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Other Projects => Other Games => Play With Your Buddies => Topic started by: ThtblovesDF on May 24, 2016, 02:01:54 pm

Title: Dominions 4 Round 21 - Jilladilla Wins!
Post by: ThtblovesDF on May 24, 2016, 02:01:54 pm
Congratulations Jilladilla (Agartha)

Game name: Bay12GamesRound421 (http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound421)
Map: The old kingdom (http://www.moddb.com/games/dominions-4-thrones-of-ascensions/addons/the-old-kingdom)
Mods: Worthy heroes 5.5 (http://z7.invisionfree.com/Dom3mods/index.php?showtopic=2749)
Era: Early Age
Disciples: No

Player List:
1. Thtblovesdf  (http://www.bay12forums.com/smf/index.php?action=profile;u=15967)- Marverni - the Trader, Harbinger of Bacon:
Spoiler (click to show/hide)
2. Shadowlord  (http://www.bay12forums.com/smf/index.php?action=profile;u=1683)- Xibalba - hidden in Darkness, He who fills the Sky
3. chaoticag  (http://www.bay12forums.com/smf/index.php?action=profile;u=13190)- Niefelheim - Slayer of the Coldblooded, The Unmoving, The GODSLAYER
4. Jilladilla  (http://www.bay12forums.com/smf/index.php?action=profile;u=56206) - Agartha - The Builder, Master of the Pink Sea, The master of Siege
5. Cheeetar (http://www.bay12forums.com/smf/index.php?action=profile;u=14694) - Sauromatia - The Fearless
6. Karlito  (http://www.bay12forums.com/smf/index.php?action=profile;u=6703) - Vanheim - The Serpent that Encricles the World, He who sails the world, The Undying
7. AlStar (http://www.bay12forums.com/smf/index.php?action=profile;u=305) - Theodoros - the Conqueror of the Land
8. Salabasama  (http://www.bay12forums.com/smf/index.php?action=profile;u=18663) - Fomoria - the Lucky, the Ghostbuster

Settings:
Spoiler (click to show/hide)

Results:

http://imgur.com/a/B4bh9/all

Rough timeline with my opinion:

Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - Sign Up
Post by: Shadowlord on May 24, 2016, 02:43:58 pm
I'll sign up as EA Xibalba.
Title: Re: Dominions 4 Round 21 - Sign Up - 2/8
Post by: chaoticag on May 24, 2016, 03:05:52 pm
Signing up for this. I'll pick a nation at some point though.

Edit: you know what, Niefelheim. I'll go with that.
Title: Re: Dominions 4 Round 21 - Sign Up - 2/8
Post by: Jilladilla on May 24, 2016, 04:02:11 pm
I'm going with Agartha, watch out Shadowlord, I'm contesting you for the cave ownership!
Title: Re: Dominions 4 Round 21 - Sign Up - 4/8
Post by: Cheeetar on May 24, 2016, 05:25:01 pm
In as EA Sauromatia.
Title: Re: Dominions 4 Round 21 - Sign Up - 4/8
Post by: Karlito on May 25, 2016, 01:06:20 am
I am in, but will need some time to figure out my nation.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: ThtblovesDF on May 25, 2016, 06:18:44 am
No rush, I'm thinking of closing sign up at the months end or when it fills up to 8.

I'm going with Marverni, Naked Dudes vs Lizards, Bats, Bugs & Giants seems cool. Plus, I actually know what many of the nature spells do now ~
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: chaoticag on May 25, 2016, 06:46:16 am
If I recall, they have sacred boars. They also get iron boars when they cast that spell that gets you iron pigs. Fun fact, Marverni can perform blood sacrifices through their priests despite not typically having access to blood paths naturally. It's kinda limited in utility as you'd imagine.

But yeah other than that not sure I know much about Marverni other than them being a good earth nation with nature on the side.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: Jilladilla on May 25, 2016, 07:04:10 am
But yeah other than that not sure I know much about Marverni other than them being a good earth nation with nature on the side.

Really? I thought it was earth/astral... Let me look it up...

Yup, Earth/Astral with a side helping of nature and a tiny bit of water.
Though really, if you were expecting big nature magic, this wont get you that outside of communions.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: chaoticag on May 25, 2016, 07:22:11 am
Well, it's why I mentioned nature on the side, though it would be expensive to boost it much higher, they can make thistle maces, getting them to 3N1S at least, then that's a moonvine bracelet. If they get some blood access, they could get an armor of thorns for more nature, and then craft a treelords staff. Hella expensive, but doable. Alternatively they can trade for some of those things as needed. Should help them keep a mage for rituals at least.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: ThtblovesDF on May 25, 2016, 08:30:48 am
I sure love trading, hopefully we can get some of that this game around.

From my faint memory Argartha is a total powerhouse and I personally would judge it the strongest nation so far, followed by the giants (which are better early game, or?)
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: Jilladilla on May 25, 2016, 09:07:54 am
I sure love trading, hopefully we can get some of that this game around.

From my faint memory Argartha is a total powerhouse and I personally would judge it the strongest nation so far, followed by the giants (which are better early game, or?)

Just don't pick a map with a massive cave system and you'll be mostly alright :)
Really, EA Agarthan troops are mostly uber-chaff, with a solid mage lineup and great summons

Now, strongest nation? I would say it's mostly player skill and how much their nation aligns with their personal playstyle.

Well, it's why I mentioned nature on the side, though it would be expensive to boost it much higher, they can make thistle maces, getting them to 3N1S at least, then that's a moonvine bracelet.

Except that the natural 2N1S needed for that is literally a 1 in 16 chance. On the Elder Druids. Which are expensive as hell.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: Shadowlord on May 25, 2016, 09:28:28 am
If you can't get one, you can always blow 30 germs empowering someone to N2.

So, map suggestions anyone?
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: chaoticag on May 25, 2016, 10:10:31 am
If we're going with a full 8, I nominate this map (http://www.moddb.com/games/dominions-4-thrones-of-ascensions/addons/the-old-kingdom).
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: Karlito on May 25, 2016, 10:46:03 am
FYI: province count on that map is 127+25, since it doesn't say on the description.

I am leaning toward Vanheim as my nation pick.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: ThtblovesDF on May 25, 2016, 01:58:04 pm
Did a quick test with 7 players (no water nation) and the thrones I suggested them, seems fine, even if a "high" amount of thrones ended up underwater - seeing how brutal lvl 3 thrones are to take and getting 14 is hard, I don't worry to much about that. Most games end by concede anyway.

There are 3 caves, as far as I could tell (Argartha starting province  + 2 in the center).
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: AlStar on May 25, 2016, 08:16:02 pm
If you're still looking for players, I'm between games.

No idea what I'd play - if we're without a water nation, maybe I'll try the new one that came out last(?) patch.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: chaoticag on May 25, 2016, 08:25:43 pm
No water nations yet, so should be free. Bear in mind it is domkill and a bit fiddly.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: Karlito on May 25, 2016, 08:29:04 pm
A true water nation would be a good balance to Agartha's amphibious capabilities, especially if we play with the Old Kingdom and its many seas. Theodoros is sort of an odd duck though, so definitely get comfortable with it before making it your pick.
Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: ThtblovesDF on May 26, 2016, 10:40:38 am
I would always go for Ry'leh, but thats mostly flavor reasons. From what I hear EA Ry'leh is just kinda strange.

Title: Re: Dominions 4 Round 21 - Sign Up - 6/8
Post by: Shadowlord on May 26, 2016, 10:49:03 am
Also weak, although maybe they're a little better now.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 26, 2016, 12:06:24 pm
Ever so slightly. Still pretty weak on land, and they can recruit mages and have them kinda have their paths boosted by performing a ritual with an aboleth, but holding the coastal land to recruit those mages is going to be tough. It's likely best to have an air pretender awake or dormant in order to get amulets of the fish for your aboleths at least, even then, well... Making them work felt like an exercise in pulling teeth with rusty pliers. But they are at least dangerous in the sea.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Karlito on May 26, 2016, 12:54:06 pm
I'm taking a look at the proposed game settings, maybe some of them aren't my first choice, but they're all acceptable. I'm a little wary of easy research, but I guess it will be a fun experiment.

There is this one thing though:
As usual in BayGames, aggreements are binding, but like the lawyers we are, they are binding exactly as stated. No attacks means no attacks, but he can still disspell your globals unless you include that.)
Now, I haven't played in a Dominions game here for a while, so maybe the culture has changed, but the rule I know is "trade agreements are sacred, all other diplomacy is nonbinding" which is my preferred way of doing things. Anyone else have thoughts on this?
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 26, 2016, 12:56:15 pm
I did not catch that. Last game I ran, which was the first game I played on here start to finish it was that trade agreements binding, breaking your word was okay.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Delta Foxtrot on May 26, 2016, 01:53:39 pm
I've played probably four or so games here and it's been as Karlito says.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: ThtblovesDF on May 26, 2016, 02:52:12 pm
I was always under the impression that any "Contract-like" aggreement was binding, i.e. "You & Me, NAP, no intentional land wars, 2 turn warning periode to end it" is a sticky-deal you have to hold up, while "Oh, I'm totally on your side ; )" is fine - thats basically what I mean with that.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Shadowlord on May 26, 2016, 04:11:19 pm
I've played probably four or so games here and it's been as Karlito says.

Yeah, pretty much the same here.

I was always under the impression that any "Contract-like" aggreement was binding, i.e. "You & Me, NAP, no intentional land wars, 2 turn warning periode to end it" is a sticky-deal you have to hold up, while "Oh, I'm totally on your side ; )" is fine - thats basically what I mean with that.

Nah. For example, I could have betrayed you at any time in that last game without bothering to give prior notice. That game seemed very unusual in that everyone wanted NAPs with fixed deadlines, too, though, which I'd never experienced before (like my experience otherwise has been "NAP until sudden but inevitable betrayal.")
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Karlito on May 26, 2016, 04:13:39 pm
I know that there are Dominions communities that do that sort of thing, but I've never encountered it here.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 26, 2016, 04:17:34 pm
Huh, really? Most of the players in the other game were new, and I had come over from one other game on Desura, as well as reading some of the AARs on the Let's Play archive, which tends to follow how SA tends to do it.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: ThtblovesDF on May 26, 2016, 05:26:11 pm
Huh, so it is then. I adjusted the first post to only include trade agreements, but I had a good time last game, even if anyone could have betrayed me at anypoint. It's nice none did and I enjoy the honor culture we got going : P

All other settings are good? I'm totally fine if we go forward with 7 people, alternativly I can throw in a randrom nation for later joiners.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 26, 2016, 05:34:29 pm
Throwing in a Random nation might as well be giving out a free powerful magic site. The AI tends to go total war I noticed even when it makes sense not to. Also yeah, I do wanna honor agreements and all since there's going to be a point in the future where not honoring one will bite me in the ass. The pool of dominions players is not quite big, so having a reputation can be helpful. Or harmful.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Shadowlord on May 26, 2016, 05:41:40 pm
I don't think AIs can be turned into players later.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Karlito on May 26, 2016, 06:00:12 pm
Just leave it open for a few more days. Maybe we should look at some other maps, Old Kingdom might be a little big for 7.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 26, 2016, 06:05:47 pm
Seconding Karlito here, but I also think folks should look into maps suitable for about 7 players, or a 6 land+ 1 water map or something.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Shadowlord on May 26, 2016, 10:14:12 pm
Here are two other maps, just from looking at the Steam Dom4 maps subforum (http://steamcommunity.com/app/259060/discussions/3/):

Snerdryn, which is for 6-10 land + 1 UW: http://www.moddb.com/mods/project-omniomicon/addons/snerdryn-v11

If we had more players (or wanted more provinces per player) Ragnarok might be fun. It's recommended for 10 players, has an extensive cave system, but it's horizontal wrap only only the surface: http://steamcommunity.com/app/259060/discussions/3/364042063118170352/
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: ThtblovesDF on May 27, 2016, 04:25:22 am
Lets wait for AlStars nation pick.

I like Snerdryn, but its the map we just had in 420, not that I mind, playing the same map on land I played UW before could be good. The old kingdom has some really sweet chokepoints however and with easy research, things might escalate so much quicker...

Currently I would settle on Snerdryn (I had a look at other maps, but none are as pretty and offer caves).

Alternativly we could still go for old kingdom, with ThronePoints needed at 11 (taking 3x lvl 3 thrones and 1 lvl 2 throne, or "all the lvl 2 thrones +1 lvl3") and have a look at how easy research affects it.


Edit:
Biddyn (81+9) (Full Wraparound)
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 27, 2016, 05:05:41 am
I'd rather not play on the same map, Biddyn is at least nice.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Shadowlord on May 27, 2016, 09:36:35 am
Yeah, you're right. Biddyn's nice. Maybe a little small.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: ThtblovesDF on May 27, 2016, 11:07:13 am
Due to the storm-capital limit of 13 turns, everyone gets to enjoy it for at least a moment : P
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: AlStar on May 27, 2016, 03:00:00 pm
Lets wait for AlStars nation pick.
Yeah - I think I'll give Theodoros a try - they seem quirky, and being underwater should help with the "everyone gang up on the popkill nation" thing.

Sadly, I doubt I'll get as lucky as my test game - turn 1 had aquatic mercs which I was able to pick up for cheap, which allowed for quick expansion.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 27, 2016, 04:32:07 pm
Hint hint nudge nudge. While theorodos might not be so hot in combat against other players, they can usually afford to blind expand on turn one. Though definitely test it out a few times before taking my word for it.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Karlito on May 27, 2016, 05:55:29 pm
Biddyn is so nice, I think I've played 2 or 3 MP games on it before. Not that it's really a problem. It's on the smaller side for 7, but maybe we want that for an easy research game.

EDIT: I'll also note that since Biddyn provinces tend to have a large number of neighbors, you're likely to see an enemy capital within 2 or 3 provinces of your own.

Other candidates include The Desert Eye (108+17) and Streamlands (93+10), both of which I believe are included in the base game.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 27, 2016, 07:25:14 pm
Hmm, I think I'd pick The Desert Eye for a 7 player matchup in that case. Though streamlands should also work. Given Theorodos wants costal lands we might as well treat it as a land nation, since I don't think it has any interesting UW recruits unless we're talking about the capital.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Karlito on May 28, 2016, 01:43:52 am
I think Desert Eye is my preferred pick as well.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: ThtblovesDF on May 28, 2016, 08:55:47 am
Desert Eye it is then. I'm waiting until tommorow, then I'm creating the game with Desert Eye and all above settings. Special site frequency will be 45.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Nesah on May 28, 2016, 02:36:45 pm
Hi, can I still join this round? I would like to play as a Fomoria.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: Karlito on May 28, 2016, 04:10:12 pm
Well, if we've got 8, I say go for The Old Kingdom.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: chaoticag on May 28, 2016, 04:17:00 pm
Likewise. Does sound like this will be an 8 player game though, pretty sure Nesah barely made it in.
Title: Re: Dominions 4 Round 21 - Sign Up - 7
Post by: ThtblovesDF on May 29, 2016, 03:07:52 am
Welcome to the Party Nesah!


And we have lauch!
 Bay12GamesRound421 (http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound421)
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dudes!
Post by: chaoticag on May 29, 2016, 03:53:54 am
Dude has been submitted.
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dudes!
Post by: Nesah on May 29, 2016, 06:06:34 am
Great :) I'm In.
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dudes!
Post by: Karlito on May 29, 2016, 11:41:13 am
And we have lauch!
 Bay12GamesRound421 (http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound421)

You've got Story Events turned on. Will submit once I figure what to name my dude.

EDIT: This is my life now. (https://gifsound.com/?gif=i.imgur.com/KF1sA1l.gif&v=CXrv7pBa9-Q)
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dudes!
Post by: Shadowlord on May 29, 2016, 12:17:28 pm
I named mine Tiger's Claw in japanese. :V
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dudes!
Post by: Jilladilla on May 29, 2016, 12:33:15 pm
Oh right, forgot to tell you guys that I submitted my pretender for this.

NOW TREMBLE BEFORE THE TERRIFYING MIGHT OF CAVEFRIEND!!
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dudes!
Post by: ThtblovesDF on May 29, 2016, 12:34:34 pm
I just go with the latin name of whatever is the fluff/theme of the current nation.

I never fought or even looked at Theodoros, so that should be fun.

We still need:

AlStar - Theodoros   
Cheeetar - Sauromatia

Since there are only like 3 caves in the old kingdom, won't we basically know at the start if we are close to Argartha?

Edit: I did a thing, so you can click and pm easily in the first post:
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dude 6/8
Post by: AlStar on May 29, 2016, 01:06:37 pm
Pretender submitted.
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dudes!
Post by: Jilladilla on May 29, 2016, 04:11:46 pm
Since there are only like 3 caves in the old kingdom, won't we basically know at the start if we are close to Agartha?

Are the caves all right next to each other? (I didn't check the map yet)
If they aren't, then no, you only know my potential starting locations! Unless the map maker was a jerk and flagged all 3 as no start provinces... In which case I start somewhere that's under the tyranny of the sun...
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dude 6/8
Post by: Karlito on May 29, 2016, 04:32:15 pm
Nah, they're all spread out on the larger continent. One is flagged as a Large province, though I don't know if that affects the initial start chances. From the quick look I had, it seems that only a few coastal provinces with few land neighbors are flagged as No Starts.
Title: Re: Dominions 4 Round 21 - Hosting - Submit your dude 6/8
Post by: ThtblovesDF on May 29, 2016, 04:36:18 pm
The games have started, may the odds be ever in your favor.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Cheeetar on May 29, 2016, 04:45:32 pm
I'm getting a 'Can't find map image: The_Old_Kingdom.tga' error. Is it because I've mistakenly downloaded version 1.1 of the old kingdom? If so: Where do I find the non 1.1 version? If not: What've I done wrong? Both map files are in C:\Users\Jonathan\AppData\Roaming\Dominions4\maps, which has worked for me in the past with other games.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: AlStar on May 29, 2016, 04:47:52 pm
I'm getting a 'Can't find map image: The_Old_Kingdom.tga' error. Is it because I've mistakenly downloaded version 1.1 of the old kingdom? If so: Where do I find the non 1.1 version? If not: What've I done wrong? Both map files are in C:\Users\Jonathan\AppData\Roaming\Dominions4\maps, which has worked for me in the past with other games.
I just renamed the .tga file - I figure it's unlikely that anything crazy has happened between v1.0 and v1.1.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Shadowlord on May 29, 2016, 04:52:18 pm
If the server was started with the 1.0 version, that means we likely all have the wrong map, which is Bad - assuming more than just the art changed.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 04:53:15 pm
Yeah, I just renamed the .tga as well. I don't even think we use the .map file to load the PBEM savefile.

EDIT: Here's what the moddb says: "Updated to version 1.1 Made some provinces no start, added two more caves and touched up some map art." The Big Cave is a Throne of Ascension, so Agartha got sort of shafted with an above ground capital. We should consider restarting with the right map, I think.

Anyway, anyone in the peanut gallery watching this thread? We need judges for the Pretender name competition.

Maverni: Sus scrofa, Lady of Corruption, the Hidden One, Friend of the Dead
Sauromatia: Sheezus, Queen of the World, Mistress of Growth, Lady of Verdure, Lady of Silence
Agartha: Cavefriend, the Vessel of Might, the Fortifier, the Mountain Lord
Formoria: Balor, the Hammer of Gaia, Master of the Forest, the Most High, Lord of Poetry and Song
Vanheim: Ragnar Runestone, First Born of Gaia, the Old Old One, Prince of Forgiving
Niefelheim: Blightbringer, Prince of the Eternal Forest, He who is at the Center, Patron of Herbalists
Xibalba: Tora no Kagitsume, the Leeching Darkness, the King at the Crossroads
Therodos: Ddaear Neidr, King of the Rock, Protector of the Holy Mountain

Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: ThtblovesDF on May 29, 2016, 05:02:27 pm
I tested both maps from the lama server, you just need to rename the file, both downloads download the same file.

Sorry about that.

Well, just from titles - "Queen of the World" seems pretty niffity.

Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Cheeetar on May 29, 2016, 05:02:58 pm
I have no idea if my starting position is good or bad, so I'm perfectly fine with restarting.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 05:07:11 pm
I really like my start position, so it's a shame. If anyone has a capital province with two or fewer land neighbors (i.e. a province that would be flagged no start in the updated map) we should definitely restart. Otherwise I guess we'll see what Jilladilla has to say about living under the tyranny of the sun.

I tested both maps from the lama server, you just need to rename the file, both downloads download the same file.
Yeah, they both have links to the same moddb page, but the files that are uploaded to the llamaserver are different.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Cheeetar on May 29, 2016, 05:16:41 pm
I seem to have two land neighbours, or at least, there are two land provinces I can move into with my land army, and another land province that's over a river I can't get to.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 05:20:01 pm
Well you can still collect resources from that third one (eventually), even if moving directly to it is difficult.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Shadowlord on May 29, 2016, 05:20:14 pm
It's probably fine as long as the tga isn't misleading.

Well, except for the bad starts. The 1.1 map has nostart/start provinces marked?

Having less connections is kind of crippling to resource income.

P.S. There's an un-start game option in the admin menu, so you might be able to change the map to the 1.1 version if you find it in the list of maps. (The last time I tried, the game I did it on mysteriously disappeared from llamaserver, but that's no worse than the only other way of fixing it)
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 05:26:45 pm
No provinces have been added or removed, so assuming everyone is fine with their start position we should be able to continue without any issues. The only difference will be the two missing cave provinces.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Shadowlord on May 29, 2016, 05:29:23 pm
... doesn't that make it Really Obvious where Agartha is? :o
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 05:30:18 pm
No, because right now the one cave province on the map is a Throne and thus not Where Agartha Is.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Shadowlord on May 29, 2016, 05:33:09 pm
Haha. Well, that's kind of terrible, because that prevents them from summoning their cave summons unless they go take that throne.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 05:52:52 pm
I think their national summons are tied to the Capital magic sites, not the cave terrain. Mod inspector seems to confirm this. The only thing they're missing out on is the defensiveness provided by the cave darkness.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Shadowlord on May 29, 2016, 05:55:02 pm
Oh, EA Agartha doesn't have cave summons?
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 06:03:05 pm
Out of all Agarthas, it looks like only MA's Olm summoning ritual is cave-only. EA Agartha can, of course, recruit Olms outright.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Shadowlord on May 29, 2016, 06:05:07 pm
MA Agartha is the only one I've played or played against so far, yeah.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on May 29, 2016, 06:05:53 pm
According to the mod inspector, the only one that seems to have a magic site requirement is their alteration 9 spell. Otherwise, some descriptions imply their national summons are only castable on the capital, so they're not cave summons per se, but they would normally be cast in caves if that makes any sense?
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 06:09:40 pm
Rhuax Pact and Barathrus Pact also have a site requirement. But yeah, Bind Penumbral can be cast anywhere, despite saying "the mage goes down to the Chamber of the Seal" in the description.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Nesah on May 29, 2016, 06:14:31 pm
I have only two neighboring lands to my capital.
But my malformed, one-handed, one-legged giants seem to feel okay with that.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 06:17:32 pm
Sure about that? You've got some high resource troops.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Nesah on May 29, 2016, 06:22:08 pm
Sure about that? You've got some high resource troops.
Yeah, I'll try my best :)
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Jilladilla on May 29, 2016, 06:25:24 pm
Yup, MA Agartha is the only one that needs a cave for national summons.

EA Agartha likes caves because they can recruit just about their entire roster in them without a fort (Only oracles, earth readers and ancient ones are the exceptions)
It should be noted that while EA Agartha can recruit Olms outright, they're cap only unless I find a cave.

I'm fine with not starting in a cave, and this spot seems ok for me.

The die is cast, the game is set. Once more the cycle of infinite madness spins on. I wish you all good luck and a !!FUN!! time.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on May 29, 2016, 06:33:56 pm
Looks like Therodos took my advice or started with an awake pretender. Those spectral troops are going to be a pain for just about anyone fighting them, heh. Though to be fair, I expect that mostly since they might fight your troops to exhaustion really.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 29, 2016, 06:47:08 pm
At least unlike longdead swarms these guys have morale.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: AlStar on May 29, 2016, 06:50:16 pm
At least unlike longdead swarms these guys have morale.
The downside of dead people that don't know that they're dead.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: ThtblovesDF on May 30, 2016, 02:28:59 am
If anyone really got screwed over, let me know and we restart. When the weather becomes better, so does my starting position, so thats... something.

I was unaware Therodos had moral (issues), good to know. But you just counter em with priest spam, anyway or?

The score graphs tell us that Vanheim really wanted that research headstart - and got it. And the Bat-people are still arming up. And apperently I have the 2end strongest dominion, somehow? I guess thats just candle-spread-chance.

If you want to bet on quickspears, don't start low, these guys are hot goods.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 30, 2016, 10:36:56 am
I'm really surprised no one else recruited a researcher turn 1. Well, if it means another 2 turns in the midgame where I'm on-par with the research curve, I'll take it.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Shadowlord on May 30, 2016, 12:34:42 pm
I recruited some researchers, but I've utterly failed at expanding so far.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on May 30, 2016, 12:36:19 pm
If my giatns didn't demand a daily intake of three goats plus benefits, I would have! But yeah. Niefelheim needs to economy.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: AlStar on May 30, 2016, 03:55:24 pm
Fun fact - the spectral undead are apparently too oblivious to realize that they shouldn't be able to throw their javelins or fire their bows underwater.

This doesn't help me when I'm also too oblivious to tell them to do this, but luckily a quick trip on land, followed by going back underwater without changing their combat settings fixed that.   :P

Edit: Wow, kudos to you Fomoria - if I'd seen that start location, I would've taken the offered reset. I suppose it's not quite as bad since you can enter the water, but it's certainly not a good place to be (especially since it's near me.)
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: ThtblovesDF on May 30, 2016, 06:13:31 pm
So as the score graphs can tell you, the naked men had a bad time. A real bad time.

What I considered a normal province with indis had a mage spamming fire elementals and another mage spamming Blade Wind. Blade wind vs naked dudes. And he had like 12 gems. Fuck me.

Also I reallly hope I'm not close to Niefelheim, that Giant-train is going fast.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on May 31, 2016, 04:14:54 am
Well, more worried about Therodos since besides expanding fast, they're a domkill nation. That's a lot of land that would get otherwise blighted.

Also, should we consider a restart? Formoria seems kinda screwed province wise and has not gotten any lands so far as I know.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: ThtblovesDF on May 31, 2016, 04:31:53 am
It has been considered and is still a option if any affected party wants to. He also took his 2end province this turn, so that hopefully provides more options. Anyway, I send what gold I could spare to Fomoria this turn.
I just now noticed that we have "The Iron Throne" in the game, how flavorfull.

Vanheim already looks scary:

Best Research
2 in income
2 in provinces
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Nesah on May 31, 2016, 04:37:51 am
Yeah, my starting position is like worst I ever had in dom4, but losing is !FUN! :)
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on May 31, 2016, 06:56:25 am
These turns are coming in blindingly fast compared to last time. This is nice, I can get used to this.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Karlito on May 31, 2016, 08:24:27 am
Vanheim already looks scary:

Best Research
2 in income
2 in provinces

Bah, might as well just point out that I got lucky and recruited the Sage turn 1, or that I loaded up on order scales to pay for my expensive-as-helheim commanders.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on June 01, 2016, 12:33:08 pm
And Saurumatia is acting super balsy. I'm going to go grab that province back now. Please step aside.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: AlStar on June 01, 2016, 12:37:53 pm
Man, of all the luck - send some heavy cavalry with a mounted commander to take out some slingers - should be an easy win, right?

Not if the very first volley of rocks manages to brain the commander, causing him to fail his morale check, it isn't!

To add insult to injury, a second rock managed to hit him as he was fleeing, getting a critical hit and killing the poor bastard.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on June 01, 2016, 12:46:42 pm
I think my favorite route I ever had was in my niefelheim test game. My commander got hit by an arrow that dealt minimum if any damage and routed. Despite having an army that would wipe the floor with the opposing side.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: ThtblovesDF on June 01, 2016, 06:57:04 pm
So Theodoros has me surrounded on 2 sites (+1 is water)... this isn't scary at all and its not like I won't end up with a bunch of dead provinces even if everything goes perfectly...

Also, guess Saurumatia ain't need no friends, but pissing on the leg of early game Niefelheim?
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: AlStar on June 01, 2016, 08:22:10 pm
Looks like I've had control of an indie scout province for the last, like, 5 turns.  ::)

That could've been useful to discover... like 5 turns ago.  :P

So Theodoros has me surrounded on 2 sites (+1 is water)... this isn't scary at all and its not like I won't end up with a bunch of dead provinces even if everything goes perfectly...
Bah, the dead make perfectly fine neighbors.

I'm honestly more worried that you'll manage to pull off the boarpocalypse I managed last time I played Marverni.
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Shadowlord on June 01, 2016, 09:02:08 pm
My understanding is that those don't work anywhere near as well against giants. Naturally, I don't have any giants - but other folks in this round do.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Jilladilla on June 01, 2016, 09:28:34 pm
Great Boars are only size 3, they can't trample anything bigger than a human. They definitely have an edge over naked pale ones though! But then again, those guys are sorta helpless at anything other than tearing down walls...
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: AlStar on June 01, 2016, 09:39:04 pm
My understanding is that those don't work anywhere near as well against giants. Naturally, I don't have any giants - but other folks in this round do.
Honestly depends on how many giants there are - while the boars certainly can't trample giants, if you've got 10x as many of them as troops the giant player manages to field, they manage to gore them to death pretty well.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on June 02, 2016, 02:15:35 am
Doesn't that risk an auto rout? I mean, boars don't exactly have a lot of protection last I heard, so shutting them down by dealing loads of damage would work as long as the giants hold the field.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Cheeetar on June 02, 2016, 02:47:14 am
Also, guess Saurumatia ain't need no friends, but pissing on the leg of early game Niefelheim?

I just want them to stick to their side of the bridge.
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: chaoticag on June 02, 2016, 03:13:19 am
Nope. No can do with that. For various reasons I consider that an unreasonable request. Especially after taking that province without warning or negotiation. You honestly would have had a better chance of success with some negotiation at getting me to stay on "my side" of the bridge, but unless you're willing to hash out a deal with me I'll start taking your provinces too.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: ThtblovesDF on June 02, 2016, 03:47:58 am
Looks like some of the bigger armys took some hits, but certain nations are still doing very well for themselves in all areas.

If we compare Niefelheims income with Saurumatia, I'd midly recommend not starting anything - then again, Saurumatia has the "biggest" army, while niefelheim might just have the "largest" (hehe size matters).

I personally just hope that those leading in scores bash each others head in, instead of going for the small guys. Personally I found 3 nations so far, how is everyone else faring?
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: AlStar on June 02, 2016, 03:57:28 am
Personally I found 3 nations so far, how is everyone else faring?
5 here - being in the sea is a good way to get to see a lot of people.

It does look like something tragic just happened to Agartha's army.

By the way, if you people could be a little bit more aggressive with your dominion spreads, that wouldn't be a bad thing - I'm not so enamored with the popkill that I wouldn't mind seeing foreign dominions take over some of my provinces.

Edit: Although, after looking around the map, I'm not sure that would help things much - I'm seeing at least two nations with major death dominions - the hell is wrong with you people?!
Title: Re: Dominions 4 Round 21 - Started, Age of Prophets
Post by: Cheeetar on June 02, 2016, 04:09:01 am
Nope. No can do with that. For various reasons I consider that an unreasonable request. Especially after taking that province without warning or negotiation. You honestly would have had a better chance of success with some negotiation at getting me to stay on "my side" of the bridge, but unless you're willing to hash out a deal with me I'll start taking your provinces too.

Aw jee. You big giant bullies!
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Jilladilla on June 02, 2016, 04:11:22 am
It does look like something tragic just happened to Agartha's army.

Do remember that all my units are size 3 (at minimum), so that graph is fairly inflated for me. I took no serious losses this turn.
It was an unfortunate turn yes, but sometimes some things just come out of nowhere...
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: ThtblovesDF on June 02, 2016, 07:05:08 am
Does the Army graph just count heads or hp or size or what?

Also my entire tactic is having a cool pretender and gearing him up, communions are to complicated for my little hippy brain.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Delta Foxtrot on June 02, 2016, 07:29:57 am
Pretty sure it counts heads. Freespawns tend to score as high as everyone else combined.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Jilladilla on June 02, 2016, 07:46:56 am
Has to be either HP or Size (pretty sure it's size), because how else would I rate so high on the Army Size Graph?
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: ThtblovesDF on June 02, 2016, 08:06:29 am
I just checked vs the llamaserver scores - it just counts heads, thats why

Fomoria    48
Vanheim    48

both have the same score, both in the "graph" and in headcount, even while they use vastly different troops. So my naked army is on nr2, nice. Hippys forever.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Karlito on June 02, 2016, 08:11:04 am
Well, I do have more than 48 troops total, so like the research graph, that number is adjusted somehow. I think the size of the men is somehow taken into account.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: AlStar on June 02, 2016, 08:32:47 am
Well, that was !!exciting!! - got to watch my god go down to 13 hps before managing to make a suitably dignified exit stage left.
I think I'll leave that province alone for a little while.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Jilladilla on June 02, 2016, 09:14:22 am
Well, that was !!exciting!! - got to watch my god go down to 13 hps before managing to make a suitably dignified exit stage left.
I think I'll leave that province alone for a little while.

I managed to get my Prophet to go down to 1 hp. He responded by skewering a poor paralyzed militia on his spear. It was horrifying (to the enemy army).

And here is proof in the most minimalistic screenshot ever!
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Karlito on June 02, 2016, 09:21:27 am
Wow, that is a lot of encumbrance.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Shadowlord on June 02, 2016, 09:23:14 am
I still haven't made a profit prophet. :P
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Jilladilla on June 02, 2016, 09:37:26 am
Wow, that is a lot of encumbrance.

Being cold-blooded in winter sucks huh?
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: ThtblovesDF on June 02, 2016, 09:48:47 am
Some risky fights then, huh?

I always turn 1 prophet and usually have him the entire game, besides a SC, why bother with anything else?
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Karlito on June 02, 2016, 09:54:38 am
If you have an H3 recruitable, getting that H4 might be worth it, though not usually in the early game.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: chaoticag on June 02, 2016, 02:15:15 pm
That was an interesting choice of prophet for Saurumatia. Still alive at least. Also, hi. Thought you'd attack again so I had a nice surprise there.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Cheeetar on June 02, 2016, 08:23:22 pm
Dang, that regeneration is super deadly.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Jilladilla on June 02, 2016, 09:03:15 pm
Dang, that regeneration is super deadly.

But nowhere near insurmountable. They're just a bit (ok, a lot) more resilient to the most common causes of death in these wars: Being stabbed, squished, and exploded!
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Cheeetar on June 02, 2016, 09:07:03 pm
Just FYI: Sauromatia will accept any and all donations in its efforts to tangle with this GIANT (eh? eh?) problem.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Karlito on June 02, 2016, 10:44:31 pm
No earth bless, so fatigue spells are the way to go.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: ThtblovesDF on June 03, 2016, 02:41:14 am
From what I heard you where the early aggressor in that war, so best of luck and no cash.

So 3 big players - "I lead scores in everything" Vanheim, "I eat nearly everything"  - Theodoros and "Don't tread on me" Vanheim - have taken a lead in the early game, lets see how it plays out.

I'm suprised btw, I figured everyone that did blesses did earth & nature since its just "da best" (and boring)
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Cheeetar on June 03, 2016, 03:57:05 am
Two Vanheims, eh?
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: chaoticag on June 03, 2016, 04:02:57 am
To be honest, saurumatia still hasn't even tried talking out some sort of peace deal or whatever yet. I shouldn't even be that hard to please. Otherwise I have little interest in a neighbour that didn't even bother to open a line of communication.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Delta Foxtrot on June 03, 2016, 04:13:12 am
Two Vanheims, eh?

Must be the glamour.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: ThtblovesDF on June 03, 2016, 05:56:49 am
I wanted to say niefelheim, but you know, this is fine, too. Anyone wants to buy some earthgems from me?
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: chaoticag on June 03, 2016, 06:14:25 am
The deep dark secret is I was being played by Vanheim all along!

Though yeah, I have to say Xibalba's troop graphs are mesmerizing to look at. They seem like the only guys that follow having constant reserves.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: Cheeetar on June 03, 2016, 08:32:28 am
To be honest, saurumatia still hasn't even tried talking out some sort of peace deal or whatever yet. I shouldn't even be that hard to please. Otherwise I have little interest in a neighbour that didn't even bother to open a line of communication.

If peace benefits you, you're welcome to propose it :o
Otherwise, I'mma keep flailing my archers around.
Title: Re: Dominions 4 Round 21 - Age of Aggressive Scouting
Post by: chaoticag on June 03, 2016, 08:48:46 am
Oh no, don't get me wrong. It's not that peace benefits me, it's that you probably already lost this war. Besides that, I'm open to taking less than all you lands. Otherwise I'm mostly proposing this since I kinda feel this is way too big a slaughter, and I'd like to be spared the inconvenience of a siege for now.

Regardless, I'd still only take a deal if it greatly benefited me, but unless a miracle occurs it'd be better than you losing.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: Jilladilla on June 03, 2016, 01:30:59 pm
Dear Sauromatia: STOP SHOOTING YOURSELF IN THE FOOT.
-Agartha
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: chaoticag on June 03, 2016, 01:48:32 pm
Oh, did they attack your province this turn?

E:You know what, yeah, I'll go ahead and liberate that province for you so you can send in a scout or whatever as soon as you can to take it back.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: Jilladilla on June 03, 2016, 02:09:05 pm
Nono, don't worry, I GOT THIS. Besides, I feel that Cheetar will learn something if I beat him.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: chaoticag on June 03, 2016, 02:11:17 pm
Alright, will revise my turn.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: AlStar on June 03, 2016, 02:14:33 pm
Oh, did they attack your province this turn?
That's pretty ballsy, given that they attacked me both last turn and this turn.

Shame that there was only one possible target for them to attack this this turn, so I was ready and waiting. Plus it turns out that poisoned arrows? Not so good against the spectral undead.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: chaoticag on June 03, 2016, 02:17:22 pm
Uh, they hoping for us to all attack at once uncoordinated and smash our armies into each other or something? Should we go ahead and pop out a map of Sauromatia and figure out how to carve this turkey?
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: AlStar on June 03, 2016, 02:37:55 pm
Uh, they hoping for us to all attack at once uncoordinated and smash our armies into each other or something? Should we go ahead and pop out a map of Sauromatia and figure out how to carve this turkey?
I can't see that much of them, but that which I do, I plan on taking. 
Spoiler (click to show/hide)
You guys feel free to divvy up whatever else exists.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: chaoticag on June 03, 2016, 02:52:39 pm
There really isn't much of it to be honest. Slim pickings on this turkey. Pretty much if we go do it that way I'll have grabbed the lands you don't see in the next two turns on my own.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: ThtblovesDF on June 04, 2016, 05:39:43 am
"Enhance and Zoom"

Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: Jilladilla on June 04, 2016, 06:54:23 am
Way to go Olms! You sure secured that win by doing what I told you to! Oh wait, you didn't. If you just listened you wouldn't be dead you morons!..

(I'm upset at this if it wasn't clear.)
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: AlStar on June 04, 2016, 05:41:28 pm
Wow, Sauromatia - that really came down to the wire there - I felt for sure your morale would break first - what with me killing all the cavalry and horse archers and even starting in on the normal archers.

Even after my army's morale broke, I was waiting to see if my berserkers would break your morale and win the battle anyway.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: Cheeetar on June 04, 2016, 06:12:51 pm
I think if I'd put one less point into province defense, I definitely would've lost that fight.

Thank you Fomoria!

Sorry for being the last to hand in my turn guys: Waiting on a PM.
Title: Re: Dominions 4 Round 21 - Age of Border Violation
Post by: chaoticag on June 05, 2016, 12:18:03 am
Take your time. This is a faster paced game compared to round 420, so I can afford things slowing down for a moment.
Title: Re: Dominions 4 Round 21 - Age of Messengers
Post by: ThtblovesDF on June 05, 2016, 02:48:00 am
Intresting time, its basically who wars-who-when - plenty of different approches, some like to attack big players, before they gain the big advantage of being big, others like to eat whoever is smaller then them, to become big, plenty of us small nations like myself like to make frrrrriends & wait and see. Or post that they are waiting & seeing and then attack someone ; )

While one could, break any diplomatic deal, as a proud warrior nation, I don't think i'll ever violate a NAP first. Need that time to sharpen your swords afterall!
Title: Re: Dominions 4 Round 21 - Age of Messengers
Post by: Nesah on June 05, 2016, 11:16:28 am
Dear leader of Therodos,

Attacking my land without any notice was worst thing you could do.
That traitorous move left your credibility not worth a copper coin, but I'm giving you very last chance:
Go back to your shell, or I'll be forced to spend my time on giving you a painful lesson of waging a war!
Title: Re: Dominions 4 Round 21 - Age of Messengers
Post by: AlStar on June 05, 2016, 01:00:12 pm
You attacked me first! Twice!
Title: Re: Dominions 4 Round 21 - Age of Messengers
Post by: Nesah on June 05, 2016, 02:06:51 pm
Well, my master gave you a warning couple of months before his army conquered Soth Bever, because that's our capital's neighboring province. You didn't answer, so we assumed that you agreed. We are giants, you know, big people, and we need some space to live. You took a lot of land, bringing nothing but death to it's citizens, and boxing us on this tiny archipelago. We can not allow this to happen, as we are brave warriors of Fomoria!

- Gudnew, Messenger of Fomoria
Title: Re: Dominions 4 Round 21 - Age of Messengers
Post by: ThtblovesDF on June 05, 2016, 03:08:01 pm
Makes me wish I had more scouts around, so I wouldn't have to trust word of mouth on these issues : P

So anyone wants to buy some water gems btw?

Edit: Oh boy, so everyone got hit by fucking barbarians and the score graphs took many dives, eh?
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: chaoticag on June 06, 2016, 09:41:01 am
Welp. Sorry about the late turn. I had done it, but forgot to attach it by email in order to have it processed.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Nesah on June 06, 2016, 10:55:27 am
It's always good to get some nice spoils of war.
(http://i.imgur.com/Eanfh9B.png)
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Karlito on June 06, 2016, 11:02:44 am
You get 1700 gold and I get attacked by Bogus? Life is cruel.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Shadowlord on June 06, 2016, 11:14:15 am
Bogus and pals have tons of equipment for looting when you kill them, so it's not all bad.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 06, 2016, 04:03:02 pm
I had 3 barbarian assaults on me in the last 2 turns, meanwhile you got nearly 4 turns worth of gold, like arrgg...

And no Nature gems, so I can't even hassel you for a trade : P
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: AlStar on June 06, 2016, 08:51:23 pm
Ah, too many mistakes made this game - Theodoros really is a weird race.

For instance, did you know that only their costal or underwater forts can recruit ANYTHING? I didn't - and so my first (and unfortunately only, since Fomoria squished my second on its LAST TURN TO BUILD) castle could only recruit the local indies!

Also, I didn't realize I should've taken dominion 9 - I went fairly low, since my only sacred recruits are capped at 2/turn, but apparently I should've been getting a lot more spectral stuff.

This is also my first time using an earth snake god, and I misjudged when to pull him back (as well as getting unlucky in his first vs-player opponent.)

I guess I should've gone to war with Fomoria immediately - I gave them the time to build their regenerating giants en-masse, and I don't really have the magic needed to kill them - I'm mostly earth-based, and they just shrug off blade winds.

Ah well - I'll fight to the bitter end, killing province population the entire time - I hope you lot inherit nothing but bones and ashes!
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: chaoticag on June 06, 2016, 09:38:49 pm
Yeah, Therodos is absolutely a dominion hog. It's also generally not worth worrying about not having death scales and you might as well also double down on sloth and  death. You'll always need the money, but your people are going to die anyway, and the only recruitables really worth a damn are the kobyrants and other dancers. Even then I gave them NW blesses to bump them up to worth deploying. Their coastal mages provide a resource bonus just like MA Ulms, so recruit enough to get their land dancers and make enough forts to constantly recruit. Mainly, they want to survive into conjuration 8 in order to just get Telkhines, which are probably around tartarian level without the baggage of madness and being undead. For research they can have a dactyl just summon philosophers forever, and later on stick lightless lanterns and owl quils on them. You get a silly amount of research out of those at 3 magic 3 sloth. Even with all that though, they leave something to be desired as a freespawn nation, especially their dependency on gold.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 07, 2016, 02:17:53 am
Another free Deathmatch Win, I was nearly sure you'd guys send in a token force and I picked so veery carefully who to send. Eh, at least I named him this time.

So XP increases research produced, like Woodstock now has +2 research and will totally make his "wasted" turn worth it in only 4 turns of researching, but I can understand why one wouldn't risk anything. This thing needs a cash payout of turns x50 Gold.

______

AlStar - just stay underwater - its being on land that annoys people, I guess - and if you focus on being underwater for now only argartha can contest you - if another nation goes underwater, its a) only one nation b) a new person to contest agartha c) not me, warriors don't go for swims.

Otherwise, best of luck - our NAP ran out and no messengers reached me for more - I'm just making some room, won't push very far. Also Theodoros really is weird.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: AlStar on June 07, 2016, 02:28:32 am
Nah - Fomoria's giants - who I still don't have a good counter to - can also totally go underwater. It's actually what started our war - he decided that he'd rather attack the water province I held instead of going through the indie lake on the other side of his capital.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 07, 2016, 03:13:26 am
Do you mean the Unmarked? I just had a look at the mod inspector and I can't see any underwater-able units for Fomoria?
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: AlStar on June 07, 2016, 03:18:33 am
Do you mean the Unmarked? I just had a look at the mod inspector and I can't see any underwater-able units for Fomoria?
His Fomorian Giants and Fomorian King (basically a magical, commander version of the Giant) are both fully amphibious - the King even has gift of water breathing, so can lead other troops down below the waves.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 07, 2016, 03:34:50 am
TIL then.

The proud naked warriors will only claim a handful of land provinces with no intention to join the strange things that lurk in the water. Pink, strange worm men at our coasts, whispers of glamour to our north and strange flying bat-men on our flank and we are fighitng those who have forgotten to die. Strange times.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Shadowlord on June 07, 2016, 09:42:42 am
New update. Says they're have been lots of balance, cost changes.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 07, 2016, 09:55:29 am

Update:
Spoiler (click to show/hide)


Viewing enormous battles could crash the game
- This actually affected me sometimes, so thats nice.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Karlito on June 07, 2016, 09:57:07 am
Well, it looks like all my costs are still the same.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Nesah on June 07, 2016, 10:28:07 am
Shit, I can't update my game to play my turn.. I've been trying all day... :/
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Karlito on June 07, 2016, 10:56:52 am
Elaborate on that a bit. You are having technical difficulties that are preventing you from submitting your turn?
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Shadowlord on June 07, 2016, 11:03:56 am
Llamaserver probably hasn't updated yet anyways, but I don't know.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Nesah on June 07, 2016, 12:00:23 pm
You are having technical difficulties that are preventing you from submitting your turn?
Yeah, well, now game is successfully updated, and I sent my turn one hour ago, but I didn't get any notice that llamaserver received it. I'll try again in a minute.

EDIT: 1 hour later. Still nothing :(
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: chaoticag on June 07, 2016, 02:11:24 pm
consider sending llama an email?
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Nesah on June 07, 2016, 02:45:04 pm
Hmmm, normally i would, but i can't find any address/contact on llamaservers website. Besides, I bet that's issue related to last update, so maybe we need just to wait... can anybody else resend his last turn and check is he getting any notification?
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Shadowlord on June 07, 2016, 03:25:59 pm
I just tried the resend feature, it worked fine.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 07, 2016, 05:43:28 pm
I extended by 8 hours for now, let me know if things work out for you Nesah. I don't know if it might mess up, because everyone besides Nesah send in a "old" 2h file and Nesah is trying to send in the new version of a 2h file? Any opinions?
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Delta Foxtrot on June 07, 2016, 05:49:06 pm
Hmmm, normally i would, but i can't find any address/contact on llamaservers website.

Check the end of your llamaserver email. Any of them. It's at the end. Not sure if you need it now, but for future reference if nothing else.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Nesah on June 07, 2016, 06:32:43 pm
Hmmm, normally i would, but i can't find any address/contact on llamaservers website.

Check the end of your llamaserver email. Any of them. It's at the end. Not sure if you need it now, but for future reference if nothing else.
oh, silly me. thanks.
email sent.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 08, 2016, 02:09:00 am
Server update:

8th June 2016: The new patch has now been installed. If you emailed the LlamaServer since yesterday afternoon it will probably have ignored you - please email it again now. Thanks!

____

I added a few more hours. So I tried Y real quick and there sacred guys really are strong, but the lack of unique and special mechanics (besides firebreathing awesome horses) or special spells make them seem a little unintresting to me.

____



Should we worry more that Vanheim is twice the size of anyone else or that Xibala didn't capture new territory and only prepared in the shadows for like 6 turns? Or about Agarthas Army Size, cause I am still damaged from the last time someone spammed undead (Bay418). In other news, you can tell exactly when Theo lost connection between his land provinces and his capital:

http://imgur.com/hb9RH0s


Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Shadowlord on June 09, 2016, 09:25:05 am
Or that you have the boar-spam up and running already? :P
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 09, 2016, 09:55:15 am
Like the broken little scrappy thing it is - it'll take some more time to go anywhere. Come back to me if I have ever have more stuff then argartha, you can check on me with the graphs anytime.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Jilladilla on June 09, 2016, 12:33:38 pm
Or about Agarthas Army Size

I keep telling you guys, Pale Ones inflate that graph heavily being size 3 and so cheap!
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Karlito on June 09, 2016, 04:30:57 pm
Once again I believed in the myth of a short victorious war.  :-\
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: AlStar on June 09, 2016, 06:37:20 pm
Once again I believed in the myth of a short victorious war.  :-\
Everything that my scouts have seen has said that it's been entirely true in your case - especially the opening rounds, where I saw you killing off multiple expensive mages with no losses - if you're bitter now, I can only assume that you must've screwed up something fierce.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Karlito on June 09, 2016, 06:39:03 pm
Blessed giants just too stronk.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: AlStar on June 09, 2016, 06:41:08 pm
Blessed giants just too stronk.
Well, certainly can't disagree with that - Fomoria, who was my inferior in all respects, walked all over me with his sacred giants - and this was even before like 4 or 5 different nations all decided that I needed to die at the same time.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: chaoticag on June 09, 2016, 08:38:36 pm
Blessed giants just too stronk.
Honestly, it's a bit suprising I got attacked at this point by you. This never seems to end well for people that attack me. Don't attack me XD

Also, you really have set the battlefield to be my element unfortunately, should have waited until I was in a war with someone else and gone for forcing me into a two front approach.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Jilladilla on June 09, 2016, 09:14:45 pm
Blessed giants just too stronk.

Never ever attack Niefelheim unless you have a plan to deal with the unmovable object that is Nature Bless Niefel Giants...
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 10, 2016, 04:14:55 am
I have highly underestimated the value of sailing, Karlito is certainly putting it to good use - the glamour helps as well and it really makes vanheim a strange beast to watch.

Anyway, you might have noticed that I add fluff/flavor titles to the various players in the first post, if anything is to annoying/wrong, pm me and I remove it - requests are also taken.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Cheeetar on June 10, 2016, 10:10:35 am
It's entirely too flattering; I would never now claim to have not had the fear of Giant put in me.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: chaoticag on June 10, 2016, 01:20:46 pm
Man, vanheim really hit me in the wallet, heh. Not for too long though.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Shadowlord on June 11, 2016, 12:33:58 pm
6 hours until deadline. Fomoria has not submitted yet.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: ThtblovesDF on June 11, 2016, 01:36:39 pm
Nesah is keeping up the suspense ; )

I pm'd him, gonna add a 8h extension and then we'll see.

###

Also darn, you guys have sooo much cash and research ; )
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Shadowlord on June 12, 2016, 02:17:29 am
12 minutes. :V
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: Cheeetar on June 12, 2016, 02:22:17 am
Aw jeeze. Poor Fomoria.
Title: Re: Dominions 4 Round 21 - Age of Ghosts & Giants
Post by: chaoticag on June 12, 2016, 03:07:55 am
You ever wonder if the reason Hannibal never took Rome was because he staled a turn? No? I should probably get some rest after taking an all nighter.
Title: Re: Dominions 4 Round 21 - The Age of War
Post by: ThtblovesDF on June 12, 2016, 04:32:52 am
Nesah hasn''t been online for a while, maybe we should look for a sub?
Title: Re: Dominions 4 Round 21 - The Age of War - Sub needed
Post by: Cheeetar on June 12, 2016, 05:25:06 am
It's just one stale, and only a few days. I'd say wait for the second stale, at least.
Title: Re: Dominions 4 Round 21 - The Age of War
Post by: chaoticag on June 12, 2016, 03:30:42 pm
We're back to waiting for formoria looks like. I wouldn't put a ub in for this turn, but it might be a good idea to see if anyone is interested in taking over Formoria should there be another stale. Hopefully Nesah is doing okay at least.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: ThtblovesDF on June 13, 2016, 09:03:29 am
Welp, lets hope he is alright.

With Theo down and Formoria shaky, Agarthas claim on the underwater domain is uncontested, but at least in the score graph I'm very slowly catching up to his chaff-levels ; ).


Edit: I'm going to set Formoria AI if we don't find anyone or hear anything after this turn +12 h
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: Shadowlord on June 13, 2016, 12:24:26 pm
If you set them AI, nobody can ever sub in for them.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: ThtblovesDF on June 13, 2016, 02:05:19 pm
I am aware of that, but if none feels like subbing in for them, this seems like the best solution. It's a balzingly fast round on a small map anyway, hopefully it won't change to much.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: Karlito on June 13, 2016, 02:19:50 pm
Yeah, better they go AI than keep putting in stale turns.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: Shadowlord on June 13, 2016, 02:40:01 pm
I'll see if one of my friends on IRC might be interested in subbing in.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: Salabasama on June 13, 2016, 02:47:36 pm
Your friend can go die.  I'll sub.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: Shadowlord on June 13, 2016, 02:50:47 pm
Hey you. :P
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: ThtblovesDF on June 13, 2016, 03:57:52 pm
You should receive a turn file, I'll also send you a PM with what I'm aware off happend.

If anyone had diplomatic ties with Formoria, feel free to pm Salabasama a short update.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: Cheeetar on June 13, 2016, 07:07:17 pm
Alright, this is getting tiresome. I've got giants sitting on the doorstep of my only fort who are now refusing to accept my invitation inside. 500 gold to anybody who can drive the giants off. Preferred: Don't also crush me in the process. This bounty does not apply if the giants (Niefelheim) drive themselves off to greener pastures.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: chaoticag on June 13, 2016, 07:11:43 pm
Sorry about that, I was expecting an attack that never came! Your execution is going to come shortly, don't worry.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: Karlito on June 13, 2016, 07:42:16 pm
Sorry my swampy friend, the plan that would have lead to your relief went off the rails 4 months ago.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: ThtblovesDF on June 14, 2016, 02:46:53 am
You can just send me the gold for --- fun?

While we are having fun, I'll send 10 gold (if I have that much, my income is real bad) to whoever kills a pretender, starting now. Including mine - when do the sleepy gods awaken again anyway?

It appears as if Vanheim had a real good start into the war, but now is slowly losing ground - yet Vanheim still has 2 dudes for every Giant out there - so it really just matters how many of the Giants are big, fuck-off-blessed Giants?

Meanwhile, Agartha while I'm waiting for your turn, I can't help but notice we are getting soooo very close in army size.

Also, my proud people roam free of buildings and anything like that - Forts are for those who hide.


(Sidenote, who is sieging Theo? They suddenly got income again, so I assume they broke the siege? Any news on the war front?)
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: Cheeetar on June 14, 2016, 05:12:27 am
And the Sauromatians live to prick a thorn into your foot for another turn.
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: ThtblovesDF on June 14, 2016, 05:37:11 am
And Xibalba just loves to sneak stealthy armys past ones territory in peace times, eh? Ya no Batman, your a Bat-fiend!
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: Karlito on June 14, 2016, 09:43:39 am
It appears as if Vanheim had a real good start into the war, but now is slowly losing ground - yet Vanheim still has 2 dudes for every Giant out there - so it really just matters how many of the Giants are big, fuck-off-blessed Giants?
All of them.
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: Shadowlord on June 14, 2016, 11:49:03 am
And Xibalba just loves to sneak stealthy armys past ones territory in peace times, eh? Ya no Batman, your a Bat-fiend!

They're just scouts with guards, with the vain hope that the terrible guards would have kept the scouts alive when they were discovered. :P
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: ThtblovesDF on June 14, 2016, 01:15:05 pm
And Xibalba just loves to sneak stealthy armys past ones territory in peace times, eh? Ya no Batman, your a Bat-fiend!

They're just scouts with guards, with the vain hope that the terrible guards would have kept the scouts alive when they were discovered. :P

You can't stop here, this is BOAR country.
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: Karlito on June 14, 2016, 09:28:27 pm
Oh come on. Two on one is sort of sporting; 4 on 1 is just mean.
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: ThtblovesDF on June 15, 2016, 02:12:04 am
It's only nice to invite everyone to the party - but I have to admit, the other 3 all just said "Wellll maybe, if things go ok for you, I'll vulture it up"

You're huge and have been score leading for weeks, while Agartha is also huge, but you know, underwater. Gross.
Title: Re: Dominions 4 Round 21 - The Age of War - Looking for a Sub
Post by: Jilladilla on June 15, 2016, 02:38:13 am
While we are having fun, I'll send 10 gold (if I have that much, my income is real bad) to whoever kills a pretender, starting now. Including mine - when do the sleepy gods awaken again anyway?

Question: How dead does the god have to be?

Another Question: Does accidentally blasting your own god because your mages have a base precision of 7 count?
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: ThtblovesDF on June 15, 2016, 02:46:45 am
That... sounds great. How did he die? Provide proof and I shall pay. Possibly in installments of 2-3 turns.

PS: Dips on Vanheims Capital
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: Jilladilla on June 15, 2016, 02:55:06 am
It was mostly me asking for rule clarification...

Although he took a few stray hits from waaayy back I think, but nowhere near enough to drop HP to 0.

As to you getting Vanheims Capital? Good Luck. (I'm personally putting my money on Niefel getting it.)
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: ThtblovesDF on June 15, 2016, 06:33:21 am
I have to ask, how do you have freaking 50 gems A TURN income? Thats more then every other nation combined (except for meee). If you get another 4, you have as much as every other nation (except me), combined.

I left out Fomoria in my look at army size, my bad.
Title: Re: Dominions 4 Round 21 - The End of Peace
Post by: Jilladilla on June 15, 2016, 08:26:20 am
I have to ask, how do you have freaking 50 gems A TURN income? Thats more then every other nation combined (except for meee)

As for units, Agartha has more units then every other nations (except for meee) combined. 29 more units actually. I however have even more now... - fear the boars.

Both of these are lies. I do NOT beat everyone else COMBINED on gem income and army size. Even when you exempt Marverni's greater Army Size.
Title: Re: Dominions 4 Round 21 - Vanheims fall?
Post by: ThtblovesDF on June 16, 2016, 09:00:04 am
My bad, lets wait a few turns and re-check on that.

I can't see it, but I have the strange feelings that there are several nations planning to get on that bacon that there is boar country. You can fight for it, but Death 3 and Unlucky 3 has left a wasteland behind.

Title: Re: Dominions 4 Round 21 - Vanheims fall?
Post by: Shadowlord on June 16, 2016, 09:59:26 am
I was all set to be your ally, and you had to go and backstab me. I'm puzzled, too, my scales are even worse than yours. :P

Now Agartha is going to grab most of Vanheim, I wager.
Title: Re: Dominions 4 Round 21 - Vanheims fall?
Post by: ThtblovesDF on June 16, 2016, 11:44:27 am
Stealthy flying armies all over my capital are my trigger.

To be clear - you had a lot, specifically more then anyone else - of scouts in my territory, often with troops.

I figured for each one I catch, there have to be at least 3 more I don't catch and when I give you the time, you will alpha-strike me on every province at once.

At the same time, you took a province that was one of two ways for me to reach vanheim, as if to cut me off and claim more for yourself, which was a good move in most cases, but I won't have much left after midgame, so I took the risk of a two front war for the time being.

As another motivation, I reached critical boar mass, as in, if I'm not shiping 60 out each turn, they will starve.
Title: Re: Dominions 4 Round 21 - Vanheims fall?
Post by: Shadowlord on June 16, 2016, 12:17:26 pm
What are you even talking about?
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 16, 2016, 05:49:26 pm
In other news, I'm getting my ass kicked. Had that one coming.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Shadowlord on June 16, 2016, 06:42:15 pm
Come get the bacon while it's fresh!

P.S. You edited your post to add complaints about other things, like scouts. You know that saturating every province with scouts is normal scouting, right? If you don't have at least one scout in each province you don't have enough scouts. A single batab can't take a province anyways, even one with shit PD. You didn't leave anything on 0.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 17, 2016, 02:09:22 am
I never saw "scouts" with troops before, only armys. I don't recall anyone ever putting troops on there scouts before and in my mind, they are not scouts anymore at that point.

I also didn't want to spam up the thread with our discussion so I edited it.

Vanheim might have taken like 5 provinces, but has no income from any of them due to lack of connection, if I'm right?
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: chaoticag on June 17, 2016, 02:10:57 am
If not connected except by water, they can trace income over seas, you can't. Otherwise, yes. No gold for anyone.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Jilladilla on June 17, 2016, 03:09:54 am
If not connected except by water, they can trace income over seas, you can't. Otherwise, yes. No gold for anyone.

Makes no sense to me, why can't my guys swim up under their boats and stab holes in the bottom with their spears?.. Of course, since this is EA Vanheim, so their boats are probably invisible too...
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Shadowlord on June 17, 2016, 11:49:11 am
I never saw "scouts" with troops before, only armys. I don't recall anyone ever putting troops on there scouts before and in my mind, they are not scouts anymore at that point.

I also didn't want to spam up the thread with our discussion so I edited it.

Vanheim might have taken like 5 provinces, but has no income from any of them due to lack of connection, if I'm right?

Still not sure why you think 5 or 10 untrained batmen with no armor are an army.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 17, 2016, 11:55:48 am
Anything + troops = army. None ever used "scout protection" troops before in any game, its such a weird concept. Also even if you label them as scouts, they could capture a undefended/low defence province, sooo even if you call them scouts, they are dangerous and there are many.

Also:

Yay, beat the defending forces...
Oh oh
Spoiler (click to show/hide)

Edit: "The wolves are hungry event" - Oh ok. "55 Normal wolves, 15 Dire Wolves, wtf."
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Jilladilla on June 17, 2016, 01:02:15 pm
Yay, beat the defending forces...
Oh oh
Spoiler (click to show/hide)

Cavefriend is not impressed by the Boarpocalypse.

(In serious news, I didn't know you were there, my scout coverage of you isn't that great.)
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 18, 2016, 05:11:08 am
Yeah it has some issues, for one, unblessed they are utterly useless, but when facing anything with equal size or bigger, they will fall easily. Also they eat everything and are perma-starved.

Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: AlStar on June 18, 2016, 05:15:40 am
You'll want to team them up with leaders using pots of broth and/or wineskins.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 19, 2016, 04:35:13 am
Don't have the gems to spare, sadly.

In the war against vanheim, xibala and Theo... there wasn't a single real fight yet. (anything with 50 things on either side. or lets say 30 things on each side) except one battle where a random pile of boars died.
It's the sad "I take your province, you take mine and I have higher move priority, so you'll never catch me" - game, which is so much fun ...

(Not that I wouldn't do the same if my army was smaller and sneaky)

We might have a real fight coming up, with 200-ish-flying-monsters vs  300 happy snacks.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Shadowlord on June 19, 2016, 10:38:01 am
I've been avoiding fighting you (even though it's been costing me so much income) because even if I won, I'd lose most of my troops in the fighting.

I was hoping I'd be able to pack enough defenders into the capital to keep your boars locked out indefinitely (and, hopefully, they would then starve to death).
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 19, 2016, 03:09:03 pm
Good choice, will most likly work. Boars are great at sieging however.

I am keeping my army next to Vanheims Capital for much the same reason, so Argartha can't take it, not to take it myself. At least it buys vanheim some time.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Karlito on June 19, 2016, 03:34:59 pm
Someone please just put me out of my misery already.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Jilladilla on June 19, 2016, 04:00:55 pm
Someone please just put me out of my misery already.

Well I thought Marverni was going to siege you but with that declaration I guess they're not going to. I was certainly confused as to why they didn't go for the kill this turn, but I guess this answers that question.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Shadowlord on June 19, 2016, 06:50:57 pm
Someone please just put me out of my misery already.

I only left because I was backstabbed. :V
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 20, 2016, 02:51:50 am
I only left because I felt a dagger in my back.

Also you can see as well as I can that Agartha has 200-300 naked dudes lurking next to the capital, he just doesn't want to lose any.

Agartha, what was your ingame message refering to? Whatever it was, it was 3 turns ago, so I really can't tell.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Jilladilla on June 20, 2016, 03:10:08 am
I only left because I felt a dagger in my back.

Also you can see as well as I can that Agartha has 200-300 naked dudes lurking next to the capital, he just doesn't want to lose any.

Agartha, what was your ingame message refering to? Whatever it was, it was 3 turns ago, so I really can't tell.

Ok, first things first, I don't bother recruiting naked pale ones unless I really really need a wall breaking squad ASAP (and even then I would recruit the militia ones). The Wet Ones you see are the armoured variant, not the uber-chaffy naked variant.

Secondly, Province #142 Uzid yazran (the desert). You know the province where our attacks coincided and I commented on how sorely unimpressed I was by the supposed Boarpocalypse?
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Salabasama on June 20, 2016, 05:42:02 pm
I have slain the rocky snake.  Wheeeeeee.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Karlito on June 20, 2016, 07:45:12 pm
For anyone who wasn't already watching:
(http://i.imgur.com/6HqaYEx.gif)

That's 150 water gems of Living Mercury destroyed, though they did their job well. I expect this next turn will be my last.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Jilladilla on June 20, 2016, 09:04:19 pm
So many other ways I could've played that... Oh well, I'm not out of this yet!
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 21, 2016, 02:03:31 am
I feel somewhat statisfied that was not me. Well done vanheim, now stop using my coast like a fox uses a stable full of chickens.

Also, this is my life now, I'm not even going to fight it anymore:
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: AlStar on June 21, 2016, 06:02:44 am
Aw, don't kill my scouts - they're the only units I have left!

I've been waiting for the hammer to fall for the last 3 or 4 turns now - it's very odd to not have a castle yet still live.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 21, 2016, 06:28:32 am
Those are strictly anti-vanheim patrols, but glamour + stealth = uncatchable.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: chaoticag on June 21, 2016, 02:19:21 pm
Well, turned my turn in, thought I'd be the last to but looks like I'm not? Pleasant surprise at least.

Looking forward to there being a time someone isn't picking a fight with me this game. That would be nice.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Karlito on June 21, 2016, 08:20:46 pm
Huh, I'm pretty confident that a second attack by all of Agartha's local assets would have ended me, but maybe my scout reports were too pessimistic. Things are certainly looking up for Vanheim, I didn't even have a negative income this turn!
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Jilladilla on June 21, 2016, 09:00:25 pm
I would have made a 2nd assault, but the Harbinger of the Boarpocalypse seems to have it out for me, and local assets in that area aren't really equipped to deal with that, not anymore anyway.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Shadowlord on June 22, 2016, 01:12:58 am
We will not allow this world to come to pass.
(https://dl.dropboxusercontent.com/u/26452959/bacon2.jpg)

Thanks Oscar Mayer for being so weird
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 22, 2016, 01:55:26 am
I can't outsiege the Flyers, I can't Siege agartha underwater fortress Collection and Vanheim is untouchable while agarthas far better troops lurk around.


And the pigs just keep starving. Eat each other mates.
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Shadowlord on June 22, 2016, 01:58:26 am
Maybe your boarswarms can take the thrones for you. :P
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 22, 2016, 03:07:53 am
I'm camping in, the biggest player army in the world (besides useless boars) is knocking on my door, with Agartha sending near 600 well trained dudes (and fire dudes), with your 300 flyers (nice tripple bless, copycat : P ) just a additional tease - then again, if you'd leave your capital, that would just be grand really.

I don't feel like anyone can contest Agartha (mostly due to underwater = untouchable for most), so if his assault on my provinces goes well, he will be very hard to stop.

We all saw how good a underwaternation with a ocean full of forts can be last game, eh? Just spam casters all day, ez money, good scales, let the land people ruin there income with wars while you just chillout.While AI would certainly fold under the wave of boars, but players are annoyingly hard to kill.

Also: RIP Woodstock Victim, that disease Deamon brought him to negative -994 hp.

Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Jilladilla on June 22, 2016, 03:16:29 am
Thtbloves, you do realize that I actually can't recruit most of my units in the underwater forts right? All I get there is a cheap (resource wise) light armoured pale one and extra cheap (gold wise) ancient one. No mages. Unless it's an underwater cave of course. But there are none of those here..

Also, since when did Pale Ones count as 'Well Trained'?
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Shadowlord on June 22, 2016, 03:34:29 am
I'm camping in, the biggest player army in the world (besides useless boars) is knocking on my door, with Agartha sending near 600 well trained dudes (and fire dudes), with your 300 flyers (nice tripple bless, copycat : P ) just a additional tease - then again, if you'd leave your capital, that would just be grand really.

Quad bless, actually. I completely tanked my scales to get it. :P
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: ThtblovesDF on June 22, 2016, 10:30:51 am
Thtbloves, you do realize that I actually can't recruit most of my units in the underwater forts right? All I get there is a cheap (resource wise) light armoured pale one and extra cheap (gold wise) ancient one. No mages. Unless it's an underwater cave of course. But there are none of those here..

Also, since when did Pale Ones count as 'Well Trained'?

I'm suprised my scouts can see into miles of water anyway.

Can't you recuit commanders, like Earth Readers? And well - I know now -_-

@Shadowlord. That is disgustingly beautyful and I didn't even know you could do that.

I can see the plan now, Ozelotl with awesome attack and strenght, both working great to get hits in - and with 3 attacks, one is sure to land - and any that lands will apply Death Weapons & Fire weapons, ouch + the strenght from the blood major. You hit back - blood vengence... ugh, only lacks quickness - really turns trash into treasure. Makes me glad you didn't get to go off as hard as others, spamming those monsters out (with flying, oh lord) would be horrible.

The Monster:
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - The Age of Conquest
Post by: Shadowlord on June 22, 2016, 04:31:06 pm
I can see the plan now, Ozelotl with awesome attack and strenght, both working great to get hits in - and with 3 attacks, one is sure to land - and any that lands will apply Death Weapons & Fire weapons, ouch + the strenght from the blood major. You hit back - blood vengence... ugh, only lacks quickness - really turns trash into treasure. Makes me glad you didn't get to go off as hard as others, spamming those monsters out (with flying, oh lord) would be horrible.

Click the bless itself. They have quickness too. :P
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: chaoticag on June 22, 2016, 04:33:54 pm
Welp. Kinda scary, but at least sounds like there are ways around that. Worth pointing out that I'm sure blood vengeance checks against magic resistance.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: ThtblovesDF on June 22, 2016, 04:41:37 pm
Normally I'd use spears or whatever against the lenght 0 weapons, but - blood bless + tanky. Just gotta have more shit then he does and somehow I'm perfectly suited for that and only that. They have crazy high MR however...
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Shadowlord on June 22, 2016, 04:54:40 pm
ThtblovesDF (Marverni) is a bigger threat anyways, his triple-bless sacreds spawn for free, and he has mother oak up so he can summon the critters that spawn them faster, whereas I have to sacrifice a bunch of people to summon ozelotls.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: ThtblovesDF on June 22, 2016, 05:01:33 pm
There is hardly anyone left to turn against me at this point... Agartha still has more Gems & Income & Research, but I now (barly) have more provinces, Domain and Army Size.

I can't even enter underwater to fight him, so I'm fairly sure he will turn the world into darkness at some point (Don't forget, he has been getting  [shitton] gems/turn for many, many, many turns and doesn't have to spend them like I do). It's only a matter of time until the world turns into darkness, at least thats what I would do as Agartha with all the blindsight dudes.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Jilladilla on June 22, 2016, 06:02:15 pm
Normally I'd use spears or whatever against the lenght 0 weapons, but - blood bless + tanky. Just gotta have more shit then he does and somehow I'm perfectly suited for that and only that. They have crazy high MR however...

They have 30 morale, they don't care about your pointy stick that's in between them and you.

Also, Darkness spam is really LA Agartha's stick, EA and MA Agartha can really only cast it through their Pretender, getting a certain hero, or a stupidly lucky Oracle.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: E. Albright on June 22, 2016, 07:03:25 pm
I'd assume that by "turn the world to darkness" they were talking about breaking things, not spamming a battle spell.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: chaoticag on June 22, 2016, 07:06:24 pm
Utterdark, I assume ThtblovesDF is talking about utterdark.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: E. Albright on June 22, 2016, 07:10:27 pm
Well, if we weren't talking about EA Agartha... yes (http://larzm42.github.io/dom4inspector/?page=spell&showmodcmds=1&showmoddinginfo=1&showkeys=1&eventq=1046&loadEvents=1&unittype=4&armorq=scale&nation=18&spellnat=1).
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Shadowlord on June 22, 2016, 08:15:39 pm
Well, he did mention blindsight.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Jilladilla on June 22, 2016, 09:37:17 pm
To be fair, breaking the Seal does cover the world in darkness for a few turns...
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: ThtblovesDF on June 23, 2016, 03:11:23 am
Eitherone will do really.

Welcome to the turn report, where I give away important tactical information for shit'n'giggles.

Starts off with a good old 40 vs PD fight.

(40 vs 20)

Spoiler (click to show/hide)

Followed by a utterly brutal assassination attempt at my most valueable asset by a creature so dark that doom horrors avoid it.

Spoiler (click to show/hide)

Then what should be the highlight - a grand battle, high numbers...

Spoiler (click to show/hide)

And todays highlight, masses of flame spirits living mercury, casters, soldiers and magic vs: A pile of boars & Priests

Spoiler (click to show/hide)

And the most important news are about Sauromatia!

Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Jilladilla on June 23, 2016, 03:52:47 am
Eitherone will do really.

Welcome to the turn report, where I give away important tactical information for shit'n'giggles.

Starts off with a good old 40 vs PD fight.

(40 vs 20)

Spoiler (click to show/hide)
They're Pale Ones with no mage or Olm support, what did you think would happen? (But I would still think they would've faired better than that...)

Quote
And todays highlight, masses of flame spirits living mercury, casters, soldiers and magic vs: A pile of boars & Priests

Spoiler (click to show/hide)

Knew I forgot something. And now I feel bad for sending I don't know how many Pale Ones to their deaths for no reason whatsoever... (Ok, I actually do know but SHUT UP!...)
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Cheeetar on June 23, 2016, 04:35:30 am
And the most important news are about Sauromatia!

I'm still in it to win it, guys. Keep sending those checks!
Title: I can write what I want here, no one reads it.
Post by: ThtblovesDF on June 24, 2016, 03:16:57 am
Agartha, 500 Dudes in the frontline, 2 dudes defending the throne, you just don't even care, eh?

(My beautyful "boar-defence-net" was created to combat the "everyone is starving" issue).


Looks like a prep-turn this time around, no big event(s), besides vanheim just saying "fuck it" and attacking with all his scouts.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Cheeetar on June 24, 2016, 03:21:46 am
Well I read it, Thtb.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Karlito on June 24, 2016, 09:02:42 am
I needed to lower my upkeep.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: ThtblovesDF on June 24, 2016, 09:08:11 am
Couldn't one technically Spam locust Swarm (-100 Gold) like 30 time on one Nation so all there units & mages leave over 2 turns?
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Shadowlord on June 24, 2016, 09:12:29 am
I've been running negative income for over a year and I'm fine (because I turned a bunch of gems into gold).
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: E. Albright on June 24, 2016, 09:25:26 am
Commanders and sacreds don't desert, and other units desert sporadically rather than all at once.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Shadowlord on June 24, 2016, 09:27:19 am
Do summoned units with no upkeep desert? (Like, say, undead)
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: E. Albright on June 24, 2016, 10:05:28 am
Never. If you don't want paid, you won't care if they can't pay you.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Cheeetar on June 25, 2016, 03:11:58 am
Alas.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: ThtblovesDF on June 25, 2016, 04:06:44 am
Welp, first dead actually Theo somehow still exists, too - thanks for lasting so long and doing your turns guys!

Edit: Hosting postponed for 5 hours incase Agartha/Jilladilla needs more time and I would miss a extension request. Can't let him miss a chance to kick my boars around : P



Bye Theo : / -

Hehu...

Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: chaoticag on June 26, 2016, 04:59:11 pm
Welp, this probably isn't as impressive as it sounds, but technically speaking, I exterminated all nations that have lost so far. I think put out of their misery is more in line with what has happened though.
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: Jilladilla on June 26, 2016, 05:42:02 pm
Sorry about the delays, Grandmothers birthday needed to be attended to...

Also, I feel a distinct lack of empathy towards Marverni's problem...
Hehu...

Spoiler (click to show/hide)

I have no clue why though.
Spoiler (click to show/hide)
Not at all.  ;)
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: ThtblovesDF on June 27, 2016, 02:57:38 am
Xibala is also riding the undead train, niefels don't really have to care and ugh... I think I might have hit peak-boar and now they are out-starving the production. Eat the corpses!

Also, for my army size to dip like that... you have to keep in mind that I'm still barfing out boars each turn, so for it to move downwards at all several 100'ds of boars have to turn into Bacon.
GJ Wasteland.

Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: MASTAFLIPS on June 27, 2016, 03:01:22 pm
singh me up im new so just give me the ropes and stuff :D
Title: Re: Dominions 4 Round 21 - The Tide Rises
Post by: ThtblovesDF on June 27, 2016, 05:13:31 pm
The game already started, but you can certainly join the next one.

Check out the main Thread in "Other Games": http://www.bay12forums.com/smf/index.php?topic=127417.0


Also:

Vanheim, don't you see? It was allll to plan, first I die at your gates to lure you out and then I totally move back in. Totally doing the same with Xibala. I will feed you bacon till your heart stops : /

It's so sad to see a army of 500 start out and arrive as 150 - 200, but fuck it.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Karlito on June 29, 2016, 02:09:41 pm
Vanheim, don't you see? It was allll to plan, first I die at your gates to lure you out and then I totally move back in. Totally doing the same with Xibala. I will feed you bacon till your heart stops : /

It's so sad to see a army of 500 start out and arrive as 150 - 200, but fuck it.

I've been trying to die for the last 5 turns, but you haven't yet been able to put me out of my misery.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: ThtblovesDF on June 30, 2016, 03:05:04 am
Oh Agartha, you strange beast... Good Fight - but what happend there anyway? Your Only unit retreated off the battlefield, mine remained and somehow it counted as a loss for me...
And how come your guy stayed in the province after retreating? So Strange

Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: E. Albright on June 30, 2016, 04:06:42 am
Could be the replay bug. Sounds like it probably is, in fact.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Jilladilla on June 30, 2016, 04:45:52 am
Sounds like it, on my end one of your Boar Warriors managed to Axe his way through Cavefriend's Invulnerability + Ironskin (I know they don't stack, the ironskin was his idea) and 'kill' him... Didn't stop it from being a Pyrrhic Victory though (According to my replay anyway).
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: ThtblovesDF on June 30, 2016, 09:26:35 am
Are the afflictions correct? Eye out + disease, on my end.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Jilladilla on June 30, 2016, 03:18:24 pm
Yup, Lost Only Eye + Disease here too, not that it matters. (It should be noted that the disease DID stick! Not that Cavefriend cares about that.)
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: ThtblovesDF on July 02, 2016, 06:08:23 am
And Agartha continues to cement itself as one of the best nations, regardless of age : P - Now how many gems are in that global? I doubt its only the cost...
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Jilladilla on July 02, 2016, 07:45:51 am
I do apologize for this... EA Agartha is one of my best nations (and favorite from Lore standpoint too...)... I missed the new-intermediate players bit when I signed up.... I felt bad when I saw that... (I'll let you guys pick my nation for next round? As long as it's not Arcoscephale. Scripting mystics... It drove me nuts...)


Also, 'Regardless of Age'? LA Agartha has a very solid lineup yes, but nothing exceptional. (The crossbows are good, yes, but their accuracy... Blindfighters are an ok sacred, but run into encumbrance issues, 1/4 of Alchemists (death randoms) aren't fit for combat duty without a booster, standard Agarthan friendly fire issues without the evocation resistance of Pale Ones, the Necromancer is expensive as heck while being old as hell and a squishy human, very liable to catch a disease in a year) But I acknowledge your point on EA/MA, Mercury Spam is fairly good... (As we can see.....)

Well... That turned out longer than I thought it would..... Sorry again for that.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: chaoticag on July 02, 2016, 07:19:44 pm
No worries, just share your dark magic with us when you are done. I get the feeling I should have just marched my niefel giants over to agartha when I had the chance. I mean, hey, I erased more nations this time around than my last game technically.
Also, sorry if it takes me a while, I tend to do my turns around 20 hours from now. I usually end up doing stuff before and after lately.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Jilladilla on July 02, 2016, 09:24:33 pm
No worries, just share your dark magic with us when you are done. I get the feeling I should have just marched my niefel giants over to agartha when I had the chance. I mean, hey, I erased more nations this time around than my last game technically.
Also, sorry if it takes me a while, I tend to do my turns around 20 hours from now. I usually end up doing stuff before and after lately.

Yup, I'll try to share my analysis when this is done, and yes, you should have. Now, I did start spamming Magma Children when I realized you were my neighbor, and they DO beat Niefel Giants in Heat scales (Not 1v1 obviously, but they do their damage)... But I don't think I could've gotten enough to hold you off, especially if you waited until mid/late autumnish to attack, taking advantage of your dominions property of spreading your cold scales in adjacent provinces initially and the seasons to mitigate any advantage my magma children had.

Now initial advice I can give? What went wrong? What went right? How could you adapt to beat what is beating you? What could've been done instead? Ask yourselves these questions and try to analyze what happened. Yes, this is exactly what I do, if I'm not flailing around trying to figure out HOW exactly to use my nation (a game where I was playing EA Ermor comes to mind...), and it's why I can say EA Agartha is my best nation. (Also, funnily enough chaoticag, this strategy came about when I was getting beaten up badly by Niefel Giants.)

And don't worry everyone! I'm nowhere near as good with most other nations! (Remember, I did say I would let you guys pick my nation for the next round. Just don't put me in the pilot seat for Arcoscephale. Please. I'm begging you. Don't.)
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: ThtblovesDF on July 03, 2016, 03:36:54 am
I really ment more banter then critic, it's all good. Plus, we killed all the newbs already like the animals we are...
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Shadowlord on July 03, 2016, 05:11:00 am
I'm only holding on because of my bless and because my pretender has D9 and can summon metric asstons of longdead horsemen every turn, but not enough to really overwhelm the tide of boars.

I expect, ThtblovesDF, if you don't crush me militarily soon, you'll probably dom-kill me. My plan was to invade and conquer everyone around me, taking their land, but by the time I had a sufficient army of sacreds, it was too late because the boar machine was fully operational.

(I'm not resigning, mind you, this is still fun, and I'm sure the AI would just be a pushover)

Jilladilla: Have you ever played Caelum? (They're actually not terrible these days)
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Jilladilla on July 03, 2016, 06:33:13 am
Nope. Tried it out a bit in single player, didn't like it. If the nation isn't heavy on earth or death I won't have much translatable practical experience to give. Theoretical stuff only. Yes, I am a case of crippling overspecialization when it comes to nations in this game...
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Shadowlord on July 03, 2016, 10:03:33 am
Air magic is pretty nice, if only for the battle evocations (although they aren't as good as magma eruption IMHO).

I've only played one game against them, in MA, as Marignon, and won because fire arrows, flying sacreds, and knights to absorb mammoth charges. Actually, I think I really won because I was bigger (from eating Pangaea), had better scales (and the fire arrows were from mages instead of a bless - I took no bless), made far more troops and armies, and basically attacked them from all sides at once and they didn't have the strength to defend against more than one army at a time.

Of course, strong scales don't work for everyone. In our current game here, if I had been playing Xibalba with strong scales and no bless, I'd have lost far, far sooner, because xibalban troops are just awful and I wouldn't have been able to get a sufficient blood economy up and running to get demon knight mass production going. I'd have had a couple vampire lords, but they wouldn't have been able to stop boar spam (regardless of their bless).
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: chaoticag on July 03, 2016, 11:21:06 am
Man, time has kinda flown by, I was hoping that bumping up to a higher skill level game would end up with me losing by now. I'll try and get my next turns in done on time, but it's nearing the end of Ramadan, eid is about to start, and after that I'm travelling with family on vacation, which is fun, but I probably won't have enough time to continue submitting turns. Any readers of this thread want to substitute in?
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: ThtblovesDF on July 03, 2016, 01:32:03 pm
Would be a shame to see you leave, but we understand.

We could also push hosting time, but I think we are withhin 15 turns of knowing who wins, one way or another : )

##

I learned something again - Supplies - even those provided by magic items (!) are also influenced by dominion - so my 3x Endless Wine produces less then (3x50) 150 Supplies. The more you know.

I also might be unsiegeable for a while, producing 3 digits of boars each turn and they are pretty good at siege defence.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: chaoticag on July 03, 2016, 01:33:40 pm
Death scales was probably a poor choice for the boarpocalypse.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Shadowlord on July 03, 2016, 01:49:49 pm
I also have them too, which doesn't help with his attempts to invade me.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Jilladilla on July 03, 2016, 05:19:07 pm
We could also push hosting time, but I think we are withhin 15 turns of knowing who wins, one way or another : )

It'll be a lot sooner than 15 turns I feel...

I also might be unsiegeable for a while, producing 3 digits of boars each turn and they are pretty good at siege defence.

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! You don't Siege Defense against EA Agartha.  ;D
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Karlito on July 03, 2016, 09:43:05 pm
Any readers of this thread want to substitute in?

Lol, I'd do it. Except, Marverni really needs to put in the effort to kill me properly. I mean, look at this sad performance:
Spoiler: Son, I am disappoint (click to show/hide)
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: ThtblovesDF on July 04, 2016, 03:02:55 am
I'm still fighting on 3 frontlines, against the former highest score dude and the current highest score at the same time, I'm doing ok given the circumstances - and vanheim just isn't relevant anymore.

And... how is losing to a Monolith (god knows how he moves himself outside the gate) shameful? Those Vanherses cost you more then my entire army cost me.

Realisticly with each turn the global stays, Agartha gets close to winning (4surez) - it helps that he had a gem income of 50+ for like 20 turns (digusting) - imagine me with that same income for that time. Twice the boars.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Jilladilla on July 04, 2016, 03:27:26 am
Actually, the global was just something I felt doing. (Did anyone panic thinking it was something else? Pretty sure I demonstrated I had Alt 9 when I cast it...) I also had far more earth gems than I knew what to do with (I think my stockpile went over 200 before I started alchemizing them en mass for water gems.)

Heck, I used a horror marked caster for it! (All my other high earth oracles were busy... I think...)
Irregardless, I don't think it will actually impact my odds of winning or losing much (unless my current plan fails horribly, in which case it's a great backup plan..)

Also Karlito, Thtbloves has a point. Boar kills are meaningless unless you're killing A LOT of them (I'm not looking at any of the score graphs, but my vague memories of the impact of that one big success I had, I'm guessing Marverni has over 2000 boars? I'm just guesstimating from vague memories though), and the blood bless renders them fairly cost efficient little buggers. Of course, there is one spell that is Extremely effective against them..... I don't think you can cast it though...

Welp, once again I spend far too long typing this and it got much longer than I initially anticipated...
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: ThtblovesDF on July 04, 2016, 04:54:46 am
I feel like many of the paths where set early on by Theos aggression towards land instead of focus on water and my total lack of anything (research, items, gems that I don't have to use for boars, water breathing). If I wouldn't have such a strong distaste for being flooded with stealthy armys (Xibala + Vanheim) and just *cough* trusted shadowlord that such a thing as scout guards exists, we could have both rolled up Vanheim and you'd actually have to face something of a effective/mixed army.

In short: Being far away from big bad Vanheim, Theo putting his focus elsewhere, Xibalas "oh putting armys in your territory is not naughty" and overall land-nation-infighting has left you with plenty of time - Did you luck out on all those amazing sites or did you spam site-searching spells? Also where the hell is your Capital, I can see all provinces and I can't see it. So strange.
Title: Re: Dominions 4 Round 21 - A uneasy Balance
Post by: Jilladilla on July 04, 2016, 06:56:28 am
VERY thorough sitesearching, and a bit of luck. Note that EA Agartha is very good at searching for their native paths (F2E3 Oracle, W2 Olm Sage. Bam, instant searching for most of the gems you care about. Having a D2 Oracle (or your pretender if you have D on them) sitesearch can help a lot with certain.... unconventional... endgame tactics. But that's part of my my bag of secret tricks, so no, I won't share.)

Effective army? Just give the mercury the appropriate buffs and it'll shrug off absurd amounts of damage. No seriously, each mercury has 160 HP (only 120 before I would call it mission killed though...), add ironskin, quickness and appropriate resistance buffs (or for this match, barkskin for pesky Vanheim.... Moss Agate was literally on the opposite side of my territory when I fought you ok? Big misplay there.) and they'll blitz through your lines while just absorbing your spellfire. That said, they aren't unbeatable. It's just trying to brute force them is a very very VERY bad idea.

Also, the main reason I fought Vanheim is that I'm pretty sure they could instantly lay siege to my capital with sailing... And Glamour/Sailing shenanigans... Also the combination of lightning + strong troops both demands protection buffs for my Mercuries and punishes Army of Gold/Lead.... And I can't stick Earth Readers close enough to my mercuries to ensure Marble Warriors lands on THEM (like I do with Olm Sages and Quickening) without them contracting a sudden case of dead.

Also, where is Agartha? In the center of the earth of course!  ;D
But to be serious province #30. Southwest corner of my little chunk of land. You gotta overrun Xibalba or Niefelheim or teach your boars how to swim to get to it, because you sure aren't getting through Andoria! :)


(P.S. This post got all over the place. It's not even in chronological order, the last paragraph written (typed?) was the 2nd one.)
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: ThtblovesDF on July 05, 2016, 06:33:54 am
Ugh, alright this ends the expieriment that there is boar-spam, it was fun for a while. Next time I'm going blood9 and nothing more and actually play with magic & shit : P

Agarthas lead is to large and the better research will - imo - eventually win out, since even if he is beat on land, he can continue to retake/haress from the sea.

I'll keep playing until the remainder also feels like the outcome is clear however.
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: Shadowlord on July 05, 2016, 09:06:00 am
ThtblovesDF, looking at the scores, it's very amusing (and strange) that I have more research done than you.

With all the places you've conquered, you'd think you'd be able to spam tons of researchers.

Of course, I have had my researchers sitting in a fort under Agartha's dominion instead of mine since very early on, since they get +1 research there, instead of -3. Still, I haven't recruited any new ones in ages.
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: E. Albright on July 05, 2016, 02:47:13 pm
Of course, I have had my researchers sitting in a fort under Agartha's dominion instead of mine since very early on, since they get +1 research there, instead of -3.

*since they get +0 research there, instead of -3.

You don't get bonuses from hostile dominions, only penalties - or in this case, a lack thereof.
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: Shadowlord on July 05, 2016, 02:49:21 pm
Well that's good to know. Still far better than -3, of course.
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: Jilladilla on July 05, 2016, 02:52:54 pm
Of course, I have had my researchers sitting in a fort under Agartha's dominion instead of mine since very early on, since they get +1 research there, instead of -3.

*since they get +0 research there, instead of -3.

You don't get bonuses from hostile dominions, only penalties - or in this case, a lack thereof.

Wait really? Huh. Learn something new every day.
Also, that explains why your border fort never got a temple :)

IMPORTANT EDIT: My victory is imminent, if you have some ace in the hole, you need to deploy it NOW.
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: ThtblovesDF on July 06, 2016, 02:20:33 am
Incase anyone didn't notice yet, he is grabbing a throne win and I for one welcome a end, seeing how the boar-tactics are only good as bacon delivery service.

PS: God recalled in 1 turn, thats nice.
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: Shadowlord on July 06, 2016, 09:55:51 pm
Congratulations Jilladilla!

(Also, I SURVIVED!)
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: Jilladilla on July 06, 2016, 11:33:56 pm
Good game everyone, it was fun.

Anyway, onto analysis:

#1: Even without the Mercuries, Agartha has a very good mage lineup, and Sacred upkeep adds up to a lot of saved gold, You guys let me research up and get all the fun spells. Really, Agartha really only needs Conj 3, Alt 9 and Evo 6 to really get going. Alt 7 is acceptable if you're willing to invest the Earth Readers and gems to spam Marble Warriors. It's a nation that really only benefits from a stalemate/being left alone, and my... well, very passive play style tends to mesh well with that. Most of the conflicts I've been in were started by the other guy first (Sauromatia, Marverni, Fomoria, Niefelheim) or was part of a gang up offer from someone else (Therodos, Vanheim). If you leave me alone I'll leave you alone, unless I see a way to rapidly win.

#2: This is more directed at Thtbloves, as a what I would've done if I was suddenly thrown into the game in your situation (Sorry everyone else, but I have no experience with giant nations and I can't blood magic for the life of me...): Stellar Cascades spam. Now don't say 'but Marverni doesn't have access to many S2 mages!', you have access to very cheap S1 mages (your Stargazers) and S3 (S random Elder Druid). Have the Druid cast Light of the Northern Star (Conj 4) and suddenly all your S1s are now S2, ready to bring the nigh unstoppable hammer of astral artillery onto my mercuries. It even has the upside of not inflicting direct damage, so your mages won't trigger your boars Blood Vengeance! Also, your regeneration bless would make your boars very resistant to the poison auras once my mercuries were knocked out.

#3: Shadowlord, I will say, your flying demon cats were the only thing that actually SCARED me (at least before I got Army of Gold online and I figured out THAT spells effectiveness vs Boar spam (Thtbloves know what I'm talking about :))). I'm a little upset that we never saw how exactly they stacked up...

In similar note: Chaoticag while vanilla mercuries beat N9 Niefel Giants 1v1, 5v5, 10v10, there is a threshold (I don't know where) where your giants pull ahead, due solely to that frost aura of theirs, once they freeze the front line of mercuries their insane durability works against them, allowing the frost aura to freeze or mostly freeze those behind the front line. Of course, this tactic goes out of the window when Agartha hits Alt or Ench 8 (Warriors of Muspelheim/Frost Fend). I will note that this DOES work (IE: I've killed a Army of Leaded mercury doomstack with this (they forgot the frost resist buff), sure I wasn't using Niefel Giants (MA Ermor's Lictors to be exact), but the point remains)


TL,DR: You let me build up too much and let me prepare for the end game.
(P.S. This... Took a lot longer than I thought it would to write...)
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: E. Albright on July 07, 2016, 02:32:09 am
This is more directed at Thtbloves, as a what I would've done if I was suddenly thrown into the game in your situation (Sorry everyone else, but I have no experience with giant nations and I can't blood magic for the life of me...): Stellar Cascades spam. Now don't say 'but Marverni doesn't have access to many S2 mages!', you have access to very cheap S1 mages (your Stargazers) and S3 (S random Elder Druid). Have the Druid cast Light of the Northern Star (Conj 4) and suddenly all your S1s are now S2, ready to bring the nigh unstoppable hammer of astral artillery onto my mercuries.

...you'd have done it once, for a single battle. Afterwards, when the Mercuries were done scraping the gooey smears of bacon-flavored Stargazer off their assorted appendages, you'd suddenly remember that Stellar Cascades won't target 0-fatigue (and/or Lifeless) targets...
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: ThtblovesDF on July 07, 2016, 03:08:41 am
Lessons I learned:

#1: 4x Bless with 3 Attacks > 3x Bless with 1 Attack
#2: (The important one) Supply provided by ITEMS is affected by DOMINION
#3: I can win by hiding in the water. Others can, too.
#4: Agartha is even stronger then I previously claimed.
#5: Some people... have... scouts... with troops?
#6: Sometimes Boar is not Moar
#7: Next time: Less Temple spam 4 moar boars and more labs instead.
#8: Keep mobile (map move 3) squad around if sneaky armys are expected, have them move every other turn so by pure chance they might defend a real target
#9: Unlucky 3 + Chaos 3 = bad times
#10: Winds of Death or whatever it is called exists - that spell that Agarthas Pretender used to kill... all... the boars.
#11: Mass with Buffs = Awesome, Mass with moral-issues and no buffs = Real bad
#12: Shoulda cast mother oak sooner
#13: Early high level mage to search would've been good.
#14: Boars in the back, Priests up front, so they can "hit" more bless spells
#15: "Bless, Bless, Cast spells" > "Bless, bless, bless, bless, bless, Cast spells"
#16: Next time, maybe, map move 3 prophet.

Good game actually - I was somewhat curious what might happen if I get to fight vs the giants, how many boars can one jarl take on?

I'll be updating the first page with the results and maybe adding some notes to the timeline.

Btw Jilladilla - About 70% of my cash was invested in moving boars around, building temples and many of the mage turns itself suffered for producing/casting things. Really I had less then 1/2 of your income and of that I had to invest most in keeping the maschine rolling, so maybe 400 gold to spare/turn at most, but those where used or lost to events or repairing damage from events - add to that constant raids from flying bats, yourself and vanheims troops.... yeah no good times here.
Title: Re: Dominions 4 Round 21 - Seas of Blood, Land of Pain
Post by: Jilladilla on July 07, 2016, 03:30:54 am
This is more directed at Thtbloves, as a what I would've done if I was suddenly thrown into the game in your situation (Sorry everyone else, but I have no experience with giant nations and I can't blood magic for the life of me...): Stellar Cascades spam. Now don't say 'but Marverni doesn't have access to many S2 mages!', you have access to very cheap S1 mages (your Stargazers) and S3 (S random Elder Druid). Have the Druid cast Light of the Northern Star (Conj 4) and suddenly all your S1s are now S2, ready to bring the nigh unstoppable hammer of astral artillery onto my mercuries.

...you'd have done it once, for a single battle. Afterwards, when the Mercuries were done scraping the gooey smears of bacon-flavored Stargazer off their assorted appendages, you'd suddenly remember that Stellar Cascades won't target 0-fatigue (and/or Lifeless) targets...

Err... What? There's nothing on Stellar Cascades that even remotely suggests that... I'm testing it now.

And.. Huh. Well E. Albright is right, Stellar Cascades won't target Mercuries, BUT it'll still affect them if they get hit.
Proof (look at the fatigue):
Spoiler (click to show/hide)
(the caster was targeting the Olm Sage right next to it)
Therefore, I conclude that one way or another, it is bugged. Either Cascades shouldn't affect targets like the mercury, or it should be allowed to target them. (Said casters resorted to spamming Fire Flies in the next test where the Olm Sage was all the way back... It didn't end well for them.)
Title: Re: Dominions 4 Round 21 - Jilladilla Wins!
Post by: E. Albright on July 07, 2016, 03:41:36 am
It's been reported, but hasn't been fixed. It's REALLY wonky; like you said, they can be affected, but not targeted. I *think* it's the 0 base fatigue, as Vine Ogres (Mindless/not Lifeless/0 fatigue) won't be targeted either, but Lobo Guards (Mindless/not Lifeless/non-0 fatigue) will be. I'd say it couldn't hurt to re-report it, though.
Title: Re: Dominions 4 Round 21 - Jilladilla Wins!
Post by: Shadowlord on July 07, 2016, 07:47:04 am
#2: (The important one) Supply provided by ITEMS is affected by DOMINION
It is?

#5: Some people... have... scouts... with troops?
I was getting tired of them being discovered and killed/routed by PD, so I tried sending some guards with them since zotz are all stealthy. It didn't really work very well.

#9: Unlucky 3 + Chaos 3 = bad times
I didn't have too much trouble with it, but that may have been luck, having less provinces, and letting foreign dominion stay on my provinces as long as I wasn't at risk of being dom-killed.

#11: Mass with Buffs = Awesome, Mass with moral-issues and no buffs = Real bad
My unbuffed longdead horsemen were still able to take out your completely blessed boars. It wasn't wtfpwning by any means, I lost just about as many horsemen as you did boars if the troop numbers were roughly even (I tried to avoid battles where my horsemen would have been outnumbered). Of course, I had to spend 10 death gems to summon a contingent of them, whereas once you summoned your boar mothers you got free boars each turn.

(Aside: my bats were free, spawning one per turn from Onaqui in my dominion, but I only had two of those because they're expensive and cause unrest)

#16: Next time, maybe, map move 3 prophet.
My prophet stuck with my sacred army for the entire game. :V

I like playing nations with H3s (or nations that can summon H3s), because it makes using blessed troops and claiming thrones far, far easier. Xibalba isn't one, mind you, but Agartha is.

Btw Jilladilla - About 70% of my cash was invested in moving boars around, building temples and many of the mage turns itself suffered for producing/casting things. Really I had less then 1/2 of your income and of that I had to invest most in keeping the maschine rolling, so maybe 400 gold to spare/turn at most, but those where used or lost to events or repairing damage from events - add to that constant raids from flying bats, yourself and vanheims troops.... yeah no good times here.
The death+chaos dominion definitely doesn't help with gold income, but that's the sacrifice you make to get a completely ridiculous bless. (Which wasn't very effective against me, at least, but that's because the boars had trouble hitting my sacreds, and when they hit a longdead horseman they didn't need the death bless to kill, since the horsemen only have 5 HP and 9 prot, so a single hit was enough to take one out.)
Title: Re: Dominions 4 Round 21 - Jilladilla Wins!
Post by: Salabasama on July 07, 2016, 08:33:24 am
I weep for my beautiful someone else's giants.
Title: Re: Dominions 4 Round 21 - Jilladilla Wins!
Post by: Karlito on July 07, 2016, 01:06:18 pm
I'm not really sure what I could do better in the future, except not playing in games with score graphs, though my large losses in the initial attack against Niefelheim certainly didn't help my position later on.
Title: Re: Dominions 4 Round 21 - Jilladilla Wins!
Post by: ThtblovesDF on July 07, 2016, 04:24:27 pm
#2: (The important one) Supply provided by ITEMS is affected by DOMINION
It is?

Yes



@Karlito: Moar Diplomacy? I honestly won the last one because of that and could guide many against my enemys here due to the same - but score graphs really change the game and the choices - now when I yell "Vanheim op" they can all confirm by graph-check.

I'd dare claim it was close, one more nation (vanheim/xibala) on the anti-agartha team and we would'a kicked Jiladilla out, me thinks. Possibly.
Title: Re: Dominions 4 Round 21 - Jilladilla Wins!
Post by: Jilladilla on July 07, 2016, 07:34:37 pm
Massive stockpile of gems. I could've easily made another force or two of mercuries in as many turns if it came to that.

Or, you know, I could've just broke the Seal and cruise onwards with the 300ish pen/umbrals I get from that. I don't like breaking the Seal though, only expect to see that from me when I'm either A: Losing, or B: Securing the Win.

But that's not how this ended up, although part of me wants to see how that would've went (I REALLY wanted to see how mercuries compared to the quad-bless demon cats...)