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Next Round?

Early Age
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Total Members Voted: 4


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Author Topic: Dominions 4 Round 23 - It wasn't fine :'(  (Read 30525 times)

Nirur Torir

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Re: Dominions 4 Round 23 - Turn 4
« Reply #90 on: September 12, 2016, 05:30:44 pm »

Playing single player, I never thought I'd be so happy to win contracts for light mercs. This game is enlightening already!
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AlStar

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Re: Dominions 4 Round 23 - Turn 4
« Reply #91 on: September 12, 2016, 11:49:04 pm »

I never thought that I'd curse out having too many magic paths, but goddamn is Sulphur Haze a useless spell against indies.

STOP CASTING THAT SPELL AI.... Nooo....  Bad Spell AI! Bad Spell AI - You killed all our troops!

Micro102

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Re: Dominions 4 Round 23 - Turn 4
« Reply #92 on: September 13, 2016, 12:11:27 am »

Shit I keep on forgetting about mercenaries. I've never really used them but it's so obviously useful for early expansion.
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ThtblovesDF

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Re: Dominions 4 Round 23 - Turn 5
« Reply #93 on: September 13, 2016, 08:17:12 am »

Bumping from one player into the next, ugh. Tight map.
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Anvilfolk

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Re: Dominions 4 Round 23 - Turn 5
« Reply #94 on: September 13, 2016, 08:55:27 am »

Somehow I haven't met anyone, but maybe I'm not scouting aggressively enough?

Also, what are the benefits of losing a commander's turn early on to declare a prophet? Do they have passive abilities?

Micro102

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Re: Dominions 4 Round 23 - Turn 5
« Reply #95 on: September 13, 2016, 08:57:04 am »

Somehow I haven't met anyone, but maybe I'm not scouting aggressively enough?

Also, what are the benefits of losing a commander's turn early on to declare a prophet? Do they have passive abilities?

Prophets spread dominion. More dominion spread means your dominion will be in more places for the morale boost. Also if you put it on a commander they can cast smite from behind the lines. Very useful.
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Sean Mirrsen

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Re: Dominions 4 Round 23 - Turn 5
« Reply #96 on: September 13, 2016, 09:30:29 am »

I'm having the most masterfully bad start so far. Turn five, I only just now have 2 provinces. For the sort of nation that requires momentum to survive, I think I've lost before I even properly started. But oh well. If I were playing to win I'd have picked Pangaea. :P
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

ThtblovesDF

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Re: Dominions 4 Round 23 - Turn 5
« Reply #97 on: September 13, 2016, 09:47:09 am »

Well ya not doing anything turn 1 anyway, might as well prophet the commander. In dom 3 you used to turn tax to max & patrol, but here you don't.

I just take it for the smite(s)
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AlStar

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Re: Dominions 4 Round 23 - Turn 5
« Reply #98 on: September 13, 2016, 09:52:51 am »

Don't discount the ability to cast Sermon of Courage - that extra bit of morale can definitely help win close fights.

Anvilfolk

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Re: Dominions 4 Round 23 - Turn 5
« Reply #99 on: September 13, 2016, 11:16:56 am »

Well ya not doing anything turn 1 anyway, might as well prophet the commander. In dom 3 you used to turn tax to max & patrol, but here you don't.

I just take it for the smite(s)

Oops. I mis-remembered the rules regarding becoming prophet. I thought that you'd always get +3 priest levels, but turns out prophet simply goes up to 3, or if already at 3 or more, it gets holy casting +1. I waited 'till I had a priestly commander before making them prophet. Herp!

Sean Mirrsen

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Re: Dominions 4 Round 23 - Turn 5
« Reply #100 on: September 13, 2016, 11:30:10 am »

The prophet gains a smidge more than just the holy power. There's HP gain from being in your dominion, always-on bless, and some units actually gain a different form once they're a prophet. Also a prophet claims thrones. Any H3 priest does, but a prophet is the best way for most nations to get one.

By far the best use for a prophet in combat is the divine blessing. If you have an army of sacreds that rely on getting their act together quickly, it sort of matters.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Anvilfolk

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Re: Dominions 4 Round 23 - Turn 5
« Reply #101 on: September 13, 2016, 11:44:30 am »

Yeah, Caelum has two or three sacred troops, but they're pretty resource intensive for the beginning. Only has a lvl 1 priest though.

I know you can use gems for increasing magic levels - what are the other methods of increasing priest levels that you mentioned?

chaoticag

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Re: Dominions 4 Round 23 - Turn 5
« Reply #102 on: September 13, 2016, 12:11:25 pm »

Let's see, beyond a rare few items which bump up priest level by 1, there's a method in which if your prophet is in the hall of fame, you can bring them back as a mummy, and make them a prophet once more. Most people settle for summoning the bishop fish and giving it a shambler skin though.
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Anvilfolk

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Re: Dominions 4 Round 23 - Turn 5
« Reply #103 on: September 13, 2016, 07:29:14 pm »

Thanks!

Also, dammit RNG. 35 unrest out of freakin' nowhere in my home province? Cheers!

Also, T'ien is hogging all the mercs...

Nirur Torir

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Re: Dominions 4 Round 23 - Turn 5
« Reply #104 on: September 13, 2016, 07:42:33 pm »

As it turns out, it's actually cheaper to hire mercenary militia than it is to train my own armies of militia.
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