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  #1  
Old July 25th, 2004, 07:52 PM

Borg Borg is offline
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Default Lab Secrets

Fact : we all play in our own distinctive way.
But what is that way ?
How different or how similar do we play compared to the others ?

Let's focus on Research Management as this is obviously one of the more important aspects of the game.

- Is there a certain "Research Rate" that you like to maintain throughout the game ? How many RP's are you gunning for per turn ?

- Do you sometimes interrupt that research ? For shorter or longer periods ? Or do you maintain research at all times ?

- When you forge items. Do you appoint one or several mages to forge continually or do you sometimes forge 4, 5, 6 items at the same time - so you can fully equip one of your Commanders right away ?

- Is there maybe a certain Research level where you stop researching and go on the offensive, because you can cast all the spells you're looking for ?

- Do you have special tips on research which you think other people haven't thought about or might find very usefull ?

In other words, I'd really like to hear how you approach and manage Research.

Thanks very much.
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  #2  
Old July 25th, 2004, 08:02 PM

Frosted Flake Frosted Flake is offline
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Default Re: Lab Secrets

I tend to play nations with bad researchers (jotunheim is my favorite) so sages are a must. I am content to fall behind in research rather then spend heavily for mages. Somewhere I'll find something cheaper be it sages or witches or jade priestesses and stay close. I firmly believe a SC needs his toys so my Neifel jarl expects his wraith sword,pend of anti-magic,luck pendant,flying shoes and best armor i can afford gemwise waiting for him in the vault . As such I have a dedicted forging crew. Alas I sorely miss pre-nerf armor of the elements.

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  #3  
Old July 25th, 2004, 08:13 PM
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Boron Boron is offline
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Default Re: Lab Secrets

when i "stop or lower" researching depends on the enemy too if i need my mages in combat cause otherwise i would lose i stop researching .
when i have d3 available i try to replace my researchers later with spectres .
i like magic 3 scale .
question according to skull mentors :
they increase research by 9 points . do they got a bonus through magic scale 3 as well ?
and when using 2 you get +18 rp right ?

i myself love magic 3 and so i prefer spectres than using the skull mentors. iirc spectres have 7 rp but with magic 3 10 and i think magic 3 doesn't add rp's to research items so you get 1 more per spectre for the same 10 gold cost .
and i prefer stockpiling my clams on the spectres

is there somewhere a list which are most cost effective researchers ?
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  #4  
Old July 25th, 2004, 08:39 PM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: Lab Secrets

In the start I usually research lvl 2 Alteration and 2 Evocation before I'm attacking the first province. It take around 5 turns and meanwhile I'm building up some nice spell casters and units. The alteration to buff my casters and evocation to do some damage.

When I'm forging Items I usually take most of my spell casters home and starts massive Item building, but I share the items among my commanders where it's needed.

Most of the times I've 4 low spell casters researching all the time, so I don't get behind the other nations.
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  #5  
Old July 25th, 2004, 09:08 PM

Pickles Pickles is offline
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Default Re: Lab Secrets

Quotin Boron

"Question according to skull mentors :
they increase research by 9 points . do they got a bonus through magic scale 3 as well ?
and when using 2 you get +18 rp right ?"

No and No. A 5 rp wizard with a skull mentor or 2 (+9) is 17 in magic 3.

You could use a fire lantern if you had death & fire - Any races?


"i myself love magic 3 and so i prefer spectres than using the skull mentors. iirc spectres have 7 rp but with magic 3 10 and i think magic 3 doesn't add rp's to research items so you get 1 more per spectre for the same 10 gold cost .
and i prefer stockpiling my clams on the spectres "

That is an Ermor oddity I like using 10 death gems for Jotunheim for + 9 research instead of 250 gold for +7
Or 3 fire gems w/ Ulm for +6 (which is 30 cash anyway)

Pickles


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  #6  
Old July 25th, 2004, 11:37 PM
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Ryukenden Ryukenden is offline
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Default Re: Lab Secrets

Due to the fact that I've played Total War games A LOT, research seems secondary to me. However, I do try to get a good amount of research done.

I usually aim for a level in construction first, but then my research will vary according to my situation. If I'm going astral, I'll usually aim for stellar focus/arcane nexus/wish (which boosts my pretenders magic capabilities). I rarely use mages in battle (I believe in a large amount of troops, and mages usually have poor Leadership), so I keep them researching. If I can get my hands on a good Earth mage, he/she becomes my official armorer for my veteran/elite commanders.

Basically, I prefer ritual/summoning spells over battlefield spells. However, I find that my tactics change with the more experience I get in Dominions II (I'm still learning many things).

Edit: Erased "Overall Style" section

[ July 25, 2004, 23:05: Message edited by: Ryukenden ]
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  #7  
Old July 25th, 2004, 11:42 PM
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Cainehill Cainehill is offline
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Default Re: Lab Secrets

Quote:
Originally posted by Boron:

question according to skull mentors :
they increase research by 9 points . do they got a bonus through magic scale 3 as well ?
No - the research items add their value to the researcher. The magic scale also adds to the researcher separately. A research 4 mage with a skull mentor in magic 3 scale gets 4+9+3 = 16.

Quote:

i myself love magic 3 and so i prefer spectres than using the skull mentors. iirc spectres have 7 rp but with magic 3 10 and i think magic 3 doesn't add rp's to research items so you get 1 more per spectre for the same 10 gold cost .
and i prefer stockpiling my clams on the spectres

is there somewhere a list which are most cost effective researchers ?
Well - those Skull Mentors only cost 7 death gems if you're using a Dwarven Hammer; it's much harder to find a reduction on the cost of summoning spectres.

Also, Skull Mentors tend to be available to most nations long before spectres (Const 4 vice Conj 6). The main thing about spectres is that they give random magic, very important for a nation that doesn't have it.

And most nations have a hard time taking Magic 3 - AE and SG Ermor, and CW Pangaea can do it easily, but few others. Then again - I don't think the spectre is mindless, so it can gain experience and get better at researching.

As far as the list of researchers - there's a web site that will show you the most efficient recruitable researchers for various conditions (drain/magic scale and # of turns). The url is Researchers/GP
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  #8  
Old July 26th, 2004, 12:15 AM

Kel Kel is offline
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Default Re: Lab Secrets

Quote:
Originally posted by Cainehill:
Well - those Skull Mentors only cost 7 death gems if you're using a Dwarven Hammer
This can vary from situation to situation, as can everything, but generally speaking, I find that I rarely have a dwarven hammer early in the game, which is when I would use research bonus items, if I was going to use them.
Quote:

And most nations have a hard time taking Magic 3
I tend to use magic 2 or magic 3 unless I am trying out a specific strategy that requires a lot of points elsewhere. It's not hard at all to get Magic 3 ! For me, personally, most of my nations start with order+3, luck-2, magic+3 before I even start fiddling with the other points.

- Kel
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  #9  
Old July 26th, 2004, 03:14 AM
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Stormbinder Stormbinder is offline
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Default Re: Lab Secrets

Quote:
Originally posted by Cainehill:

And most nations have a hard time taking Magic 3 - AE and SG Ermor, and CW Pangaea can do it easily, but few others. Then again - I don't think the spectre is mindless, so it can gain experience and get better at researching.
Hmm? What game are you talking about Cain? Surely it's not Dom2. Magic 3 is one of the best MP scales in Dom2 in general, right after the Order 3, and even more important than Order for some nations. And taking Magic 3 is no more difficlut than taking one other scale 3. It is just 120 points, no more and no less. And in most situations it well worth it.

Obviosly any nation/theme can afford it, even those with tough requirement settings. Unless of course you determined to get one or two level 9 blesses, or damp all your points in Uber-VQ or something. But that's your choice.


As far as the list of researchers - there's a web site that will show you the most efficient recruitable researchers for various conditions (drain/magic scale and # of turns). The url is Researchers/GP [/QB][/quote]
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  #10  
Old July 26th, 2004, 03:20 AM
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Cainehill Cainehill is offline
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Default Re: Lab Secrets

Quote:
Originally posted by Stormbinder:
quote:
Originally posted by Cainehill:
And most nations have a hard time taking Magic 3 - AE and SG Ermor, and CW Pangaea can do it easily, but few others. Then again - I don't think the spectre is mindless, so it can gain experience and get better at researching.

Hmm? What game are you talking about Cain? Surely it's not Dom2. Magic 3 is one of the best MP scales in Dom2 in general, right after the Order 3, and even more important than Order for some nations. And taking Magic 3 is no more difficlut than taking one other scale 3. It is just 120 points, no more and no less. And in most situations it well worth it.

I'm referring to the game where many nations and themes really require high order and sometimes high productivity as well. The game where the Magic scale has diminishing returns. You know - the ones where many nations don't have 40-120 free points from the temperature scale. The one where you got your butt handed to you by Cohen in a tournament...

Given how bad Cohen is, maybe your belief in Magic-3 helps to explain this?
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