Dominions 4: Thrones of Ascension - Page 13
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Lord Tolkien
United States12083 Posts
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KillerSOS
United States4207 Posts
If people want me to continue to play I will, but it's an exercise in futility | ||
Lord Tolkien
United States12083 Posts
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Icapica
Finland206 Posts
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xuanzue
Colombia1747 Posts
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HeatEXTEND
Netherlands836 Posts
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Ultraliskhero
Canada249 Posts
no pressure if you're busy tho. | ||
Lord Tolkien
United States12083 Posts
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Netherlands836 Posts
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TheFish7
United States2824 Posts
Are there like add-on factions that you can download somewhere? I love how there are so many different units in the game, but I want more!!! edit - i found the mods, but how do i know i'm not adding a bunch of imba units to the game? For now I'm just playing a randomish game against a bunch of AIs. Do you guys have any recommendations for fun and/or challenging game modes or maps? The reason multiplayer doesn't appeal to me is I don't really like the idea of playing a turn a day; I usually do marathon sessions and take entire days off in between. Question about research. Do you folks have some commanders whose only purpose is to sit back and research? Another about expanding. Is it better to try and grab as much land as possible in general, or better to do a slow play where you build up forts and temples and labs or whatever before grabbing more land? Is it faction dependant? I have a lot to learn with this game, but the tutorial and guide were really helpful. Lion King FTW! I was expecting there to be a hero named Rafiki. | ||
Lord Tolkien
United States12083 Posts
If you're interested in marathon sessions, look for a blitz game, which is Dom games played with 5-15m turn limits. You can usually get a Dom game finished in 3-4 sessions or so. As for research, yes. You generally have a set of commanders dedicated to magic research. In fact, I would recruit solely researchers for a long time, because ramping up research to hit some major midgame spells (for instance Thunderstrike/Storm, or Flaming Arrows, or Mother Oak) is important. In terms of a "lab rat", you're looking at the commanders with the highest research/gold (and research/upkeep) efficiency (upkeep being halved for sacred units), which will usually be 1 path mages. Varies from nation to nation, however, and some nations, Vanheim and Helheim in particular, now rush Const-2 for Quills to supplement their otherwise abysmal research. As for expansion: it depends :D. Against AI expanding as much as possible and building forts is fine. You generally want to hit a benchmark of ~12-14 provinces and have at least 1 fort under construction/finished by Year 1. Now, whether you continue expanding depends on defensible borders, and the nature of the nation you're playing. If you're a big early or early-mid game power like, say, EA/MA Ulm, you should be pushing your advantage constantly: in an intermediate or above skill level game, if you haven't capped at least one enemy capital by year 2-3, you've lost as MA Ulm, because they'll fall behind in the magic race naturally. On the flipside, if you're playing, say, LA Bogarus, you're happy to turtle up after you've got enough of an expansion going so you can hit your key magic breakpoints, like Flaming Arrows or communion up alterations/enchantments (though the kinds of reverse communions that LA Bogarus benefited from in Dom3 have been removed [so no massive evocation spam], they're still a magic powerhouse with fantastic research potential and efficiency, and wide crosspaths/capabilities, esp in the LA]). | ||
Scip
Czech Republic11293 Posts
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Lord Tolkien
United States12083 Posts
Or your windshields shall face our fury. | ||
Scip
Czech Republic11293 Posts
so I made a run for it sorry for not warning in advance (I didn't think you'd agree to it anyway lol) | ||
Lord Tolkien
United States12083 Posts
On May 17 2014 18:21 Scip wrote: Dude there was a 220 army of Agartha and 90 army of Abysia right next to my poor poor Grohl-tan so I made a run for it sorry for not warning in advance (I didn't think you'd agree to it anyway lol) I am a perfectly reasonable servant of the law. If you had notified me earlier, I would've been willing to agree to it, and at the very least not take it as an act of war. Now however, if you wish to disengage from this evolving into a war, we must discuss compensation for the damages caused, and that you are held liable. The income lost plus the cost of the provincial defense, with an additional fine for the commanders and troops it will divert to reclaim the province, will be necessary and seems perfectly reasonable to me. The damages a war will cause for you are quite...severe. They were most likely diverting to fight off the Ulmish onslaught. I warned ya guys. | ||
Scip
Czech Republic11293 Posts
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Lord Tolkien
United States12083 Posts
To calc it all out, the PD was set at 10 as you can tell via batrep, so that's 55 gold. The province itself was producing 20 gold/turn. So we're looking at a minimum of 75 gold, +20 for each additional turn you hold it, plus a fair compensation for the opportunity cost of retaking it. If you leave it undefended and allow me to take it this turn, we can say just 50 gold, for a total of 125 gold. Does that sound like a fair price for peace? | ||
Scip
Czech Republic11293 Posts
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xuanzue
Colombia1747 Posts
On May 17 2014 18:21 Scip wrote: Dude there was a 220 army of Agartha and 90 army of Abysia right next to my poor poor Grohl-tan so I made a run for it sorry for not warning in advance (I didn't think you'd agree to it anyway lol) i'm being attacked by by the evil axis, ulm and abyssia. | ||
HeatEXTEND
Netherlands836 Posts
On May 18 2014 00:12 xuanzue wrote: i'm being attacked by by the evil axis, ulm and abyssia. What good are a pile of sacreds if you can't shove 'm around a bit . | ||
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