unlocks a number of bad events that O2 doesn't. Not that O3M1 is bad, and you probably get more reliable gold with it, but those events exist.
It's why prefer it with nations that have some form of fortune tellers.
And last but not least, pure scales. Prefer monolith to the other immoblies as otherwise the necessary E4 is expensive.
N9E4 is better for thugs. Tuatha Warriors have significantly lower enc than Oathbound, too, which means W9 is not as bad for them, whereas oathbound will tire out in a handful of turns with W9 where they will be able to fight a long time with N9
Tuatha are also harder to tie up with phantasms
>I-I could have w-won if I was trying
TNN doesn't have as good a WE vehicle as vanarus does.
to be honest I'm more impressed with W4 as a dirt cheap way to had survivability of oathbound than a full W9 bless. Ormr with W4E6 is super cheap, a serious threat in it's dominion, and is a reason to respect smaller blesses.
someone else who appreciates the power of small blesses outside of E4 and maybe A4.
Defense 18 Protection 15 troops are really hard to take down.
Main reason I posted the other anons idea was to give the ormr some love because i like the cheap minor bless. The high bless just seemed like an interesting idea I wanted to give credit.
W4 usefullness is one of the major reasons I suggest Ormr over Earth snake if you want to go the snek route for Vanarus.
this was my turn 2.
Then I found out my neighbors were bats.
I'm looking for another game.
Also who's in the best position to hurt bats?
Wait a minute...I know this map. Do you know who got your starting position, long ago, and got rushed by a scrub ? Yeah, you know who it is. Motherfucking Forrester Bob ! The B.O.B. got out of it, and memed it up till the opponent called AI, so you know what to do.
>Muh bad start
try starting in the middle of swamps and wastelands with sites that kill your demons, sandwiched between two nations who's only competition is Therodos
Non-wraparound maps, not even once
If I lose an immortal unit in a province that loses my dom that turn, it dies, right? But only if the dom changes due to natural dom spread, since preaching occurs after movement, right? I've read the turn order so I'm pretty sure about this, I just want to confirm since dom spread is a weird mechanic.
Why is my gold income so much lower than I need. How can I get more gold?
I need mages and more expansion parties and scouts and forts and temples and labs and I can afford like two of those things at any given time.
Chances are the provinces you've claimed have shit income per turn. Try checking your Nation Overview, it'll give you a run down of all of your provinces and what income they're giving you per turn.
Well, you can also check your income by going to Recruit Units - there'll be a number near the bottom that shows your total income per turn. If you don't have enough gold from your provinces? Get more provinces. Or try to trade with someone else in the game for some dosh.
Welp /domg/ I need some EA C'tis advice to be specific what should I take as a pretender? I'm currently thinking of pic related since it has 24 prot to start with and boosts higher when berserk+5 kicks in and has four attacks. The problem is that I'm not sure what to do if he gets an early affliction and how badly the -100 pop a turn will affect me.
I would really like to take a saurolich but I don't think I could make it work since I don't know what death spells scale to help me survive the earlygame
WELP FORGOT TO ATTACH THE PIC.
sloth1 misf1 magic2
shaman sauromancer and reborn are all already 9+ RP/turn making them 12 18 and 12 respectively isn't worth not being able to recruit troops, and O3misf1 is almost always worth it, especially since you have an awake expander who can clean up indie attacks outside barbs
join more games
Jesus. 3 lategame wars was already too much for me. How the heck do you manage 5?
Yeah, that's nice and all, but once you hit late game you need to start figuring out counters for counters for counters for the army that was good 10 turns ago. It takes me a lot of fiddling and testing to figure out what the right spells and items are for each fight.
These games are recruiting.
Ragnoff, it is general etiquette to remain anonymous. When discussing a specific game, it is acceptable to use an identifier for a specific nation / game as seen here >>120890818 , but namefagging is frowned upon.
>Yes, remember that 4chan attracts a special brand of autism
Fixed that for you, friend
I don't know about this scooby doo.
You're a sitting duck until you get that sweet sweet horde of skeletons so I usually just try to all in ench5 and go from there.
I think my current prostrat is a wadjet with W3N4, dom6 O3P1H3G1L0M3. Wadjet to expand and give me access to quagmire, relief, and foul vapors. But gift of strength skeletons is pretty fun. And fire on your pretender gives you something vs cold3 blessed giants which will kick your shit in early to mid game.
So is EA C'tis just worst C'tis? LA C'tis has super spammable sacred undead, MA C'tis has the Marshmaster (which would frankly just be massively overpowered if the faction weren't pretty much built around them), and EA C'tis has... what?
Sauromancers give you insanely easy access to D4 and they're cheaper than marshmasters alongside being STR so easy on the gold. I think they're better than marshmasters for that two-man HoS raiding party stuff that will make heaps of players just quit out of frustration.
If you sort out the poor water and nature access, and have enough forts to use all your gold, sauromancers can be better than marshmasters.
let's assume for efficiency's sake you'll only be recruiting mages with 9 base RP per turn, at base level that's 161 mage turns.
with magic 2 it's 132 mage turns.
at m3 it's 121 mage turns.
that mean's that m3 is only 11 mage turns faster than m2 that's almost nothing when compared to not being able to recruit enough troops to defend yourself.
>getting told about it by one of the spitroasters
Well, the reason that I consider MMs to be so strong is the fact that you can easily amass them. I get what you're saying with Sauromancers, though, and I can see how they can be as good or better if you have just a staggering number of labbed forts. It seems to me that this would make EA C'tis more expansion-hungry, since they can use a large number of forts well. I still see StR as being a big downside, since you're getting your power much more slowly unless you really do have infinite forts / labs compared to your gold income.
In chalice of tears I told my victim about my "ally" and he ragequit the game. My ally did not know about our alliance, I just wanted to discourage my victim from diploing him.
It worked. He got so mad he ended the game,
Reborns are just a little less as good marshmasters (because of the 1.1DNWS randoms) at casting horde of skeletons, while being less than half as expensive. Sauromancers are obviously far better at it with a D3 base halfing the fatigue so lasting twice as long but it comes out roughly even because of the STR. I say roughly even but of course it's roughly even for something like half the cost since being STR means you're paying 105 gold per turn. Marshmasters give you awesome W/N access which means stuff like sleep cloud, foul vapors, and cleansing water, but aside from foul vapors and the other staple battlefield enchantments which you only need one mage casting to reach its full potential, most spells will detract from your horde of skeleton corp which can be fatal for a ctis that already has trouble getting enough mister skeltals on the field.
I still think I like MA Ctis better because of the insane research meaning you're not a sitting duck for nearly as long.
Take magic 2 and put the other point into growth then, 11 mage turns can be a pretty huge deal when you're trying to fight off a blessrush. You can take P2 if you really want it but it wont do much for you once you're bottoming out your coffers on mages.
From the King of Kings of the Northeast Oeridia Water Region, Mitt "Cockthirst" Romney. To "check dem trips" the Fomorian, who outrageously attacked the gentle water ghosts without provocation. You should think of what happened to other provinces and submit to us. You have heard how we have conquered a vast empire and have purified the earth of the disorders that tainted it. We have conquered vast areas, massacring all the people, turning them to water ghosts. You cannot escape from the terror of our armies. Where can you flee? What road will you use to escape us? Our ghosts are swift, our arrows sharp, our swords like thunderbolts, our hearts as hard as the mountains, our soldiers as numerous as the sand. Fortresses will not detain us, nor armies stop us. Your prayers to the Pantokrator will not avail against us. We are not moved by tears nor touched by lamentations. Only those who beg our protection will be safe. Hasten your reply before the fire of war is kindled. Resist and you will suffer the most terrible catastrophes. We will shatter your temples and reveal the weakness of your God and then will kill your children and your old men together. At present you are the only enemy against whom we have to march.
I'm actually arguing for the guy here >>120871174 to take less sloth by taking less magic and misf1
the wadjet guys build looks fine, personally I would take prod0growth2 but that's personal preference
From the Desk of Lord Throbinus:
Cool your tits, brah. Come back underwater and have some crab cakes, we got Poker on in half an hour.
Anyone got any tips for playing Theodoros?
Do I just go full ghosts?
Am i meant to use their recruitable units?
How the fuck does ghost summoning work? is there a way to get more than a couple a turn?
I'm not sure about not just dumping production. C'tis' troops are shit anyways and they have easy access to wooden warriors/mass protection provided they use communions/thistle maces. Better to just mass recruit the slave warriors/light infantry and build a couple forts near mountains if you really need more of their incredibly shitty troops. Their chariots are fine but again for the same amount of resources you could have 8 slave warriors that you can recruit en masse like R'lyeh.
Spectres automatically spawn on your fortresses in random amounts - Ephors are units that can call more spectres, but only do one per turn.
There's an assortment of spectres you could end up getting, from basic linemen and archers to spooky sacreds and commanders/research fodder.
Melias and Kouretes are tremendously useful sacreds - they berzerk on bless. Get many of them.
Falchioneers may be massively more gold efficient, but be careful for hyperbole, dude. 6 slave warriors will get 6 attacks in on the falchioneer. That's not a remotely close fight.
>page 86 manual
The defense roll can also be modified by a multiple attack penalty, which is what
happens when a single unit is attacked by more than one enemy in the course of a single combat round.
This is 2 per attack after the first one, so if a unit is attacked by a second unit during a combat round, it suffers a -2 penalty to its roll. If it is attacked by a third unit, it suffers a -4 penalty, and so on.
Pretty sure that the falchioneer would lose.
>6 slave warriors will get 6 attacks in on the falchioneer. That's not a remotely close fight.
I'd expect he means in a large scale fight, where numbers are less important since not all of them can fight in melee simultaneously.
I still think the falchioneers would lose facing 6:1 odds, but it would be a lot closer.
>their bites will rarely hit
Putting aside attack reductions from multiple attacks that >>120897460 mentioned, slave warriors have 11 attack, compared to falchioneers' 10 defense. More than half of their bites will hit.
>since prot 14 vs 13 damage is pretty good.
That's still only a 62% chance to avoid damage from a hit (at 0 fatigue, it gets worse as they get more tired), I don't think that's enough to say they rarely do damage.
Clearly a fucking SP fag.
Never had his shit ruined by ethereal ironskinned fast elephants.
Thinks 4S for Mind Hunt is 'easy to get to', doesn't understand that saving pearls from empowering and not needing to forge hats and coins is good, as well as being able to mass drop mind hunt on low-MR targets is completely godlike.
Doesn't understand that mystics are the meat of the nation and oreiads and sybils are a sideline at best behind the massed alteration and evocation firepower of your cheap-ass mystics.
People up there whinging about expansion, it's great. If your expansion sucks that much, you spent too many design points on midgame. There's a few maps with big enough areas of 'lol wastelands' that you can't tunnel to safety (aka gold), but they're extremely rare and even more rarely played. Fast expansion is a must unless you're playing against scrubs or are a disciple of the graphs-on-gangbang. Basic fact of play.
I could expand just fine, but I was on one of those maps, and the only path to a nearby gold province was blocked by a Level 3 throne. The closest farm was 5 provinces away.
I should have pathed better in hindsight, but I'm going to say I got screwed by the rng.
Because jags don't need much res to build, and each point of sloth is -2% income, and each point of order is unrest reduction and +5% income?
I uh. What exactly is your issue with that combination? Like i'm not that guy, and also not the hugest fan of heavybless mictlan, but your comment doesn't actually make any sense.
W9N9 is good against random indie shitters, but you'll get eaten alive by the combination of Tangle Vines and Slings+Arrows, especially of the Flaming variety.
Later on you'll have a bad time getting through heavy armor, and mages will obliterate your units EZPZ
I mean, it's not a terrible bless, but I think Mictlan really wants Blood 9 to help punish archers and mages while also making Jaguars and Ozelotl/Beast Bats do great damage
I don't understand what the problem is.
Does it unlock some shitty event?
Mictlan doesnt need resources.
Having a bless which at the same time rewards getting hit and makes you better at not getting hit doesnt seem very efficient.
I was thinking of going misf3 for 3 growth. /s
Drain unlocks events which take away your gems, which increase in severity by misfortune and drain scales. Drain 3 / Misfortune 3 (easily possible with random events, including global events which increase misfortune worldwide) unlocks an event which takes away ALL of your gems. Note that these events, like almost all events, are triggered by province, so a global misfortune increase would mean that every province you own has a chance of taking ALL of your gems.
Ozelotl really don't need help doing damage. They mostly need help living if there's too few of them and they scatter while flying in. Which is the common cause of ozelotl death.
Blood vengeance doesn't punish archers. It makes them slightly sad. You're sadder though, because archers are cheap and jags aren't. It's real use is to kill enemy army clearers. Fire stormers and eqers and rain of stonesers and so on.
Overall, the ''Mictlan needs blood9' thing is a domg myth, as far as I can determine, due to some extreme love of maerlande.
Jags are great units even if unblessed. If you must bless them, you have many choices. Blood is a decent choice because it stops armyclearers and it gives a damage boost vs armoured foes, but it's not clearly superior. W9 is 'superior' because you close distance faster and clear defenders faster so enemy magic has less time to work. N9 is 'superior' because it gives you survivability and easy thugging and makes jags really good blockers for mictlanmagetactics. F9 is 'superior' because it clears out enemy thugs and glamour. These are all choices you can make. And like D9 is pretty worthless, unless you're going all in and deciding n9b9d9 is what you want to do (which I never would).
It's worth noting that N9 and D9 both give their bonus HP / undeath to both forms, in some sense effectively doubling the effectiveness of that part of the bless. They still become crippled wretches fairly quickly if you go this rout, but I wouldn't call D9 worthless because in any given battle it, like N9, increases their HP dramatically.
Mictlan relies on tiny researchers, so shouldn't go drain anyways, but you can just put all your gems on guys in safe forts, and take them out when you want to use them. Micro intensive, but you don't lose gems to those events.
That said, in dom4, they were made much rarer. You will likely never see those events, ever.
B9 doesn't reward being hit. 'oh a chance to reflect some damage to a random archer' is completely meaningless on your expensive sacreds. B9 gives extra damage via str, and kills mages that drop large aoes (and stops things spamming EQ at you, as well).
The synergy is that quickness + str = fast clears, giving large aoe casters death keeps your now-expensive (double bless = expensive) jags from being murdered en-masse (although with a double bless you should NEVER be massing these guys, keeping small squads is the way to go, siege with crossbreeding chaff and wolves).
If you're taking scales like that, you likely won't ever have a strong blood economy. Switching to ozelotls is something scales mictlan can afford to do, but double bless mict takes longer to get to that point (even if you overrun all your neighbours quick smart) to the point that you're often just using regular jaguar warriors even in the lategame. You just can't afford to buy enough mages to switch over to a blood economy in any sort of quick time.
HP is not really a good stat. Enemies taking longer to chop through your meat is only good if you have something else happening that is making them lose while they do that. For double (or triple) bless mictlan, your jags are that thing. If they're crippled, shambling, monstrosities with only Death Weapons helping them fight, they will likely not kill much of anything before the enemy hews their way through them. Some nations can holy tarpit, like niefelheim and agartha, but mict isn't really designed around that.
no one ever wants to go misfortune 3 drain 3. in fact no one should ever want to go misfortune 1 + drain because even the smallest gem loss event hurts like a motherfucking metheorite swarm on your capital.
misfortune scales can easily reach 3 with bad omen event.
but there is a solution to that! you don't lose gems if you put them on your commanders. so every turn you are supposed to stash your commanders(mostly researcher) with all your gem income, recovering them only when you need to cast shit.
if you have the balls to play like that go ahead, but holy shit is that F4 necessary?
alternatively you can go triple major bless and fuck your growth scale. the theory behind that would be " i conquer shit and snowball to victory faster than what death and misfortune scales can hurt me".
You could also do that thing where you intentionally don't spread your dominion and make sure to blood sacrifice only in a little enclave of +dom to ensure that you aren't dom killed, but that's incredibly risky since someone that catches on to what you're doing can simply end you by applying dom pressure in the right place.
no one gives a shit about attack on human troops. you want + strenght because high protection units is what really stalls the game and what lategame alteration tend to do, and it's useful against SC too.
werejaguars have 6 attacks per square and they start at 12 attacks so they will eventually hit w9 cavalry, and fatigue wihch enemy will gain from the standing power of jaguars solve this decently.
as w9 cavalry is usually expensive as fuck you can solve them with spells too and be happy to remove 110 gold of sacred with a single leech cast.
Pretty sure you mean Korybants not Melias, Melias are pretty much essential and luckily don't beserk on bless as that would make using them to bless the sacred units pretty hard due to the AIs preference to self - bless.
To be fair to him there are like four people playing Therodos, and in about half the games Therodos was/is in it's me. Given the wiki was mostly dead till a few weeks ago....
Yo, Therodos pride worldwide!
I guess you are my Ur right? I am sorry but kailasa was too much of a bro, ans you were totally wrecking him.
BTW ELJUDNIR HOW FUCKING TOUGH YOU ARE. You have like 5K undead in 6 provinces.
The wrongness of this could not be wronger.
What you want is str vs armoured giants and such, and atk vs fucking ponies and such.
Your oversimplifications are awful.
Jaguars like the str boost but they also like the attack boost. They tend to miss a lot, especially without werejaguar form, which doesn't happen as reliably as you're intimating.
Of his bless, that part, the f4, that part I agree with. Reliable fire boosters and shoring up jag atk weakness? Solid.
That it's 2 scales right in the pants? Not solid. Not worth it given how many other blesses he's bought.
>BTW ELJUDNIR HOW FUCKING TOUGH YOU ARE
>expecting modnations to be anything but OP
They are very super special snowflakes, but not OP. Undead nation made of things with low MR and no astral neither national Mr spells. Still, I am Berytos, it''s hard to get more OP than Berytos
Lovely. Nice doing business with you.
If I were you I'd go to Vanheim, they'd probably be willing to pay more since they can't bloodhunt as well. Then again, I also have very little knowledge about how much blood slaves are worth, so I could be overpaying.
LOL I"M LOvING THINS MEME
"""""""""""BALANCED"""""""" MOD NATION< LE EBIN SNOWLAKES
JUST LET ME WIRTE A DOOMINIONS FANFIC WITH 9k+ HOURS IN PAInT SPRITWEORK AND EBIN OP UNITS AND MAGES WITH ALL PATHS
>HURRRRRRR WHY DOES NOONE PLAY MODNATION GAMES?????
BECAUSE IT"S A FUCKING OP MESS, NOTHING GOOD COMES FORM MODDERS, EVEN K8 WAS SHIT
I WANT THIS """""""BALANCED""""" MOD NATION MEME TO END!!
Now, this is what I call shitposting.
That's Shit posting! I fought him for 40 turns, and even if I though they were OP (they gave a ridiculous amount of reanimation and they can also recruit ridiculous troop in cold provinces) they aren't that powerful.
They are also resisting alone with like 10 provinces vs me and Lagos and we are the 2 biggest nations, with our total provinces being probably like 50 or 60.
Also 900000000000000000000 skellingtons in a forr
Gems are about 40 to 50, slaves are worth a variable fraction of that, so I think it's reasonable price if generous to you.
Probably could get a better price elsewhere, but asside from R'yleh who is not predisposed to breaking into blood, I feel it's better to take a price hit and have an ally gaining the resources than selling to someone whom may at some point be opposing me or an ally.
Yeah, a lot of these units are pretty cool. Thematically, this nation is top notch classic dominions, with the whole hoburg humble blood binders and what not.
I also like the Elite Irregulars, very Tanith First and Only.
I have they Heavy Swordmasters and Heavy Elite Swordmasters, the difference being the latter wear a very slightly better hat.
Oh and my sacred archers turn into tiny earth elementals when they die.
I have no regular irregulars, just elite irregulars. They're stealth quarterstaff guys with great stats. Reminds me of that hoburg mod nation, that had apple tree SCs and gluttonous sacred hoburg knights with 21 prot.
And there goes another three golems.
Four in total, each with two frost brands, an armor of knights, a skullcap, boots of quickness, and a ring of the warrior.
65 gems a piece (including the cost of the golem), minus forge bonuses, plus however many gems you consider 5 slaves to be worth. Around 260 gems gone so far, lost to some S1s. More next turn, too!
Should be Crix rather than Sausage, then. People STILL remember the shit he pulled in World War Crone, and it's been years. And he'd still stand up and defend those decisions. Sausage just fucked off after a couple weeks.
Well, LuxInvicta is now finished, GG gents
My first MP victory, also my first time trying Caelum. Overall an interesting game,Graph Incoming
Well, GG. I'm slightly disappointed that I never got the chance to field my main army against a similar force, but it's mostly my fault for taking that long before heading out. I was super behind after losing the initial war against Helheim and wasn't able to rebuild before Caelum got all the thrones.
The two other large nations aside from Caelum went AI rather than actually fight it out, so BOO! to Agartha for ditching the game.
I want to learn a new EA nation, /domg/. I can't into blood very good, and I like having powerful and flexible troops supplemented by evoc spam or just elemental magic in general. I haven't really tried a bless heavy nation, but what would make me want to try it would be recruit anywhere sacred that are supplement to the nation, rather than it's only trick. Any suggestions?
>Dumb and dumber leave
>Have to deal with shit like this happening on my rear end while fighting Caelum
Province graph, as you can see Ermor got attacked by several different people early on, then he went AI.
After that we decided to remove vanheim and let helheim and bats fight each other. Vanheim was reduced to his cap but he didn't went AI until the very end, so props to him.
by the midgame the 3 biggest nation is me,Agartha and Maverni, Helheim and Bats is crippled thanks to their war.
So I decided to let Agartha and Maverni fight it out and not committing to fight anyone.
By the time it was clear that Agartha is beating Maverni I decided to step in.
I won 2 small skirmish and Agartha decided to go AI. After that point it was smooth sailing for me.
I got Gale gate and Well of misery up so I got a nice income.
The only major battle I lost is the one battle vs elves in the OP, it's the final throne I need to win so that loss delayed my victory by a few turns.
Yeah, I was actually excited to fight Agartha, was disappointed when he went AI. Also, Your Astral Corruption actually killed my pretender twice
Eh, I don't really know your situation but I assume is not that great when you subbed in.
I literally built my pretender to cast Astral Corruption. The bless was also pretty good for beast bats, though. My plan from the get go was to turtle to late game, piss off everyone with astral corruption, and then turtle behind an impenetrable wall of bats while the world burned.
Near the end of the game, I lucked into a province that let me recruit S2+ sorceresses, which I then empowered into horror casters. I think next time I do a blood nation, I'll go for one like Mictlan that can get horror casters reliably since they were a lot of fun to use. I probably won't use astral corruption for that build, though, since the lesser horror spam on its own already looked pretty dope.
Anyways, this game taught me that Xibalba shouldn't go to war until they have an army of demons since their regular troops just won't cut it for anything other than raiding undefended provinces. It also reinforced the idea that the best path to victory is to avoid fighting any wars that aren't one sided in your favor.
NORMIES JOINING MP AND CHAIN STALING REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE GTFO MY GAME NORMIES
Gath looks interesting since they get blood hunters that don't natively eat the populace and generate unrest, unlike Hinnom. LA is the era of big blood, though, which will make it harder to win the race for the cool uniques than EA and makes the horror spam less exclusive.
I'm not a big fan of LA Abyssia just because I dislike fire magic. This isn't even about the 'fire magic sucks' meme so much as it is that I like the battlefield effect / force multiplier side of magic over evo spam, even if the evokers were otherwise very good.
I don't think so, but the thought of a skull flying around on a carpet is great.
Just going to link to this. Three games recruiting. LA game only needs one more player, EA game is half full and none of the elf nations have been taken. MA is going to take awhile but most of the nations are still available.
i am building a pretender for kailasa:
-will N9 bless for my communion stack with a regeneration buff?
-will a W9 bless stack with quickness given by Celestial music(will i get 3x attacks?)? i was often told that quickness stack only in the +defense + attack side of the thing.
Sceleria is gathering some more gems and is casting next turn. I advised him to make sure it did bounce.
Also, bold move Eunuch, letting me take your cap while threatening to retake the throne fort.
It's not going to work, but bold.
Facing imminent destruction, every move is a bold move.
But I reckon between you and Sceleria, one should have just used me to harass the other while attacking them. Much more to gain the the slim pickings between you both from my wasteland peninsula
Expensive, old, bakemono sorcerers, the ideal unit
at the low low price of like 400g or some shit
you know what's an actual good wizard? The fucking ulmish smith. No fuss, no muss, just solid paths for a day's work at a bargain basement price. Comes with hat! Sometimes isn't old!
Or the Sequani Stargazer. 45g, astral-1. No fuss, no muss, produce out of palisades, deploy in bulk.
Or the freaking illuminated one or whatever, the LA ulm guy. Wow. Recruit anywhere, s1, stealthy, only 75g!
You're not only right, but the way that you wrote that is great.
while your mostly right, outside of the ulmish smiths those units are only good because they can be combined with a more expensive but powerful mage.
Smiths are at a good enough power level to get work done, but the massed communion slaves aren't much use without a master to power up.
Expensive powerful mages have a use too.
Cascades will wreck your day, son.
Massed mind burn, too.
5 sequani will straight up put up LotNS on their own, then the rest will start firing lasers at you.
Star Fires isn't even a bad spell.
If you hand a few gems out, nearly any path has stuff it can do even at 1. Apart from dropping battlefield wide spells, action economy is king, and 20 weak mages will often overpower 5 big ones.
Although bakemono sorcs are mostly bad because you're paying for a whole bunch of paths at 1 and 2 that you will never use. Flexibility is not worth that much cash, when it rarely matters.
he just said ulmish smiths.
so I'm not confusing things so much as he wasn't clear.
very useful, but is not that great after the midgame.
make a communion and cast spells that can actually kill things instead of just knock out the front line, or more powerful spells will just wipe out your cascade spammers.
I've been in three games where the astral nation has tried to rely on cascade spam, and in each that just stopped working after the midgame. In 2 player wised up, and bothered to micro after losing a major battle, but it does just stop working.
Generally when people say 'ulmish smith' they don't mean the Goddamn LA guys in robes.
They mean the 'ulmish master smith', 2ef1, chain shirt, hat, 10% or 20% random FESA.
And i'm not really sure how unresistable huge-aoe fatigue damage 'stops working'. Seems unlikely. More likely people were scrubs and had a single mage ball and got fire stormed, or baited. That's not the fault of one of the best spells in the game.
'spells that actually kill things' okay wow. So tarpit spells, buff spells, mobility spells, debuffs, summons, none of that is meaningful to you? You must win a lot of games.
okay, first I did mean ulmish master smiths.
What a part of my eariler comment didn't fit that comment.
Second, some mean EA warrior smiths.
LA Black Priests don't even have 'smith' in the name, so I don't know how I would make that mistake.
It keeps knocking out the front line, but that stops being enough.
In the three games it stops working.
1) I cast mass flight and had my good fighters in the back, they flew over the top and murdered everything while the front line was a bunch cheap HP sponges who could absorb his fighters attacks.
2) RoS, other battlefield spells
3)Communion into Astral fires and thunderstrikes.
My troops went to sleep, his troops died.
>So tarpit spells, buff spells, mobility spells, debuffs, summons, none of that is meaningful to you?
no all of those are good, and result in you killing things.
And Cascade is none of those things. Cascade knocks the front line of troops unconscious, which is really useful, but that's all it does.
You can't just use cascade to win the game. It's really good, but you need to do more or you will lose.
Wow, so RoS counters attacking mage balls?
And Mass Flight with huge troop advantage overcomes poor placement and basic aoes?
And enough massed evocations to kill his entire army, which probably means you brought more gold in mages than he brought gold in everything, defeats poorly employed cascades?
None of this changes that cascades is an extremely versatile and powerful spell that is useful at every stage of the game you can bring it to bear.
'killing everything' is a great tactic until your mages spend their time thunderstriking the ground or small boxes of infantry because your opponent understands basic placement.
And then you lose 10,000g of mages to 2000g of infantry and cascades casters. Because your guys went sleepy bye after killing half his army, then cascades let the rest of his troops hack past your blockers and gank your mages right through their face-holes.
Cascades puts anything trying to punch your army - troops, monsters, thugs, SCs - to sleep. It has no save - MR won't save, prot won't save you, def won't save you. It counters everything trying to get at it in melee, effortlessly. It does this for no fatigue cost at s2, at relatively low evo research. It's a king amongst spells.
While it actually does work against mindless units, it will never target them unless they're in the AoE with units with brains. Generally speaking, massed astral mages have no problems killing mindless units, but it's worth pointing out.
Mindless stuff that isn't undead is pretty rare. And astral has two really good tools against skelespam and the like. The first is the anti-undead astral spell. It actually clears them out pretty quick, which combined with troops, can neuter a skelespam strat. The second is Soul Slay/Mind Burn. Turn the mages at the back and any living blockers into cheddar, and the undead stop.
The non-undead mindless stuff is so rare you can usually discount it or just slowly chop it up with troops. But Opposition/Arcane Bolt are in astral, too.
So it's unlikely your S mages will lack a purpose in life, no matter what they're fighting.
and you are still wrong that you can win the game with just cascade spammers.
late game you need to do more.
If you don't you lose. nothing you have said has proven that wrong.
>Mindless stuff that isn't undead is pretty common
vine ogres, claymen, mechanical men, golems
Shifting dem goalposts huh.
Here's what you said.
>very useful, but is not that great after the midgame.
>and in each that just stopped working after the midgame
Cascades is amazingly useful in every stage of the game. That it doesn't stop you when you bring level 7 5-path spells and better troops against someone with shit placement, or RoS aka the squishy human counter du jour, is nowhere near the same as 'stops working'.
It's like saying jaguar warriors 'stop working' because you could kill them with 10x their number in rephaites. Goldcost, motherfucker, do you speak it?
Wow so you regularly play in games where you have huge quantities of vine ogres, mechanical men, and golems just hanging around the place? More than someone else's national troops they bought with gold?
What a fucking joke. You regularly camp until lategame and assemble a giant army of doom and then ragequit when it dies, don't you.
You're determined to prove your failed point about cascades 'stopping working' by implying all kinds of useless whatever. From strawmanning me by saying i'm saying that cascades alone with no other spells ever scripted or cast is how you should use it - to shifting goalposts from 'stops working' to 'stops roflstomping shit into pancakes and is instead merely amazingly awesome'.
There's honestly no disagreement between you guys, you're just arguing different things. One of you is saying it's a great strat that works all game long against a large variety of enemies (which is true), the other guy is saying that it's possible to counter it with battlefield wide magic like firestorm and RoS if those are literally the only mages that you're deploying (which is also true). Stellar Cascades are great, but obviously you need other supporting magic / units, just like every other strategy.
I disagree. This guy is saying that cascades 'stops working'. That's a lot different to 'possible to counter it'. All the rest of the crap about 'oh I brought a million gold worth of thunderstrikers and beat a guy who didn't understand basic evoc baiting' is just dick-waving in support of an argument about how it's shit because some scrubs used a powerful spell and tactic poorly.
He's literally advocating that it's bad because it makes your enemies unconscious instead of dead. It's the most simplistic thinking you'll find all week.
your right about the first part. I should have been more precise.
It stops being good enough by itself after the midgame.
And it does. It's still useful when combined with other things, or as part of smaller raiding forces. but it can't win battle alone anymore.
As for the second, yes, stellar cascades spam stopped working after the midgame. it did, it does. You need to combine it with other things, otherwise you will lose, to an equal gold cost army with a better set up of support and spells
in each of those examples the gold cost was the same or in the opponents favor.
RoS is self explanitory, for the mass flight I also had several other battlefield buffs and overwhelmed his larger forces despite the chaff in the front being knocked out because i had buffs up, and in the communion case we both had large masses of casters. but mine killed his troops, while he just knocked mine out. so he routed and I didn't have significant loses.
He had enough mages that he killed my army, when he bothered to micro and script things other than cascade. but he lost the first major battle because he didn't.
So know the goalpost never moved, I just wasn't as clear as I should have been. Stellar Cascade, BY ITSELF, will not let you win against an equal force in the late game that uses proper combinations of spells.
Mictlan, you're a bro. I'll put it to good use.
>Completley new to the game
>see game "TheNoobening" for noobs
>Finally, I can wet my toes with other people at my level
>2 tryhard burdfaggots, fucking elves
Is seal clubbing just a universal thing now?
south continent looks like two nations at their throats, but there's a few high powered indies no one's bothered to take out. south continent is starting to spread in to bat territory, that ate up Mictlan.
Arcos is getting shat on by birds by Caelum. Birds are now also attacking Abysia.
Basically both sides of the map are covered in flying assholes shitting all over the buildings.
In the mountain range of Mashu lies a pass beyond which one can find the path to immortality. This pass is guarded by giant scorpion men, beings of awesome terror set there by a previous Pantokrator. They are armed with deadly bows and swords. The mere gaze of a scorpion man makes mountains tremble in fear.
The Scorpion King is a spirit of destruction and terror given divine powers by a previous Pantokrator. The beast was placed as a monstrous guardian of the path to immortality beyond Mount Mashu. With the disappearance of the Pantokrator, the beast has claimed the secrets beyond Mashu and arrived to wreak destruction and havoc upon the world. The Scorpion King is a hideous and twisted being with the body of a huge scorpion and the upper torso of a scaly human. It is a mighty beast capable of striking simultaneously with its scorpion stinger and any forged weapons it may carry.
Or, to put it another way, it's not fan fic it's random small bits of lore from unit descriptions.
I figured with all the contenciousness about what counts as a guide it was safe to add purely fluff articles.
what this guy said>>120977712
Also Vanheim is quietly massing it's troops and has a sizeable chunk of land, the Thuggening will be soon I think. Theredos is just making the entire ocean spoopy, they have huge armies teasing around the borders of Vanheim, Caelum and Abysia.
I think Abysia is attacking Burds/Arco
Seems like Therodos is too spooked to do much but get a coastal now and again. What even is going on in the south? Is it just two people down there fighting for that tiny bit of land?
Pan's got fuck all. Berytos, they say it's a good lategame power but I've never actually seen it pulled off.
Someone near Mictlan will have to verify if they've gotten huge like Lanka and Xibalba or not.
What commander do I recruit on my first turn, /domg/?
research. they are your most cost+turn efficient researcher. Also gets you paths you can't get elsewhere so you want more in the mid game.
You'll need a few blackpriest eventually, but not at first, and everything else can be either bought outside your forts or replaced with indies bought outside your forts.
fortune tellers are just as good for that technically, just for different sites. You'll want priest in the first few turns sure, but fortune teller is cheaper and can get you more gold for troops and mercs.
New EA game up, mainly for newbs.
3 players so far who are playing their first ever PBEM, and 1 mediocre player who got them to start this game.
newer players preferred, vets should pick weaker nations (not enforced).
as the map is mainly coastal provs, there is a 99.9% chance any berrytoes player will be immediately gangbanged.
My ghost cock is so hard right now.
Hard for Fomorian anus.
I'm so ready to fuck. I'm gonna fuck this kid and make him love me. This poor lad is gonna lap up my man chutney like an Amerifat laps up gravy.
needs a side of pork something.
also, I don't know why the idea of Poutine has never crossed through the north into the south. Or rather I do as it is only at absolute perfection after leaving a bar after a night of heavy drinking into the cold evening, but trust me, the cold evening part is not necessary.
Gravy on French fries, with cheese curds and possibly pork belly is what you have always wanted after a night of drinking with your buddies, you just didn't know it yet. I have confirmed this with southerners who I've introduced to it.
I have taken upon me the challenge of playing EA R'lyeh, but I want to make things even harder for me.
Pick my pretender, /domg/. The most retardedly fun one wins.
Behold! An awake expander Kraken, complete with Dom 10.
Well, reading the lore for the polypal mother makes me want to suggest it. Here's one that can make you amulets of fish for when you want to bring a mind lord to the surface with S9 for nexus / wish stuff
do you guys even know how to have fun anymore
this can literally cast anything with a small cum minion
just so everyone understands Ermor has 1.5 capitals, and nearly had 2.5 capitals.
I stopped him, I stopped the skellingtons and you should all be thanking me and helping me.
The Kraken is ready to conquer the surface world.
Did a quick test with exactly this kraken and the debug mod. Successfully conquered all of the thrones by turn 20 against the AI using literally no units other than the pretender. Clearly the kraken is too powerful for a newb game.
You can very easily test this by making a pretender with the debug mod and putting an awe item on them. It is true that pretenders with native awe get the additional awe as a bonus (eg a Dom 10 virtue has 8 awe)
Is desura okay with this, or are we going to do it despite what bitching may come.
In any case, thanks for your help!
The only problem is that there are a bunch of nations with zero guides out there. For instance, I just finished EA Oceania, and just realized that there are absolutely no guides out there.
Also, feel free to critique the EA Oceania page. Tried to keep it as objective as possible, while also filling out links to things
I don't understand the question.
I wouldn't reccomend EA riley. it won't be any fun. by weaker nations I meant things like EA ermor, arco, maverni, ect.
basically, non-blood nations and not super strong nations. but play whatever you like, really.
You had a few dudes already signed up before it was posted here, so he was probably wondering where those dudes came from. Like, is this crossposted on Desura / Steam / SA / Dom3Mods?
I took this guy's stuff and gave it my own swirl
I'm empowering this nigga to S1 and then communioning him the fuck up to freeze, burn, cut, tear, rip and disintegrate whatever needs killing.
Plus he can do all my sitesearching. Fuck Voice of Tiaslut.
Mres doesn't do anything to duel. It's a 1v1 and one mage must die. It takes nothing into account other than base astral level.
The way you beat astral duel is with a shield of astral mages, since the way it chooses targets is deterministic. It will always pick the highest astral level that is lower than the cast (eg - S3 prefers to duel S2) and, given even astral level units, will target whichever unit is closest. Given that you're going imprisoned and all your mages have astral, you'll be guaranteed to have a few shields by the time you deploy.
Also, for site searching imprisoned is a huge problem. If you put off your searching until year 4 you're massively behind.
Oh, the other two answers for Astral Duel are phoenix pyre (you come back to life if you lose and still kill the other guy if you win) and life after death (you die, but come back as a soulless which keeps the paths).
Uh, yeah, it means that you care more because you want every gem you can get your slimey tentacles on
I've started a new data-gathering effort for dominions. Old games welcome! Point out any errors in the form! I started this to gather data on what nations are popular, what nations win a lot, and what nations are underused and utilized. I think that can be a useful tool for balance modders and people looking for "firsts"
ah. in that case, it isn't actually crossposted anywhere; the game was made so the new players I found could play. I look forwards to their inevitable demise.
while an UW nation is somewhat viable on this map, this is still going to suck for you.
water dudes have voice of tiamat avaible underwater which sitesearch fire9 air9 water9 earth 9.
i know that it's costy( 8 water gems per cast) but it's mage-turn efficient and allows you to make a pretender which does something different than sitesearching. sitesearching 16 provinces is 32 turns, basically the difference between awake and imprisoned. too slow and a sad job for a god. i'd rather focus on having him expand and research after or have a well focused booster/diversity/global dormant god.
i'm glad the graphs are off so you guys don't know how many provinces i have
specially because half of them are income 5-10 deserts
This turn I captured this beauty, check it.
i'll tell you fellow stalewarriors a wonderful trick: you were probably supposed to go luck 3.
it's a shame to go turmoil 3 if you want to mass bloodhunt, but you can get around it by maxing temples. growth outpace order in gold generation by the time you get to your first war and you have many war to see.
luck 3 is the only scale that will give you income and goodies regardless of the shit that will happen. burden of time, foul air, second sun, 10 armageddon, shitty provinces with 340 pop... luck 3 won't leave you, eventually growth 3 will.
the map si so big you can safely bet on luck3 eventually gifting you some diversity mages
I went tartarians but the game dragged extremely long. Over 160 turns. MA.
Made me hate Ctis. Your cancer dominion really restricts your diversity, but guess that was when items didnt protect you from diseases.
I feel so tempted to join, but i'm not a newbie.
I'm in 2 other games right now and want to try xibalba (they seem fun and didn't play them before)
which other nation should I play so it's not unfair?
Is there a nation which has sacred mages and its strategy envolves taking Earth bless to reinvigorate and heavy mage spam? I don't care whether or not it's a comunion nation.
is there any in EA?
I'm fomoria's friend. I actually adviced him it wasnt a good idea to start a war right now before expanding, but he is a bit impulsive with war business and didn't listen to me.
D-don't rape him too hard or use protection please, I want him back ;_;
Swamp survival was supposed to protect the mages but it didnt when I played MA Ctis, now it should work.
Also maybe poison resistance. Regeneration works for sure - it stops them from losing hp.
xibalba is overpowered so definitely not that one.
marverni, kailasa, yomi, maybe Ur, Abysia ( which is "overpowered" early game however) are usually thought as less powerful nation, but in my opinion you are just going to stomp everyone with them because people who are litterally playing their first game do really stupid shit and as long as your nation has one good side and is not an underwater piece of shit you can outplay them.
i've joined few "noob only" games and from my experience if you have already played( as ins tarted and played some wars) 2 PBEM and you understand why dumping 25 PD on every newly conquered province is stupid then you shouldn't join.
maybe you could make it work if you design a gimmick pretender and you "roleplay" your nation to the point you will declare war one turn before attacking and equip your assassins with sick daggers and doing several unoptimized shit.
i am not the admin.i am not in the game.
Yomi has weak expansion and tricke pretender design but can be decently strong. maybe you can play it for having fun with your Dai Oni.
So hey, the fifth /vg/ League is gonna happen next month. We played in the last three leagues and had two good showings, so are you guys up for a fourth one?
You can find the old team roster at http://implyingrigged.info/wiki//domg/
We'll want to update the roster to bring in the newest, freshest memes if we play, so feel free to suggest new player names.