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  #51  
Old May 13th, 2008, 04:15 PM
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Default Re: Newbish question

Even Dominion 5 is a risk in MP games. I'm subbing in a game in which the nation
started with Dominion 5. When I took over, on turn 58, there was hostile
dominion in two of the provinces next to the capital, and half my provinces were
at enemy dominion 10. Dominion fights seem to be resolved at the starting
dominion, not the effective one. I.e. although they still generate temple checks,
temples do not count when dominion strengths fight, so the checks are very weak.

I have spent at least 200 astral pearls on Teleistic animates, and the previous
player had started making them even before I took over. The animates are by far
my most common commander, and what a waste that is, especially as they die in
droves whenever my castle is stormed (even though the assaults are always
repelled) Well, at least dominion death is no longer an immediate danger.
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  #52  
Old May 13th, 2008, 04:23 PM
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Default Re: Newbish question

WOW......

I am amazed at the depth of this game.

Thanks, I have some serious thinking, planning and solo playing to try!!

Thanks Agian (till the (sigh) next bunch of questions.
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  #53  
Old May 14th, 2008, 12:44 AM
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Default Re: Newbish question

I have been wondering...

If I take a Phonix (or any Hot or Cold pretender) that has better damage in Hot (or Cold) areas, Should I also make my scales go in that direction or will that hurt my Population ect?

It just seems to make sense to me that if you want to fight on HOME turf and your P gets better stats in a Hot Province that you would want ALL of your nation Hot....

Any Comments are welcome...

Thanks Folks
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  #54  
Old May 14th, 2008, 06:48 AM
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Default Re: Newbish question

Someone did the maths, and it seems like the normal temperature variance from seasons (hot in summer, cold in winter) causes equal losses when you take neutral scales (too hot in summer, too cold in winter) or when you take one scale too much (too hot/cold in summer/winter, perfect in the other).

Taking one scale off won't hurt. In some cases, it may be a good idea to take even more, like Cold scales when you're underwater or when your troops benefit from cold scale. However, your pretender is only a single commander, and few extra points of attack and/or strength aren't enough to justify ruining your income.

Don't take extreme scales unless you have a good reason. Even if you have, don't go too far from your nation's preference. One or two picks off should be enough. As for the reasons, here are some:

Heat 3 or Cold 3 causes +2 encumberance to units and commanders that aren't resistant to that element. If your commanders/troops have even partial resistance, taking extreme temperature might help a bit.

Units that are caught on fire or numb stay so for longer in hot/cold areas, and IIRC Heat and Chill auras affect larger areas in favourable conditions. See pages 57 and 78 for the descriptions of the auras and burning/numb status.

Cold-blooded units get extra encumberance whenever they aren't in a hot province. Even neutral temperature increases their encumberance by 1. Because of this, especially Early Agartha benefits from taking some Heat.

Ice Armor is better in cold. This affects of all ages Caelum and Late Atlantis.
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  #55  
Old May 14th, 2008, 07:48 AM
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Default Re: Newbish question

First let me say Thank you to all that continuously abswer my questions with in depth answers.

I have just finished reading all the posts in this thread agian and it seems like a small curtain has been reaised in my understanding of this game.

I have a question and if the answer is a simple 'yes' then a LOT of things are/will start making sense.

It seems that the more I read and ask that the Pretender is just one cog in a BIG machine (although it is a BIG cog).

Scales, Troops, (Sacred or otherwise) Magic users ect, and pretender setup really have very little to do with each other.

That is other than the fact that the Pretender can in certain circumstances boost commanders and troops.

While the P is the central unit (whether a SC or a background 'Leader', it isn't the Only thing that determines what goes on in your nation.

I think us Noobs have been thinking that we need to make our pretenders all things to all situations that may arise in our nation, instead we need to make it specific to a plan and let the scales 'make the nation'.

I don't know if I have made it really clear what I am trying to get at but if you understand what I am trying to say then a any kind of a positive answer will help.

And of course any elaboration would just be GREAT.

Also, You might want to put a condensed answer in the 'Tips for Newbies" thread as I am sure they would pay more attention to you than a lowly 'Privite' that can hardly get past turn 35 without having to start over.

Thanks agian.
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  #56  
Old May 14th, 2008, 08:37 AM

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Default Re: Newbish question

"Scales, Troops, (Sacred or otherwise) Magic users ect, and pretender setup really have very little to do with each other."

These all have everything to do with each other. That's what Dominions IS.

You cover your weaknesses. You use combinations that are synergistic. You take specific research or even a pretender to counter what might be coming at you, so you're not knocked out early.

Just pick a nation, find out what they're good at and what they can't do, and try to improve their pros and reduce their cons with your pretender and scales.
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  #57  
Old May 14th, 2008, 09:37 AM
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Default Re: Newbish question

Quote:
GrudgeBringer said:
While the P is the central unit (whether a SC or a background 'Leader', it isn't the Only thing that determines what goes on in your nation.
I think us Noobs have been thinking that we need to make our pretenders all things to all situations that may arise in our nation, instead we need to make it specific to a plan and let the scales 'make the nation'.
Most people make this kind of plan. You just have to have a plan that works for your nation. "Master Enslave" is a bad plan if you don't have at least little astral for your nation to search for all the sites for gems and forge items. Also if your nation is bad at research, getting to that can be too slow (taking magic scales helps in this and even more if you are strong in magic and want to get things done quickly).

Pretender is something like the headfigure of your plan and (at least for me) the scales are the things that mold your nation with resourses, money and events.

Quote:
GrudgeBringer said:
Scales, Troops, (Sacred or otherwise) Magic users ect, and pretender setup really have very little to do with each other.
As said before me, they have everything to do with each other. You need to get them in synergy, supporting and piling effects.

Let's take Pythium and hydra kekekekeke-zerg-rush -bless for example:
* hydras regenerate and can be blessed
* you take pretender with nature bless so your hydras get more regeneration to be nearly unkillable and berserk so they never rout
* hydras are poison resistant so you reseach to foul wapors
* this can be cast easily 'cause you can straight away recruit priest to this
* with the same research path your pretender can cast Gift of Health to boost all your troop in your dominion (high to give edge in conquering)
* at the same path there is also a percentage income increasing spell so you can maximize scales to money and get massive mage spamm later

Maybe this is a bad starting plan for a nation, concidering that with this I was overrun in a MP in four years from three sides. But it was an example.
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  #58  
Old May 14th, 2008, 09:45 AM
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Default Re: Newbish question

That's for Late Pythium. Midde Pythium's hydras are different, not sacred, and they don't have national mages with Nature.
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  #59  
Old May 14th, 2008, 10:02 AM
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Default Re: Newbish question

Well I didn't specify the age and it was just an example. I haven't played so many multiplayer games that I would have good examples on everything.

Also, I didn't think that this thread was limited only to some specific age. Sorry if I missed/forgot that at some point...

Also, you have changed your signature. I liked the previous better.
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  #60  
Old May 14th, 2008, 08:44 PM
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Default Re: Newbish question

Sooooo....

If I am understanding this correctly, If I play ULM who has little Magic but GREAT troops then my Pretender should...

A. Take a lot of magic to make up for the shortcomings of ULM.
OR
B. Take more things that would make Battle spells to take advantage of thier strong troops or a SC to go with the good troops to make them REALLY tough!!

Am I starting to get it?

BTW how do I drop off troops in a province from my Commander so I can leave a defense to go with PD and head back to get more troops?

@. If I have winged boots on my commander can I drop off troops in a province and fLY back to say Home province to get more sacred troops?

Thanks, I feel like I am getting about half dangerous (probably more to myself than anyone else) in the understanding.

I actually am starting to get a plan of what I want to do....NOW, I just need to find the race to do it (LOL).

Thanks agian
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