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Author Topic: Dominions 4 Round 4.04 (Disciples!): Post-game AAR  (Read 51350 times)

Frumple

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #480 on: September 21, 2014, 10:31:50 pm »

Golems are immune to magic dual, actually. They're mindless, heh. Gah, ninja'd.

It's good to know my nuisanceing was working, though. R'lyeh's armies and basic battleground force was easily the weakest of the three of us, despite that army size chart (several hundred lobos will do that, but they're generally not really anything but (very, very good) HP walls). I was actively avoiding major confrontation with Ulm's armies, because I was expecting to get torn into a thousand shiny pieces if I engaged. Well, until the end, but the group that had almost finished coming together had several hundred lobos and a good twenty or so (all at-least effectively 2S, due to a banner of northern lights) casters so I was feelin' frisky.

Though some lucky (ish, since it was about all that was interesting under the waves) indies did mean I had a good chunk of the freakishly nasty shark tritons waiting for anything that came down to play. Well, any non-SCs... some SCs, too -- 10 gold berserkers with three attacks is just ridiculous. If those things could get on land they'd steamroll quite a lot of critters.

... though thuella definitely wasn't my first mind hunt kill, heh. I was actually peppering you guys with VotD and mind hunt for most of the last turns of gman >_>

E: Though the both the gem income and plain income graphs are somewhat misleading, I guess. We were all swapping gems and gold around pretty regularly -- I was streaming everything that wasn't astral and air (which I was mostly breaking into pearls, heh) into Arga and C'tis for most of the game, with some breaks for spreading voice of tiamat and whatnot around.
« Last Edit: September 21, 2014, 10:37:21 pm by Frumple »
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Shadowlord

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #481 on: September 21, 2014, 10:33:55 pm »

Did you folks have much trouble with boars over there, Karlito?
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chaoticag

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #482 on: September 21, 2014, 10:34:35 pm »

I still feel that Asphodel was a poor fit for me, and it was one of Denzi's first time playing. Still, good game everyone. Wish I could have been something of a challenge rather than someone to trounce.
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Karlito

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #483 on: September 21, 2014, 10:37:13 pm »

Did you folks have much trouble with boars over there, Karlito?
I certainly did.

E:
E: Though the both the gem income and plain income graphs are somewhat misleading, I guess. We were all swapping gems and gold around pretty regularly -- I was streaming everything that wasn't astral and air (which I was mostly breaking into pearls, heh) into Arga and C'tis for most of the game, with some breaks for spreading voice of tiamat and whatnot around.
That was from sitesearching starting around the end of year one, and continuing up until the end, with all three of us covering down to search each other's territories.
You don't think you were the only ones doing that sort of thing, do you?  :P I will say that coordination on our team did really break down in the last 10-15 turns, for whatever reason. Time zone differences certainly didn't help.
« Last Edit: September 21, 2014, 10:44:39 pm by Karlito »
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E. Albright

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #484 on: September 21, 2014, 10:56:14 pm »

A few thoughts, ramble style. Some obvious, some not; some aimed at me, some aimed at not-me.

PD1, always. :P

Assassins are strong. Really, really strong. Like, "OMG assassins OP pls nurf" strong. The C'tisian assassin corps almost single-handedly won the war against Arco proper; around maybe turn 34 or 36 or so Il Palazzo marched an army of ~200 hoplites of various breeds protecting 48 commanders (44 mages, including the pretender) onto a border fort I'd captured from him; when he left 8 or 9 turns later (fort still unbreached and now full of howling wolves), there were only 20 left, and I think I'd lost one assassin. Sure, I lost 5 the next turn to tompliss' disciple, but Empoisoners with a 5-gem Cons-0 skellie amulet (or their big brothers who also had a 5-gem cons-2 Handful of Acorns) routinely slaughtered strong mages with 3-4 solid bodyguards.

Intel is king. I think we had visibility on every map square at the end. We recruited a LOT of scouts over the course of the game. That made a huge difference.

We had a pretty high overhead in terms of coordination. My PM inbox was at about 20 pages when we started the draft for this, and I've been on Bay12 since 2006. It's now just under 60 pages, and I'd say 95% of that is team chatter from this game. Still, it made us a lot more organized, and I thoroughly enjoyed it. We interacted a lot, constantly sent each other gold and gems (I really should have been sending Agartha more, in fact... :-\), etc. etc. etc.

Um. Lost my train of thought. Lemme post this while I go look for it...

Did you folks have much trouble with boars over there, Karlito?
I certainly did.

I think I had 14 over the course of the game. Casting Vengeful Water on the last turn was immensely satisfying since I got to see 3 of the blasted things that had dodged Frumple's kind Mind Hunt sweeps get turned into soggy piles of pulp.
« Last Edit: September 22, 2014, 12:38:29 am by E. Albright »
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Karlito

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #485 on: September 21, 2014, 11:00:03 pm »

Heheh, the first thing I said to my teammates was that coordination and cooperation would win the game, and I was clearly right about that.
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E. Albright

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #486 on: September 21, 2014, 11:21:30 pm »

Oh, one thing about the gems: on the last turn, when I claimed Abundance and Misfortune, my income went up 12 from just those two (1f1a1w1e6s1n1d). So there definitely was that.
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Karlito

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #487 on: September 21, 2014, 11:35:09 pm »

Here, I cropped out the last turn and sketched rough fit curves over your graph and mine.

Spoiler: gems (click to show/hide)

You've got that inflection point there, and good on you for doing whatever you did to make that happen.
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E. Albright

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #488 on: September 21, 2014, 11:43:57 pm »

That first big jump was my 55n-or-so Mother Oak that I honestly didn't think I'd hold long enough to make my investment back. I think the profit on that by the time Asphodel finally stole it was probably over 200n.

The rest of it was just very vigorous and continuous site searching on our parts. At that point the war with Arco had turned, so we could actually start searching even though we were still fighting and had site searchers dodging enemy armies.

Hmm, maybe I should dig up those turns and look. That actually is a pretty big jump, and only half that initial bit is the Oak.
« Last Edit: September 21, 2014, 11:50:52 pm by E. Albright »
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Frumple

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #489 on: September 22, 2014, 12:11:46 am »

Mm... while I'm thinking about it, some thoughts on breaking R'lyeh, from my perspective of things, since it was talked about earlier.

Probably the biggest thing with R'yleh is that they have one absolutely tremendous weakness -- they're incredibly dependent on their capital. Primarily because of their caster starspawn, which is their number one bottleneck for force projection -- even with recruiting one every turn I could, gold and other situations allowing, I had all of fourteen total by the end game. Without those, my best recruit (which frankly feels freakishly overpriced, for what it is) caster is 2S, without boosters, and that's a 1/4th random. You can do some battlecasting with that (especially if you get around to using communions in conjunction with the much more easily massed star children), but when it comes to forging, mobility, and astral artillery rituals they're basically junk -- can't even forge boosters for themselves. Slave mages... aren't worth talking about. If r'yleh is seriously recruiting those, there's good odds they've already lost :P That's hyperbole, but... only mildly. They really are incredibly terrible, especially for their cost.

So there's two things out of that -- if you can stop the capital from recruiting (either by siege or unrest), or kill those caster starspawn, you effectively cripple R'lyeh. Them being underwater makes either of those harder, but there's a lot that can be done. For Jotulmdel, dropping a crap ton of blights (Alt-4, 2E1D -- might have required a death empowerment, but probably would have been worth it) on my capital would have murdered me -- I had also spent every turn since seeing the earth king dreading the beginning of an unending earth attack barrage (and expecting to have to teleport my everything out, but even that would be a notable victory for opposing forces). Anything in general that bumped unrest or caused assassination attempts, if it could reach underwater, would have been nasty, to say nothing about just biting the bullet and loading up a (few) commander(s) with waterbreathing and MR boosting kit and setting them to siege.

Other stuff: You basically have to make R'lyeh fight for the water. If they're not keeping raiding or invasion down, they are -- as Jotulmdel probably noticed -- free to drop astral artillery all day and use the nasty raiding potential of well positioned UW provinces to wreck all sorts of havoc. Skratti or Carrion Lords would probably have been ideal for this: One with a waterbreathing ring, maybe a fire brand and vine shield, would have been a threat. Two or three, with one (maybe with a booster, or just carrying the appropriate item) doing something like casting friendly currents or some buffs on the other(s), would have managed to cut a path through a great number of my provinces and possibly a couple of the larger armies.*

Other bit of advice would be MR kit -- for the love of zeus, if R'lyeh has reached soul-slay mind hunt, MR kit. That was another consistent surprise, I'm guessing brought on by gem income limitations? But stacked up MR would have made a serious difference. Is how you make an astral ritual spamming R'lyeh (or anyone, really) uneconomical and effectively win the war against them off the battlefield (on it, too, to a large extent, but especially off it).

Another niche possibility is hitting supply -- pillaging when you raid, dropping any ritual spells you can spare that kill population or shift the scales to cause supply hits, that sort of thing. R'lyeh's armies are incredibly supply hungry, and it's very easy to push them over the starvation point (and from there, hit their morale in battle and send them running).

The mindless thing is also a pretty big deal, though hard to exploit for a while. Golems are the big late-game weakness, but if you can squeeze out the gems and casters for it, earlier stuff like gift-of-reason'd Crusher Constructions (with some mindless troops, probably) are very possible and pretty capable of no-selling quite a lot of what R'lyeh brings to the table.

... anyway, that's most of the $0.10 I can recall off the top of my head, when it's approaching midnight. Raiding, stop the caster starspawn, if you have earth attack and blight (or a anything like them) abuse the buggery out of them (incidentally, the beginnings for a dedicated blight (and eventually, raging hearts, among whatever else could be scraped together) assault on Jotulmdel's lands was probably going to kick off within a turn or two), and MR boosting equipment. That's about it.

*It's an aside, but the overall lack of skratti kinda' surprised me. Did notice some being used against gman's group, but I was expecting them to be everywhere -- they're very solid thug/minor SCs and ridiculously good for raiding via the wolf form.

E: And ah, part of that jump was also me turning over some provinces, apparently -- you can see r'lyeh's income drop during the same period. Shy of half, but not by too terribly much.
« Last Edit: September 22, 2014, 12:17:17 am by Frumple »
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E. Albright

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #490 on: September 22, 2014, 12:13:02 am »

Final graphs, for those who don't have access to them:

Spoiler: Provinces (click to show/hide)
Spoiler: Forts (click to show/hide)
Spoiler: Income (click to show/hide)
Spoiler: Gem Income (click to show/hide)
Spoiler: Research (click to show/hide)
Spoiler: Dominion (click to show/hide)
Spoiler: Army Size (click to show/hide)
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Karlito

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #491 on: September 22, 2014, 12:17:04 am »

gift-of-reason'd Crusher Constructions

You can GoR mindless units in Dom4 too???  (╯°□°)╯︵ ┻━┻
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E. Albright

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #492 on: September 22, 2014, 12:19:52 am »

Divine Name. Thaum-7 vs. Thaum-4, so it's not really an early solution, but yeah, it's possible.
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Frumple

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #493 on: September 22, 2014, 12:21:13 am »

... I, uh. I'm actually not sure. Lemme' go check, I may have been forgetting a change :P

*checks* Yeah, sorry, sorry. GoR doesn't work.

Divine name would work, but that's way further up the research list. About as easy to just have golems.

E: Annnd, ninja'd. Right.
« Last Edit: September 22, 2014, 12:23:36 am by Frumple »
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E. Albright

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Re: Dominions 4 Round 4.04 (Disciples!): Post-game AAR
« Reply #494 on: September 22, 2014, 12:34:07 am »

One small thing I can freely say now is that way back when I captured the Throne of the Pantokrator from Arco I spent the next 6-10 turns or so in absolute terror of the TC army next door. My troops were weak, starving, and in the case of the indy auxiliaries, disease-ridden even before the lack of food was factored in, and it took ages for me to solve those problems. They were also cut off from resupply by the huge Arco army I'd mentioned upthread. I had 35 Pale One PD to try to bolster my wretched army, but TC's 200-ish troop garrison probably still could have pushed them over with a (well-sharpened Roc) feather. After we managed to build a lab for wineskins, cast Gift of Health, and finally brought up reinforcements, that all changed, but for a long time we were sitting there trying to look a lot tougher than we really were and hoping TC wouldn't call our bluff. Honestly, had Team Arco probed the throne and then inevitably overran it, their war effort would probably gone a lot better.
« Last Edit: September 22, 2014, 12:36:21 am by E. Albright »
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