.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old November 5th, 2004, 04:18 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Magic Scale

I can remember discussions about Dom I where some considered it to be standard practice to take drain 3, as it had very little effect when you could boost you research just by spending more gold.
Reply With Quote
  #2  
Old November 5th, 2004, 05:12 PM

Yvelina Yvelina is offline
Corporal
 
Join Date: May 2004
Location: Strasbourg, France
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
Yvelina is on a distinguished road
Default Re: Magic Scale

Speaking for myself, I consider magic 3 a no-brainer. Dominions II is won through magic, and research is vital to the war effort. While it is true that you can buy more research with more gold, it is hard to do so in the beginning, and your maintainance cost shoots through the roof. Maybe it could work for some nations. For my favorite nation, Vanheim, it would be insanity.

Vanheim has four mages that can be used for research. In Magic 3 the research per maintainance cost is 1.2, .8, .83, .75. Note that I start by buying the worst researchers (dwarves), at least until I get enough random picks for my casting and forging needs.

Now, lets consider Drain 3. The points/gold become .2, .2, .33, .16, We are talking an average of six TIMES less research per mage. Even the best researcher is a full four TIMES worse. Yes, if you have four times as much gold, this may make sense, but you will not.

The mathematics may be different for independants and other nations, but I doubt they are that much different. Drain for anyone but base Ulm is suicide, unless you intend to somehow win the game without magic.
__________________
Wrath them 'till they glow, and arrow them in the dark.
Reply With Quote
  #3  
Old November 5th, 2004, 05:48 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Magic Scale

Quote:
Yvelina said:
Speaking for myself, I consider magic 3 a no-brainer.
I don't, since it has severely diminishing returns over magic 2.

I'm also referring to Dominions I, where there was more than twice as much gold in the economy.

Quote:
We are talking an average of six TIMES less research per mage.
You can always use owl quills on dwarves.

Quote:
Even the best researcher is a full four TIMES worse. Yes, if you have four times as much gold, this may make sense, but you will not.
A better comparison would be to look at magic 2 vs. magic 3, and to include the purchase price where you'll notice that the difference is very small.

Quote:
Drain for anyone but base Ulm is suicide, unless you intend to somehow win the game without magic.
Ermor can get away with a drain scale quite nicely.
Reply With Quote
  #4  
Old November 5th, 2004, 06:02 PM

Zen Zen is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
Zen is on a distinguished road
Default Re: Magic Scale

In Dom1 you could also convert Astral to RP.
Reply With Quote
  #5  
Old November 5th, 2004, 06:33 PM

Yvelina Yvelina is offline
Corporal
 
Join Date: May 2004
Location: Strasbourg, France
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
Yvelina is on a distinguished road
Default Re: Magic Scale

I was talking about drain being suicide... now, if you are saying that Magic 3 is not worth the 40 design points over Magic 2, that may be perfectly reasonable. When I decided on magic 3, I mostly did it by comparing the loss of research to the loss of gold from death/sloth, and decided that magic 3 made sense. It is also the difference between getting to Alt2 in two turns, and having to take one more turn before sending my pretender on a rampage.

I can believe that for even slightly different pretender designs, magic 2 may be better than magic 3. But I have trouble imagining how drain can be a good idea. Do you mind explaining why you would take drain with Ermor? Even without drain, you can easily afford a monster pretender. Investing 6x40 more points in it will not allow you to do two things per turn, while it would deny you 6 more research points per mage.

As for the suggestion tha I use quilts of dwarves, I will just assume that you were joking. There are better uses for air gems in the early game, especially for Vanheim.
__________________
Wrath them 'till they glow, and arrow them in the dark.
Reply With Quote
  #6  
Old November 5th, 2004, 08:04 PM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Magic Scale

Quote:
Yvelina said:
As for the suggestion tha I use quilts of dwarves, I will just assume that you were joking. There are better uses for air gems in the early game, especially for Vanheim.
If Graeme is joking, then count me in the jokers bandwagon as well.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #7  
Old November 5th, 2004, 10:57 PM
Cainehill's Avatar

Cainehill Cainehill is offline
Lieutenant General
 
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
Cainehill is on a distinguished road
Default Re: Magic Scale

Quote:
Yvelina said:
I was talking about drain being suicide... now, if you are saying that Magic 3 is not worth the 40 design points over Magic 2, that may be perfectly reasonable. When I decided on magic 3, I mostly did it by comparing the loss of research to the loss of gold from death/sloth, and decided that magic 3 made sense. It is also the difference between getting to Alt2 in two turns, and having to take one more turn before sending my pretender on a rampage.

I've taken Drain 1 with Vanheim and done very VERY well, when the game ended from lack of interest (4 AIs, including the Caelum Norfleet had started) I think I may have been the only one holding my own or advancing against the AI'd nations.

I went with the assumption that Helheim can afford ... Skull Mentors, is it? Good death income, earth income, and dwarven hammer capable mages.

No doubt it wasn't optimal (nor was having Astral 3 or 4 on my Ghost King pretender), but as an experimental whimsy, it worked quite well. First through the use of skull mentors (yes, there are much better usages of death gems, especially at conjuration/summoning 6 and 9), and also by conquering past my dominion and setting researchers outside the area of drain - easy enough for any Vanheim theme to manage.
__________________
Wormwood and wine, and the bitter taste of ashes.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:53 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.