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  #191  
Old February 19th, 2004, 12:13 AM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Bossemanden:
How much militia do you have in the coastal areas guarding against the squids?
10 per, for now. More later, when I can afford it. Atlantis has not shown much of an inclination to be aggressive towards me. As you will see when I post the write-up to turn #23, Atlantis is at war with Man. And perhaps other AIs. Fighting me as well is beyond their ability.

BTW, for turns #21 and on I list the dominion, PD, and unrest of each province I control.
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  #192  
Old February 19th, 2004, 01:55 AM
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Default Re: Jotunheim:Utgard AAR

Silly me. Should have noticed, but I�m somewhat drunk ATM so observation skills are down.
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  #193  
Old February 19th, 2004, 02:14 AM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Bossemanden:
Silly me. Should have noticed, but I�m somewhat drunk ATM so observation skills are down.
BTW, in case you missed it, C.O.R.E. is up to 0.7.
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  #194  
Old February 19th, 2004, 04:26 AM
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Default Re: Jotunheim:Utgard AAR

Turn #23, Late Winter of Year 2
A small prophetable battle.


This month, no travellers bring word from afar of events in distant lands.

Farmers in Ancyrna bring in a harvest of winter wheat, increasing revenues by 30g this month, and reducing all unrest in the province.

The Ashikagan prophet (a taisho daimyo), and a mixed force of 6 aoi standard warriors, 3 samurai swordsmen, 4 yamabushi monks, and 8 light footmen attacks my army in Saetica just after my avatar (and other reinforcements) arrives. My overwhelming force of giants makes short work of the attackers, with the (mounted) false prophet being the first to flee the battlefield. At the end, only the Ashikagan prophet and a lone samurai managed to escape. Jorgun and Bove each acquire 4 trophies (no kills) from this lopsided battle. If Ashikaga continues to suicide a score of its troops per month in attacks against me there won't be much left to face me when I decide to invest their capital. So I will continue with my plan to strip them of their (rich) holdings while simultaneously bleeding them white.

Due to being otherwise occupied by the above-mentioned battle, Bove's patrol of Saetica is able to catch only one troublemaker, while the battle itself inspires three more opportunists into increasing the unrest. Oedre discovers the location of Man's capital (#109) just north of the Rim Mountains, and that Atlantis has spread (at least) to the end of that mountain range to the northwest as well as the coastal plains to the southwest. Furthermore, it is very likely that Atlantis is at war with Man. I base this theory on the lack of any activity on the part of Atlantis towards me, and that Atlantis controls two provinces directly bordering the Man capital. Between Atlantis and Ashikaga, Man has been completely unable to expand to their east. Bdvar reports a score of tribal archers and warriors in Zanthrast, and that Marignon is confining its eastward expansion to provinces near the coast.

The Enchantress Sade (1F1A1W1N) has joined my researchers at the Well of All Waters.

My realm has:
  • __6 Dominion max.
  • __6 Temples
  • _21 Provinces converted
  • 562 Treasury.
  • 822 Income. (+11)
  • 283 Upkeep. (+12)
  • 141 Resources in Jotunheim. (unchanged)
  • 185 Resources in Pythium. (+1)
  • _13 Provinces controlled
  • Jotunheim: Dom=6, PD=25, Unr=0
  • Zenthra: Dom=6, PD=10, Unr=0
  • Eribon: Dom=3, PD=7, Unr=0
  • Gwyrth: Dom=3, PD=10, Unr=0
  • Iron Range: Dom=6, PD=10, Unr=0
  • Saetica: Dom=0, PD=10, Unr=17
  • Black Alps: Dom=5, PD=3, Unr=0
  • Ancyrna: Dom=3, PD=10, Unr=0
  • Bel: Dom=2, PD=2, Unr=0
  • Pythium: Dom=4, PD=10, Unr=0
  • Feral Woods: Dom=1, PD=1, Unr=0
  • Ultima Typhia: Dom=5, PD=10, Unr=0
  • Well of All Waters: Dom=4, PD=10, Unr=0

Gem income is:
  • +1 Fire (19)
  • +0 Air (--)
  • +6 Water (12)
  • +0 Earth (03)
  • +7 Astral (23) (includes 4 Clams)
  • +1 Death (10)
  • +6 Nature (35)

Magical knowledge (stars denote schools being researched):
  • 6-Conjuration*
  • 3-Alteration
  • 0-Evocation
  • 4-Construction
  • 3-Enchantment
  • 0-Thaumaturgy
  • 0-Blood Magic
  • 129 RPs (of 160 available at labs)

I recruit and 5 Jotun spearman in Pythium and another Enchantress in the Well of All Waters. I raise the PD of Eribon to 10, Bel to 3, and Feral Woods to 2. These preparations drain the treasury of 362 coins (leaving 200 for building).

I lower the tax rate of Saetica to 50% to quell unrest there.

I have the Skratti Tunne forge another Clam of Pearls and I allot 10 water gems for the task.

The Norna Skade continues her monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem per month. The Norna Rimdriva uses alchemy to convert 4 nature gems into astral pearls, then she prepares the ritual of Acashic Record for the Feral Woods, expending all of the treasury's 25 astral pearls.

Bdvar moves east into the independent river delta of The Dawn Land (#44). I decide to leave Oedre in place to observe Man and Atlantis, while sending Rod the Scout north into the Second Forest (#143). Tahmar is sent back to Pythium to fetch the next batch of Jotun recruits. Geiserik begins building a temple in the Feral Woods, Erkeborn and Rod the Firbolg move on to Saetica from Ancyrna, and Albrecht moves from Bel to Ancyrna. Bove, now with 41 Jotuns under command, moves to Ultima Typhia (as a sort of temporary, mobile PD), while Grymis the Prophet begins preaching at the temple he just finished in Saetica. Jorgun and Sigrdriva decide to pay a visit to the Ashikagan province of Hoburgdorf ...
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  #195  
Old February 19th, 2004, 11:12 AM

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Default Re: Jotunheim:Utgard AAR

Arryn,

yup, I agree that speed of expansion is not THAT important in SP, but since I try to play my SP games in order to prepare for MP I am fairly focused on speed (most likely since I feel that I am lacking in this department ).

Especially with R'lyeh (due to its fairly weak initial units) I imagine that it will be fairly hard to be competetive in MP without choosing a SC as a pretender.

I haven't played enough of the other races to be sure about this, but I think the magically strong races need time to get their power up and when they are jumped early in MP are going to be defeated, but they are getting stronger the longer the game Lasts.

The heavy hiting races on the other hand are very strong at first, but their power will not get up as fast. This should be an initial advantage in MP.

This might force the magic heavy races to make some very risky decisions which can break them early on or enable them to survive till midgame, where they can start to shine.

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  #196  
Old February 20th, 2004, 04:19 AM
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Turn #24, Early Spring of Year 3
Starting the new year with a bang!


This month, no travellers bring word from afar of events in distant lands.

Rimdriva's Acashic Record ritual upon the Feral Woods reveals an astounding 3 magical sites: Earth Blood Seepage (2E gems), another Bronze Pillar (1F gem), and a Maze (2S gems). A steady supply of earth gems is most welcome, and an increase in astral income of 25% is very helpful. Now all I lack is a source for air gems, and more death gems. My very weak death gem income has been seriously slowing down some of the things I would like to be doing with my plethora of death mages (13 seithkona and 3 norna).

Upon arriving in Hoburgdorf, Jorgun and Sigrdriva are met by provincial defenders of a hatamoto and 8 samurai swordsmen. The wyrm chews up the swordsmen with no trouble at all. Shortly after this battle, another occurs when the Ashikagan prophet (a taisho daimyo), a jonin, a hatamoto, 8 genin, and 1 crossbowman attack Bove and my main army in Ultima Typhia as I thought they might do. (Until my army moved into it this turn, the province was weakly defended compared to other targets that Ashikaga might have attacked this month. I was leaving it as bait to lure them into another bloody loss that they cannot afford.) This time, none of the Ashikagans escape. All the leaders, their prophet included, are killed in battle, and the sole crossbowman is killed when attempting to flee through territory under my control (the battle at Hoburgdorf earlier this month having cut off their only avenue of retreat). A very satisfying conclusion to my strategic maneuvering, despite losing 3 of the Jotuns to the poisoned daggers of the genin. In the pair of battles, Jorgun acquires 6 kills and 7 trophies, and Bove acquires 5 trophies (no kills).

Bdvar reports two-score light infantry and fanatics in The Dawn Land. He also discovers that the eastern extent of Marignon's expansion ends in Runia (#23), and the lack of an Atlantian presence in Oceania (#7) implies that Atlantis is preoccupied with their war with Man. Rod the Scout reports that two-score lizard warriors infest, er, inhabit the Second Forest. Ashikaga has about 30 yamabushi monks, samurai horsemen, and ashigaru spearmen, commanded by their nataraja pretender. Robber Home to the west has roughly 50 ashigaru spearmen, yamabushi monks, and aoi standard warriors, commanded by the hero Li T'ieh-Kuai.

The Enchantress Petrona (3A1N) has joined my researchers at the Well of All Waters. Petrona's good skill in the path of air will enable her to forge air skill-boosting items -- once a source of air gems can be found.

My realm has:
  • __6 Dominion max.
  • __7 Temples
  • _22 Provinces converted
  • 550 Treasury.
  • 891 Income. (+69)
  • 299 Upkeep. (+16)
  • 141 Resources in Jotunheim. (unchanged)
  • 189 Resources in Pythium. (+4)
  • _14 Provinces controlled
  • Jotunheim: Dom=6, PD=25, Unr=0
  • Zenthra: Dom=6, PD=10, Unr=0
  • Eribon: Dom=3, PD=10, Unr=0
  • Gwyrth: Dom=3, PD=10, Unr=0
  • Iron Range: Dom=6, PD=10, Unr=0
  • Saetica: Dom=1, PD=10, Unr=1
  • Black Alps: Dom=5, PD=3, Unr=0
  • Ancyrna: Dom=3, PD=10, Unr=0
  • Bel: Dom=2, PD=3, Unr=0
  • Pythium: Dom=4, PD=10, Unr=0
  • Hoburgdorf: Dom=-4, PD=0, Unr=14
  • Feral Woods: Dom=1, PD=2, Unr=0
  • Ultima Typhia: Dom=6, PD=10, Unr=0
  • Well of All Waters: Dom=5, PD=10, Unr=0

Gem income is:
  • +_2 Fire (21)
  • +_0 Air (--)
  • +_6 Water (08)
  • +_2 Earth (05)
  • +10 Astral (09) (includes 5 Clams)
  • +_1 Death (11)
  • +_6 Nature (36)

Magical knowledge (stars denote schools being researched):
  • 6-Conjuration*
  • 3-Alteration
  • 0-Evocation
  • 4-Construction*
  • 3-Enchantment
  • 0-Thaumaturgy
  • 0-Blood Magic
  • 144 RPs (of 170 available at labs)

I recruit and 5 Jotun spearman in Pythium and another Enchantress in the Well of All Waters. I raise 10 provincial defenders in Hoburgdorf, and increase the PD of Saetica by 10 (to 20) to dissuade Ashikaga from another counterattack there. I also raise the PD of Bel by 2 (to 5). These preparations drain the treasury of 549 coins.

With most of the unrest in Saetica quelled, I raise taxes there back to normal, while lowering the tax rate of Hoburgdorf to 60% to silence opposition to my conquest.

I have the Seithkona Hnoss forge a Horror Helm for Rod the Firbolg in Pythium, and I allot 5 death gems for the task. The Enchantress Pladina forges a Charcoal Shield, also for Rod, and 5 fire plus 5 earth gems are alloted to this task.

The Norna Skade continues her monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem per month.

Bdvar moves east into the independent coastal farmlands of Ephesibor (#40), while Oedre continues to keep an eye on Atlantis and Man. Rod the Scout moves east into the farmlands of Garillion (#145). Bove will take my main army (of 38 Jotuns) to Hoburgdorf to protect my avatar, while Tahmar will escort 5 newly-recruited Jotun spearmen from Pythium to meet them there. Albrecht and Geiserik also move to Hoburgdorf. Rod the Firbolg heads back to Pythium to pick up magic items and more troops. Erkeborn and Grymis the Prophet preach at the temple in Saetica. Jorgun and Sigrdriva, having nothing better they can do this month, patrol in Hoburgdorf as they await the arrival of more Jotuns.

[ February 20, 2004, 17:49: Message edited by: Arryn ]
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  #197  
Old February 21st, 2004, 01:49 AM
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Turn #25, Spring of Year 3
My grip tightens.


This month, no travellers bring word from afar of events in distant lands.

Rod the Scout reports approximately 30 light footmen, crossbowmen, and heavy footmen in the farmlands of Garillion. Bdvar reports 30 fanatics, and light and heavy cavalries in the independent coastal farmlands of Ephesibor. He also finds the western extent of Atlantian control is in the Sea of Menace (#31). The Ashikagan force from Robber Home appears to have moved into their capital in anticipation of an impending attack by the army I have amassed next to them. A reasonable precaution on their part, but one that actually helps me. My plan is to first surround their capital, and thus deprive the defenders of further material and economic support. By vacating their adjacent provinces they are making it easier for me to accomplish my plan.

The Enchantress Kara (3F1N) has joined the coven at the Well of All Waters. My researchers achieve the coveted seventh circle of power in Conjuration!

My realm has:
  • __6 Dominion max.
  • __7 Temples
  • _22 Provinces converted
  • 553 Treasury.
  • 917 Income. (+26)
  • 321 Upkeep. (+22)
  • 141 Resources in Jotunheim. (unchanged)
  • 199 Resources in Pythium. (+10)
  • _14 Provinces controlled
  • Jotunheim: Dom=6, PD=25, Unr=0
  • Zenthra: Dom=6, PD=10, Unr=0
  • Eribon: Dom=3, PD=10, Unr=0
  • Gwyrth: Dom=3, PD=10, Unr=0
  • Iron Range: Dom=6, PD=10, Unr=0
  • Saetica: Dom=2, PD=10, Unr=0
  • Black Alps: Dom=5, PD=3, Unr=0
  • Ancyrna: Dom=2, PD=10, Unr=0
  • Bel: Dom=2, PD=5, Unr=0
  • Pythium: Dom=5, PD=10, Unr=0
  • Hoburgdorf: Dom=-3, PD=10, Unr=3
  • Feral Woods: Dom=1, PD=2, Unr=0
  • Ultima Typhia: Dom=6, PD=10, Unr=0
  • Well of All Waters: Dom=5, PD=10, Unr=0

Gem income is:
  • +_2 Fire (18)
  • +_0 Air (--)
  • +_6 Water (14)
  • +_2 Earth (02)
  • +10 Astral (19) (includes 5 Clams)
  • +_1 Death (07)
  • +_6 Nature (41)

Magical knowledge (stars denote schools being researched):
  • 7-Conjuration
  • 3-Alteration
  • 0-Evocation
  • 4-Construction*
  • 3-Enchantment
  • 0-Thaumaturgy
  • 0-Blood Magic
  • 158 RPs (of 179 available at labs)

I recruit 6 Jotun spearman in Pythium, and I increase the provincial defense of Hoburgdorf by 10 (to 20). I also increase the PD of Bel by 2 (to 7), and in the Feral Woods by 1 (to 3). These preparations drain the treasury of 351 coins, leaving 202 for building.

With most of the unrest in Hoburgdorf quelled, I raise taxes there back to normal.

I have the Skratti Tunne forge another Clam of Pearls and I allot 10 water gems for the task. The Norna Skade continues her monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem per month.

Bdvar follows the coast east into the independent river delta of Solam (#48), while Oedre continues to keep an eye on Atlantis and Man. Rod the Scout follows the river northwards into the farmlands of Gol Phalas (#159). Rod the Firbolg, now equipped with a Horror Helm and a Charcoal Shield, heads out from Pythium to Hoburgdorf with 5 more Jotun spearmen. Tahmar, having dropped off his squad of Jotuns in Hoburgdorf, heads back to Pythium. My prophet Grymis will move to Hoburgdorf as well, to assist in preaching the faith there. Erkeborn continues to preach at the temple in Saetica. Albrecht begins preaching in Hoburgdorf, while Geiserik builds a temple in the province, and Bove begins a patrol to root out the remaining unrest. My avatar, content that matters are under control in Hoburgdorf, moves north upriver to independent Herghendorf (#127), to face an estimated score of fanatics, longbowmen, and knights.

[ February 20, 2004, 23:53: Message edited by: Arryn ]
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  #198  
Old February 21st, 2004, 02:02 AM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Arryn:
BTW, in case you missed it, C.O.R.E. is up to 0.7.
Thanks for the heads up.
You will note the changed sig.
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  #199  
Old February 21st, 2004, 08:16 AM
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Default Re: Jotunheim:Utgard AAR

Turn #26 in progress ...

overview (1280x1024)

Please note the location of provinces controlled by Ashikaga, Atlantis, Man, and Ulm.

[ February 28, 2004, 21:32: Message edited by: Arryn ]
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  #200  
Old February 21st, 2004, 05:42 PM
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Default Re: Jotunheim:Utgard AAR

Could you do a list of mages you already have, and their paths? May some of my following humble suggestions don't apply as you either have better or no suitable mages available ..

- conjure(6) a harbinger (Astral-4), which will come with Air-2
- start searching for Air sites
- forge a Staff of Storms as soon as possible. Jotunheim doesn't have that great missile troops, so you won't loose that much. Would be very helpful against missile-heavy nations or heat-radiating creatures, though.

- how much Vine Ogres do you get from that Norna per turn? Her upkeep is 14,7gp, and you tie up 8 or more research points with this summoning.
An indie druid with Ivy Crown and Thistle Mace would be much better suited for the task. Lacking it, a empowered Seithkona, an Amazone, a Coatl or a Lamia Queen might do (I'm not shure 'bout the upkeep of the later ones, though.)

- Nornas with Death-2 can get you (Enchantment-3) Revenants (Death-1) for only 9 gems. Upkeep for those is free AFAIK. They're ideal to pile a ton of feathers, lamps and skulls upon them to get them to 19rp each ...

- Black Servants, Banes and Bane Lords make great Commanders and Part-Time-Pocket-SuperCombattants without upkeep-costs (AFAIK, havn't tested). They start with encumbrance=0, so you can slap the heaviest armor on them and still they won't tire at all. Give them Wraith Swords and they'll regenerate hipoints in combat, too.
Sadly, they have poor prec so you'll have to keep the

- Scepters of Authority for your Jotun Priests. Set them to "cast spells", and they'll use their priest spells to buff your troops or banish undead, unless there's no target in range. Than they'll divert to Flame Bolt with range 40 .. sufficient in most cases. And it's only 5 gems - a real bargain. I'm not shure if "double fatigue during rainstorms" does apply for spells from items. Item usage is only 5fat/turn while the spell would be 20- and fire-2, even if it's doubled you would still need a fire-3 mage to get the same number of spells without having a Staff of Storms present.

- do not use your prophet for preaching. He's spreading dominion anywhere he goes (kinda auto-preaching ), so he better stays with your army, especially as he's the only priest-4, isn't he?


hope this is somewhat helpful ..

[ February 21, 2004, 15:44: Message edited by: Arralen ]
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