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  #11  
Old February 11th, 2007, 04:43 AM

General_Jah General_Jah is offline
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Default Re: What are some useful strategies for constructi

What about some SC strategies for pretenders? IS the pain point to get your defense really high or your protection really high?

From the manual it seems that though high defense can make or break you in a huge battle with masses of troops that have a superior defense. A smaller force, especially a lone pretender, that even has a high defensive will get dropped when he is swarmed by 2 a hit.

So is this really that viable a strat for a lone pretender?

Thanks!
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  #12  
Old February 11th, 2007, 06:08 AM
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Default Re: What are some useful strategies for constructi

Quote:
General_Jah said:
What about some SC strategies for pretenders? IS the pain point to get your defense really high or your protection really high?

From the manual it seems that though high defense can make or break you in a huge battle with masses of troops that have a superior defense. A smaller force, especially a lone pretender, that even has a high defensive will get dropped when he is swarmed by 2 a hit.

So is this really that viable a strat for a lone pretender?

Thanks!
You after go for defense first for a SC, this means awe, fear, etheral, luck, regeneration, mistform, invulnerability, mirror image, high protection/defense etc...

Once you are satisfied he is near to invincible then look to how he will kill everything.

Creating a SC/thug that can defeat the AI is fairly easy, creating one that defeat other players in MP is very, very hard.
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  #13  
Old February 11th, 2007, 06:33 AM
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Default Re: What are some useful strategies for constructi

If plan to use your pretender as an SC, pick paths that give him advantages you can't get from your national mages.

All paths have useful buffing spells, but in Blood and Death they require high levels of research.

A few spells that come to mind:

Air: Mistform, Mirror Image
Earth: Summon Earth Power (for reinvigoration), several spells that increase your protection, such as Stone Skin
Fire: Fire Shield
Water: Quickness, Breath of Winter
Astral: Personal Luck, Body Ethereal, Twist Fate, Astral Shield. Don't take a little Astral on your pretender in an MP game, go for 9 - 10 or not at all, otherwise he will be killed by Magic Duel
Death: Soul Vortex
Nature: Regeneration, Moss Body
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  #14  
Old February 11th, 2007, 05:25 PM

General_Jah General_Jah is offline
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Default Re: What are some useful strategies for constructi

I'm still very new to the game but I keep hearing about MP on the forums... MP just doesn't seem very feasible considering how many turns my SP game has taken already...

How long do MP games take? How many turns a day, just 1?

Thanks for the input!
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  #15  
Old February 11th, 2007, 05:41 PM

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Default Re: What are some useful strategies for constructi

usually just 1 yeah, so a game can take along time, months are not unusuall..
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  #16  
Old February 15th, 2007, 01:00 PM

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Default Re: What are some useful strategies for constructi

There really isn't one good strategy for construction. Just like everything else is in dom3, you can't consider it in a vacuum. It's a piece of a bigger puzzle.

On a strategic level, you can coordinate construction with your beginning scales. For example you can offset choosing drain 2 by building research boosters. This miniminizes the percentage impact of the drain, since reserch items aren't subject to any research drain effects. Also, since drain doesn't change the number of gems needed for construction, construction is somewhat more attractive relative to spell casting when you choose drain. A good beginning strategy could be to choose a drain scale with growth and productivity to increase (resources and income, focus on troops and items and not put as much emphasis on magic (except focus on construction research). You could then go for a bless strategy and choose a dormant pretender with a one or two high paths to help bless effects in combat, like water, fire, earth, nature and/or blood.
On a more tactical level, you can build items based on troops in an army. For example, if you have an army of poison immune troops, make a poison immunity items for your commanders as needed, then cast poison cloud (several types of troops also naturally create a poison cloud).

Other of my early favorites are regeneration items for commanders with decent hit points, magic path boosting items, reinvigoration items and decent light armor for spell casters.

For commanders who you have just sitting a the back of a battle, make them a bow, an item that casts spells, an item that improves morale, or an item that creates fear.

Finally, some items are particularly good against certain troops. For example, if you are fighting a bunch of undeads armies, equip your non-spell casting commanders with items that cast anti-undead spells, like the herald lance.

Finally, for tactical item use to be successful, you need enough labs so its not a herculean task to change items.

A personal favorite of mine for a holistic construction strategy is to choose Pangaea with drain 2, luck 3, turmoil 3 and productivity 2 (for extra resources). Choose an imprisoned pretender with high earth and nature for reinvigoration and regeneration. Create an army of blessed centaurs and put them with you prophet and you have a formidable army (berserk, reinvigoration and regeneration). Buy Pans and they will generate hordes of maenads. Buy centaur archers and other longbowmen when possible. Construct sacks of wine and cauldrons of broth and summer swords to supply your berserking hordes. Construct Ivy crowns and generate armies of vine ogres. Construct fear generating items to send with your armies. Build a cheap temple in every province to spread dominion to enemy controlled provinces. This combination will make you rout enemy troops almost every time, even when you are numerically overwhelmed at the beginning of a battle. Make research boosting items as soon as you have the right paths and gems. Build path boosting items as needed, especially thistle staff.
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  #17  
Old February 15th, 2007, 03:15 PM

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Default Re: What are some useful strategies for constructi

There are also a handful of good spells in the Construction path. Can't remember them offhand but I know that Mechanical Men (and whatever the more powerful version of that spell is) are both there. Thats a good spell, particularly in the hands of a powerful Earth mage. Is weapons of sharpness there too? Or legions of steel? Can't recall. Tho I think that Iron Dragons and Golems are at the top end and they are good summons.
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  #18  
Old February 15th, 2007, 03:40 PM
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Default Re: What are some useful strategies for constructi

There isn't any more powerful version of Mechanical Men.

Mechanical Militia is a global (Construction 9) that gives Mechanical Men as province defence, but that's not quite the same thing, and not very useful at that point, IMO.

Weapons of Sharpness and Legions of Steel are both in Construction.

Forge of the Ancients is one of the more useful globals, Construction 7.
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  #19  
Old February 15th, 2007, 05:31 PM

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Default Re: What are some useful strategies for constructi

No, it was Clockwork Horrors that I was thinking of. CH is better than MM or vice versa.
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