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Author Topic: Dominions 3 LP - Time to take out some indies!  (Read 19695 times)

Bluerobin

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #120 on: July 03, 2011, 12:40:30 pm »

Here's yesterday's update that I had mostly ready to go and then just didn't post for some reason!
-----------------------------------------------------------------------------------
Mid Spring-
The magical probing for sites of power continues, with one found this month.
Spoiler: Crystal garden (click to show/hide)
The expansion into the Great Desert has raised spirits in many of the provinces that used to lay on our northern border. The residents of Stone Grave Mountains even put word out to the new provinces and held a great market.
Spoiler (click to show/hide)
The armies' patrols of the Great Desert continue, with the primary army meeting a group of wild-eyed militia and the secondary defeating the barbarian uprising with a single volley of crossbow bolts.
The cavalry training was deemed complete and they moved out to meet up with the primary army along the coast northeast of R'lyeh.
Spoiler: Cavalry (click to show/hide)

Late Spring-
The magical site searching continues, with a bit of a windfall this month.
Spoiler: Sites everywhere (click to show/hide)
Sermioc held a festival to celebrate the good times that we have been having, and what seems to be the end of the string of "natural" disasters.
Spoiler (click to show/hide)
The lords Rivia, a province on the border between the Great Desert and the heart of Ulm, are still unsure of the new lands and have boosted their defense to protect against bandits.
Spoiler (click to show/hide)
R'lyeh hired another mercenary last month, the boar mage whose services we had put to use in the siege of Ermor. They send him unassisted into the province of Tirannea where he was struck down immediately by a crossbow bolt. I can't help but feel for these mercenaries sometimes. The primary army decided to split in two to increase the speed of their patrols, feeling that there weren't enough lawless rebels and crazed militia to pose much of a threat. In Belegor, the Smith Gunthamun was ambushed by a group of militia and light infantry, but his retinue of black plate infantry was more than capable of defeating the ambushing troops, especially when their armor was further enhanced with Legions of Steel.
Similar cases were seen in Koromoo and Aole, with the only losses being to a group of cavalry who managed to bludgeon three Ulmish infanty with the force of their charge in Koromoo. An underwater strike force was summoned using the water and earth gems that had been collecting in the magic vault. This ability to raise an army from nothing in one month is a little frightening; I can almost see how it would appeal to the Ermorian priests to use the undead for a similar purpose.
I have put together another map of the army movements for the upcoming month.
Early Summer-
I'm not sure how this happened; it may have started at that painted crypt north of Ermor. I've been spending time in Ermor recently, aiding the Smiths in their research and forging, and reading some of the Ermorian texts that remained after Ulm took the fortress. As the days went by, I found myself sympathizing more and more with the priesthood. It seems this generation of priests was trying to hold back the shadow of undeath that was beginning to overtake their land. In ages past they had unleashed the shadow in their efforts to gain an upper hand, but it had been too powerful and wanted only to consume those who had unleashed it, then raise them from the dead and use them to find more victims. With the defeat of Ermor the threat of the shadow had been negated, but it had left a mark on the people and the land. I didn't realize it until it happened, but it seems this mark of death has afforded me some power over death to balance the power I have over nature and water.
Spoiler (click to show/hide)

This month saw another wedding in Stone Grave Mountains
Spoiler: Weddings everywhere! (click to show/hide)
Another magical site was found this month as well, along with a cache of air gems.
Messengers came in from both the underwater force and cavalry force with news of victories.
Spoiler: Wins (click to show/hide)
They were small battles, though, and their true proving will come next month when they face larger groups of defenders. This month saw the training of the first Smith who had chosen additional training with fire magic. He was able to cast Augury to search for fire-associated magical sites and settled in to devote most of his time to doing so.
Spoiler: First F2 smith (click to show/hide)
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Frumple

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #121 on: July 03, 2011, 01:13:35 pm »

Gah! Something I completely forgot to mention for your underwater dudes, that'd be both really awesome and probably help th'clockwork horrors out: A wavebreaker! Incredibly useful item for any underwater fights, it autocasts Friendly Currents at the start of every battle its carrier is in.
Quote from: wiki on Friendly Currents
All friendly units gain +4 action points, -2 encumbrance, enemies suffer opposite effect.

15 water gem base from a 3w forger, con 4 research. Really nice item. Only middling as a weapon qua weapon, but a lot of the items that autocast battle-wide spells can be terribly beneficial. I constantly forget to bring one along when I send stuff underwater, but it's really nice. Gives waterbreathing, too, so you can stuff it on pretty much anyone and send 'em along. It'd save the troll king from th'vicious fatigue cost of casting th'spell, at least :P
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Neonivek

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #122 on: July 03, 2011, 02:01:46 pm »

Well the map is basically won at this point unless there is a round 2 (which to admit would be interesting)
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Bluerobin

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #123 on: July 04, 2011, 06:44:33 pm »

Gah! Something I completely forgot to mention for your underwater dudes, that'd be both really awesome and probably help th'clockwork horrors out: A wavebreaker! Incredibly useful item for any underwater fights, it autocasts Friendly Currents at the start of every battle its carrier is in.
Yeah I've been trying to get the sea king to cast it since he CAN, but he refuses, even though with his skill in water magic and Summon Water Power the fatigue would be pretty negligible. I'll have to make him one of those next time I go underwater since we're almost done with the provinces nearby. Anyway, shortish update today with a question at the end!
-----------------------------------------------------------------------------
Mid Summer-
During their magical scrying of the Great Desert the Smiths found two very interesting sites of power this month. The Magus Temple, a center for a sect of mages devoted to earthly and heavenly fire, and the Tower of the Iron Order, a meeting place for a group of adepts of one of the Metal Orders.
Spoiler: More sites (click to show/hide)
Our armies are reaching further and further from Ulm with each month, meeting no resistance except from the various bands of amazons and militia spread across the desert and the neighboring hills. The armies and cavalry passed through 3 provinces in the north, claiming them for Ulm, and the underwater force claimed one in the water. Rath earned a heroic title (and Heroic Agility) but was stricken mute in battle.
The underwater force met significant opposition and lost most of the clockwork horrors when their clockwork mechanisms ran down, leaving them exposed to attack.
Spoiler: Clockwork death (click to show/hide)
At the end of the month I was sent a message about a mercenary who had approached the council asking for work. At first I gave it little thought since we are quite self-sufficient at this point, but then I noticed an interesting mention of his skill in Blood magic. I am very hesitant to even consider employing such a man, but I do consider it out of a sort of morbid curiosity.
Spoiler: Göte (click to show/hide)

So, do we want to do anything with blood magic? Oh and here's a picture of the map as it is now.
Spoiler: The WOOOOORLD (click to show/hide)
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Neonivek

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #124 on: July 04, 2011, 06:48:32 pm »

Nevermind I take that back... We are no where close to having taken the world.
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KaguroDraven

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #125 on: July 04, 2011, 06:51:54 pm »

Blood Magic? Oh hell yes, one of my favorate magic trees. Plus if nothing else it makes it so really good units(IE ones with one of the best Heroic Abilities) won't die of old age if you make them the Boots of Youth.
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Neonivek

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #126 on: July 04, 2011, 07:03:22 pm »

Blood Magic? Oh hell yes, one of my favorate magic trees. Plus if nothing else it makes it so really good units(IE ones with one of the best Heroic Abilities) won't die of old age if you make them the Boots of Youth.

It can be heck, at least for me, to collect blood sacrifices though since nothing to my knowledge generates it.
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KaguroDraven

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #127 on: July 04, 2011, 09:06:07 pm »

There are about 5, very rare, sites that give blood sacrifices, and the better a blood mage doing a blood hunt the more they get and the more likely they are to get anything. Blood mages with Scout ability oddly enough have a higher chance, to my knowledge, of finding blood sacrifices as well. Also a a small army patroling in the provence you're hunting in keeps the unrest to a minimum
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I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

EuchreJack

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #128 on: July 04, 2011, 10:01:27 pm »

Empower a Dark Lord with blood magic, and start the Tainted Order, bwah ha ha!

Frumple

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #129 on: July 04, 2011, 10:48:29 pm »

Blood magic's alright, and it's pretty easy to get in to. Little expensive to set up, though -- you need labs in your hunting provinces and you'll probably nix taxes on the province in question, to keep pop from being killed off too fast. ~6k pop tends to be ideal for me, with a 2b + rod or 3b hunter and growth 3 dominion. Iirc, the number crunching folks say that any pop over 5k doesn't increase your chances of finding more slaves, so you want to get as close to that as you can, to minimize the gold cost.

Of course, some of the forging options for blood are just killer -- youth boots, that one that generates devils, th'life drain knife, an earth booster (!), lotta' other junk. Some killer SC chassis, eventually. Really easy to get an absolute junkload of blood slaves.

Problems being more micromanagement, especially having to remember to pool your slaves every other turn or so (or just every turn, period), and cost of running blood. I'd recommend minor blood (maybe 3-4 provinces) for forging and some summoning, but don't try to mainline it. I'd probably say empower your next 2f smith, to make it easier to call up arch demons (or whatever those things are, the blood/fire SCs) when/if you get the research for 'em.

--

Re: Troll not casting FC: A lot of times the AI will ignore orders when they think something's wrong with them -- massive AoE attack in the middle of huge mob of allies, major gem-eating spell up against 10 man PD/indie province, etc, etc. S'one of the other reasons have a casting item is so nice, heh. They can't decide to not cast it :P
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EuchreJack

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #130 on: July 07, 2011, 05:16:21 pm »

If only an item auto-casted "Gifts from Heaven".  Sigh.

Frumple

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #131 on: July 07, 2011, 06:14:56 pm »

Could probably mod one in if you were feeling frisky.
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Bluerobin

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #132 on: July 08, 2011, 01:41:28 pm »

Argh, so the update that I thought I'd posted days ago apparently isn't here? I guess I'll repost it when I get home and try and get another one up later tonight.

Edit: Here we go:

Oh, good call on the AI-not-using-expensive-stuff-against-indies thing Frumple, I'd forgotten about that. I'm making a trident now, so I should be able to use it to take the last underwater province next to Ulm proper. It has a kraken!

So, looks like affirmative on blood. This is going to be interesting to write...
----------------------------------------------------------
Late Summer-
The idea of employing a blood mage is almost unbearable, but I can't help but thing it might be the key to defeating nations like R'lyeh and C'tis who summon beings from beyond our world or bend this world to harm their enemies. Planning war tactics is something I have never had to do and although I do have more experience within the realm of magic than nearly all Ulmish citizens, I know relatively little about other aspects of war. In the end, though, it was the amazons of the Great Desert who convinced me. Our armies have now been tested by four separate tribes of amazons and the most recent one seems to be the leader of the tribes in the area. They sent an envoy at the beginning of the month to discuss a closer alliance between our factions. Included in this alliance the use of their Garnet Sorceresses. The Desert provinces and their neighbors make up roughly half of the total area of Ulm, and the rougher, more hardened residents of these territories have called for the use of whatever force we have access to in order to defend our lands. Also had some Garnet Sorceress volunteer to train for Ulmish service.
Spoiler: Garnet sorceress (click to show/hide)
We hired Göte and set out almost immediately searching for what he called volunteers.
 
In an odd sort of news, a dire boar has appeared in Faldenburgh and is causing a large amount of unrest among the residents. It seems like it's going to continue until it's put down as well, which we will have to do quickly to avoid unnecessary damage and loss of life.
Spoiler: Dire boar! (click to show/hide)
My newly established connection to the realm of death allowed me to call a relative of the Naiads, a Kokythiad, to aid us. I am beginning to work on calling a Naiad as well, to hopefully keep balance between life and death.
Spoiler: Kokythiad (click to show/hide)
The news from the newly recruited underwater provinces is good as well, with two new sites of magical power being found and our underwater forces reformed and ready to embark again.


And some notes and questions:
I'm taking a look around for provinces to blood hunt in. Does patrolling kill of a percent of population or a flat number? It might be best to blood hunt in high pop areas and patrol if it's flat. Regardless, I realized that Koromoo, home of the Adepts of the Iron Order came with a lab and has a high pop and low income (so even if I mess the place up it doesn't really matter), so there's one easy target.
Spoiler: Koromoo (click to show/hide)
It's up by the Garnet Sorceress province too. Also, I realized that blood hunting with Göte's mostly useless because I can't get the slaves off of him once he finds them. If you load up a blood hunter with gems, will the slaves they find go into your treasury if they have a lab in the province? I have no problem loading him up with excess water gems or something if I can use him to blood hunt.
« Last Edit: July 08, 2011, 04:32:35 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Frumple

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #133 on: July 08, 2011, 09:06:40 pm »

That low income's due to near shutdown unrest :P That'd be a bad place to hunt as-is, 'cause iirc, unrest reduces your chances of finding slaves. With a growth 3 dom, as mentioned, the closer to 5k pop you can get it, the better. I've found 6k provinces perpetuate at tax 0 -- pop gain matches (oft surpasses) loss from patrolling, with a single blood 3 equivalent hunter. Brings in probably an average of 10 or so slaves a month. Sometimes less, sometimes more, of course, but around that.

I'm not sure about the full-up gem bloodhunt thing, though. I think what happens is that you just stop finding slaves -- iirc (from the last time I had a blood nation going) the hunting critter'll stop finding slaves if they're already full up on 'em. Slaves are just a funky gem that can be stepped on by elephants, so I'd figure it wouldn't work out. That said, I wasn't exactly strenuously testing what was causing it -- they could have just had bad months.

I'm not sure as to the patrolling death thing. I'd figure it'd be pop loss equal (or proportionate) to unrest reduction, but I haven't really paid attention to that, either :P It'd be in the manual, I guess. Don't have it on me at th'mo. Quite certain it's a flat number, though, or at the very least a very small percentage. You're not going to patrol high pop province to death unless you've got a massive army doing the patrolling, high taxes, and probably something artificially increasing unrest on top of all that.
« Last Edit: July 08, 2011, 09:09:45 pm by Frumple »
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Happerry

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Re: Dominions 3 LP - Time to take out some indies!
« Reply #134 on: July 09, 2011, 03:08:15 am »

Just so people know, the Boar thing can be a spell, so if you start seeing it alot someone's scouts has found you. It can be bloody annoying.
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