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Other Projects => Other Games => Play With Your Buddies => Topic started by: ThtblovesDF on May 23, 2017, 09:55:55 am

Title: Dominions 4 Round 27 - Game Over - Il Palazzo wins
Post by: ThtblovesDF on May 23, 2017, 09:55:55 am
Game Name:  Bay12GamesRound427  (http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound427)
Map:  Tearror_lakes_v2  (https://drive.google.com/file/d/0B1rbuThXE8aNZGZOMzNvUHZ1WG8/view?usp=sharing)


Mods: Worthy Heroes 5.5 (http://z7.invisionfree.com/Dom3mods/index.php?showtopic=2749)
Era: EA (but open to change)
Disciples: No
Admins: ThtblovesDF and whoever wants to

Players:


 ThtblovesDF  (http://www.bay12forums.com/smf/index.php?action=profile;u=13190) - Lanka
 Akhier the Dragon hearted  (http://www.bay12forums.com/smf/index.php?action=profile;u=15375) - Sauromatia
 Karlito (http://www.bay12forums.com/smf/index.php?action=profile;u=6703) - Marveni
 Cthulhu (http://www.bay12forums.com/smf/index.php?action=profile;u=12085) - Fomoria
 Gigalith  (http://www.bay12forums.com/smf/index.php?action=profile;u=1375) - Ur
 Jilladilla  (http://www.bay12forums.com/smf/index.php?action=profile;u=56206) - Ermor (Non-Zombie Apocalypse Edition)
 Happerry  (http://www.bay12forums.com/smf/index.php?action=profile;u=28411) - Tir na N'Og
 AiStar  (http://www.bay12forums.com/smf/index.php?action=profile;u=305) - Hinnom
 Darkwind3  (http://www.bay12forums.com/smf/index.php?action=profile;u=18082) - C'tis
 Il Palazzo  (http://www.bay12forums.com/smf/index.php?action=profile;u=15125) - Telkhine




Game settings
Time allowance: 48H @ start
Special site frequency: 60
Random event frequency: Common
Story events: Off
Score graphs: Off?
Hall of Fame: 15
Artifact forging limit : Limited

Renaming: Allowed

Research: Default


Safe Turns: For the first 12 turns don't storm a national capital.



(taking this from the last round)
HELP Section:

Uploading Pretenders

Spoiler (click to show/hide)


Taking Turns
Spoiler (click to show/hide)


Troubleshooting:
Spoiler (click to show/hide)

Offical FAQ:

http://forum.shrapnelgames.com/showthread.php?t=35160
Title: Re: Dominions 4 Round 27 - Setup
Post by: Akhier the Dragon hearted on May 23, 2017, 10:36:01 am
I could do with some Dom4. Going to look through the nations and edit this post when I choose one. Shouldn't take me long though.

Okay thinking for EA I want Sauromatia
Title: Re: Dominions 4 Round 27 - Setup
Post by: Karlito on May 23, 2017, 01:16:32 pm
In for an early age game; will also have to think on my nation preferences.
Title: Re: Dominions 4 Round 27 - Setup
Post by: Cthulhu on May 23, 2017, 02:32:40 pm
I'm in.  EA Fomoria, MA... ulm maybe.  LA Man.
Title: Re: Dominions 4 Round 27 - Setup
Post by: Gigalith on May 23, 2017, 04:37:22 pm
In. I think this time I'll be able to last the whole game. (Assuming I survive.)

I'm voting MA. If so, I'll take Abyssia.

If EA, possibly Ur.
Title: Re: Dominions 4 Round 27 - Setup
Post by: Karlito on May 23, 2017, 05:40:09 pm
Marveni for me, I think.

EDIT: I should mention that I won't be able to start for two weeks. Usually it takes a while to get everything organized, but if it comes to pass that y'all absolutely can't wait, I don't mind getting dropped.
Title: Re: Dominions 4 Round 27 - Setup
Post by: ThtblovesDF on May 23, 2017, 06:08:22 pm
I'll pick later, as not to limit new players, but it will most likly be like pangea, ociana or Lanka
Title: Re: Dominions 4 Round 27 - Setup
Post by: Jilladilla on May 23, 2017, 06:47:52 pm
Oh hey new game! And good timing too, a thing that was using up most of my free time just ended a few days ago.

Gonna join in as Ermor (Non-Zombie Apocalypse Edition) for EA.

Need some more time to think about what I'll play if we choose to go with MA or LA though, but that's alright.
Title: Re: Dominions 4 Round 27 - Setup
Post by: Akhier the Dragon hearted on May 23, 2017, 07:42:35 pm
I actually subscribed to the Play With Your Buddies sub-forum as a whole just so I would get notification as soon as new rounds of Dom4 popped up.
Title: Re: Dominions 4 Round 27 - Setup
Post by: Happerry on May 24, 2017, 02:17:31 am
I would like to join as either Tir na N'Og if we are in EA or Eriu if we are in MA.
Title: Re: Dominions 4 Round 27 - Setup
Post by: Gigalith on May 24, 2017, 08:14:20 am
Update: I'll definitely be going for Ur, if we go EA. Now to decide which of the strategies I considered would be better...
Title: Re: Dominions 4 Round 27 - Setup
Post by: Akhier the Dragon hearted on May 25, 2017, 05:52:16 pm
How many people are we looking for anyway?
Title: Re: Dominions 4 Round 27 - Setup
Post by: AlStar on May 25, 2017, 08:25:55 pm
If you're looking for more, I can join.

Edit: I'll give Hinnom a try.
Title: Re: Dominions 4 Round 27 - Setup
Post by: ThtblovesDF on May 26, 2017, 07:34:56 am
Like 8, with a max. of 12.

We would be happy to have you AIStar!
Title: Re: Dominions 4 Round 27 - Setup
Post by: Darkwind3 on May 26, 2017, 10:30:46 pm
It's been a little while since I've played Dom 4, but I'd be interested in joining, since it sounds like there's space. I'd like C'tis, whatever era we pick.
Title: Re: Dominions 4 Round 27 - Setup
Post by: Akhier the Dragon hearted on May 27, 2017, 04:58:36 pm
Just because I forgot it existed and it isn't in the first post a quick tool people might find useful.

The Dom4 Mod Inspector (https://larzm42.github.io/dom4inspector/)

It has a number of mods built right in and you can select a mod you have locally and it will load that up as well. Just click [load mods] and select the mods you want to view (in this case Worthy Heros 5.5) and load it. A good way to check over stuff all at once like what the magic paths are on your nations selection of pretenders.
Title: Re: Dominions 4 Round 27 - Setup
Post by: ThtblovesDF on May 28, 2017, 07:02:02 am
First Post Updated, I settled on Lanka - Welcome Darkwind3

Alright, we have 9 players, so I'd suggest a Map around 110 - 150 Provinces total, very open to suggestions.

Game is still open for anyone that wants to join.


As for nations, I think with 3 (possible) undead spammers, at least the underwater areas will stay intresting.

Title: Re: Dominions 4 Round 27 - Setup
Post by: Jilladilla on May 28, 2017, 11:10:03 am
As for nations, I think with 3 (possible) undead spammers, at least the underwater areas will stay intresting.

Regular Skelespam yes, but with the current roster Fomoria would be the only one able to get down there in the first place.
And having to equip each and every mage with waterbreathing makes things so much less efficient, not to mention that skeletons are poor amphibians.

Keep this in mind when choosing a map, while Fomoria is only quasi-amphibious at best, a large ocean would heavily benefit them.
(That said, don't avoid maps with water, just don't pick one with a giant ocean meant to house an entire underwater nation or two!.. Unless we get an underwater nation joining up, then never mind, bring on the water.)
Title: Re: Dominions 4 Round 27 - Setup
Post by: Il Palazzo on May 28, 2017, 11:16:58 am
By Jove, I might actually want to join. As them monkeys - Kailasa? (it's been a while)
Uh, if I can install the game first. I heard Desura is gone (yes, it's been a longer while). Can I recover the purchase I made there, somehow?
Title: Re: Dominions 4 Round 27 - Setup
Post by: ThtblovesDF on May 28, 2017, 01:34:00 pm
If you got the key, it could work on Steam and they send out a email about it like a year ago with instructions?
Title: Re: Dominions 4 Round 27 - Setup
Post by: Il Palazzo on May 28, 2017, 02:42:35 pm
Huh. Nope. I ain't got either. Just the purchase confirmation email, but there's no key in there.
Oh well. Never mind me, I probably won't be playing then.
Title: Re: Dominions 4 Round 27 - Setup
Post by: Gigalith on May 28, 2017, 03:00:23 pm
It'd be slightly larger than 150 provinces, and we don't quite have the recommended player count, but Ragnarok Comes (http://z7.invisionfree.com/Dom3mods/index.php?showtopic=3082) looks really cool. I don't think we have any cave nations, so the large cave system shouldn't be that big of an issue.
Title: Re: Dominions 4 Round 27 - Setup
Post by: AlStar on May 28, 2017, 11:37:20 pm
It'd be slightly larger than 150 provinces, and we don't quite have the recommended player count, but Ragnarok Comes (http://z7.invisionfree.com/Dom3mods/index.php?showtopic=3082) looks really cool. I don't think we have any cave nations, so the large cave system shouldn't be that big of an issue.
My only (minor) quibble with that map would be that we're currently playing on it in Round 26, and seems like it could be overly large for 9.

No, the only true answer is... Feast of the Gods!  :P
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 27 - Setup
Post by: ThtblovesDF on May 29, 2017, 02:14:49 am
You can write the Dominions support, afterall you have your purchase confirmation email - attach that and write them, dominion sales are still somewhat rare and it is still a great game.

While Feast looks tasty and the talks of "get out of my salad" would be amazing, I'm going to offer some other suggestions and start a poll : )

(working on it right now)

Peliwyr (129+17) (Full Wraparound)
https://steamcommunity.com/app/259060/discussions/3/540744934296679478/
Spoiler (click to show/hide)

Tearror Lakes v 2.0, 130 land + 14 cave + 24 sea
https://steamcommunity.com/app/259060/discussions/3/1843493219431833756/
Spoiler (click to show/hide)

Scareyeland, 118 land + 15 sea
https://steamcommunity.com/app/259060/discussions/3/135508489636518139/
Spoiler (click to show/hide)

The Deep Well (112+13) wraparound
https://steamcommunity.com/app/259060/discussions/3/144512942751212040/
Spoiler (click to show/hide)



Shadowshore 120 land provinces, 13 sea. Suitable for 8 - 14 players, max one of them underwater.

http://z7.invisionfree.com/Dom3mods/index.php?showtopic=491
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 27 - Setup
Post by: Karlito on May 29, 2017, 03:47:49 pm
9 is also a suitable number for that map generator I posted in the main dominions thread. Can't post any example maps from my phone, but maybe someone else could check it out.
Title: Re: Dominions 4 Round 27 - Setup
Post by: E. Albright on May 29, 2017, 04:34:23 pm
Regular Skelespam yes, but with the current roster Fomoria would be the only one able to get down there in the first place.
And having to equip each and every mage with waterbreathing makes things so much less efficient, not to mention that skeletons are poor amphibians.

Thtb's bread and butter in round 4.26 has been bands of mound kings with amulets (and in extremis, acorns), with and without mage support. Even just 20 chaffs at the start and 5 per round for 50 rounds is painful, but when you start getting into (40 + 10 x 50) to (80 + 20 x 50) territory it starts getting hard to deal with even with your own mage/priest support, and poor amphibiousness won't do that much to blunt sheer weight of numbers. Ofc, if you're UW sharking is an option that would help a lot, so there is that...
Title: Re: Dominions 4 Round 27 - Setup
Post by: ThtblovesDF on May 30, 2017, 11:29:40 am
Voting will end in 12 hours, currently Tearror Lakes is winning.

Thrones will be:

5 of lvl 1
3 of lvl 2
3 of lvl 3

10 Points to win
20 points total

Using the map as it is on lamaserver
https://drive.google.com/file/d/0B1rbuThXE8aNZGZOMzNvUHZ1WG8/view?usp=sharing
Title: Re: Dominions 4 Round 27 - Setup
Post by: Karlito on May 30, 2017, 11:43:19 am
That's a pretty large number of throne provinces.
Title: Re: Dominions 4 Round 27 - Setup
Post by: ThtblovesDF on May 30, 2017, 11:44:19 am
True, do you have a suggested split in mind?
Title: Re: Dominions 4 Round 27 - Setup
Post by: Karlito on May 30, 2017, 04:26:45 pm
I'd say no more than 10% land provinces should be thrones. Honestly like 9-10 with a mix of level 3s and 2s or a few more mostly level 1s seen managable.
Title: Re: Dominions 4 Round 27 - Setup
Post by: ThtblovesDF on May 30, 2017, 05:13:34 pm
Well with the previous ratio 12 provinces would be thrones provinces, with 144 land provinces, so less then 10%

I changed it to:

4x lvl 1 thrones
3x lvl 2 thrones
2x lvl 3 thrones

For a total of 9 Provinces, 16 Points and 8 to win

Feel free to start sending in your pretenders.

I left 2 extra slot for possible late joiners, last chance.

http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound427

Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: AlStar on May 30, 2017, 05:50:45 pm
Hinnom's god has been submitted.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Akhier the Dragon hearted on May 30, 2017, 05:52:11 pm
In as well
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Jilladilla on May 30, 2017, 06:29:08 pm
Just sent in my Pretender for Ermor (Non Zombie Apocalypse Edition)

May the battles ahead be interesting.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Gigalith on May 30, 2017, 06:39:56 pm
I'm in.

I'm not sure which pretender I actually sent in, but I'm in.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Jilladilla on May 30, 2017, 09:28:14 pm
I'm in.

I'm not sure which pretender I actually sent in, but I'm in.

Just do what I do and make a new Pretender for every game, even if it's a copy/paste, just so you can confirm you got the right one by the timestamp on the file.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: ThtblovesDF on May 31, 2017, 08:08:19 am
Send my pretender in, after many tries I went with the good old "fuck it I'll figure it out as I play" style of planning.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Gigalith on May 31, 2017, 08:29:14 am
I'm in.

I'm not sure which pretender I actually sent in, but I'm in.

Just do what I do and make a new Pretender for every game, even if it's a copy/paste, just so you can confirm you got the right one by the timestamp on the file.

Well, I was actually unsure which one I wanted, anyway, so I just choose randomly. ;D
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Akhier the Dragon hearted on May 31, 2017, 03:50:26 pm
Send my pretender in, after many tries I went with the good old "fuck it I'll figure it out as I play" style of planning.

Ah yes, my preferred strategy.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Jilladilla on May 31, 2017, 04:22:07 pm
Send my pretender in, after many tries I went with the good old "fuck it I'll figure it out as I play" style of planning.

But... But... The planning is the fun part!!

(Saying this as the person who can and will spend hours going through every available spell and item to come up with a cohesive strategy to the current situation.)
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Cthulhu on May 31, 2017, 04:30:33 pm
I've got a guy but I'm looking at him and kind of confused.  Why would I have 6 earth for Fomoria?  What are they gonna be doing with EBDW?

Finding things like this makes me realize how fucking bad I am at this game.

Adjusted and sent.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: AlStar on May 31, 2017, 05:22:08 pm
I've got a guy but I'm looking at him and kind of confused.  Why would I have 6 earth for Fomoria?  What are they gonna be doing with EBDW?
Virtually all of the Fomorian mages are sacred, so it's not an entirely bad idea to give them reinvigoration.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Happerry on May 31, 2017, 07:24:14 pm
Pretender sent in. We'll see if I messed up in game I guess.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Karlito on May 31, 2017, 08:06:55 pm
I mentioned this earlier, but I still won't be able to submit for about a week.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: ThtblovesDF on June 01, 2017, 02:13:26 am
Yeah absolutly no rush with anything here guys.

@Jilladilla: You are quite right and given more time I will fail at many early expansions in many AI games, but it's also fun to just work with what you have. If I give myself to much time I start planning what the other nations will do and just keep dom4 inspector open 24/7...

I think its called choice fatigue?
Title: Re: Dominions 4 Round 27 - Setup
Post by: Jilladilla on June 02, 2017, 07:25:59 pm
I left 2 extra slot for possible late joiners, last chance.

A little late to say this, but perhaps you should edit the thread title name thingy?
It's usually a little late to join up once we get to the submit pretenders stage after all, and some potential new guys might not even bother to look as a result.

Well, that is if we still want those +2 people joining in.
Title: Re: Dominions 4 Round 27 - Submit Pretenders
Post by: Akhier the Dragon hearted on June 02, 2017, 07:33:50 pm
I think it is fine. If someone shows up and read the thread enough to realize we have spots open and then wants to join that is cool but if not I think we have a good number of people.
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: ThtblovesDF on June 04, 2017, 07:54:04 am
Most of us think they are bad for some reason, curious poll results.

Anyway, I updated the title - we are in no rush and until Karlito is ready you can try different pretenders till everyone feels comfy.
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Karlito on June 04, 2017, 08:54:29 am
Most of us think they are bad for some reason, curious poll results.

Sandbagging (https://en.m.wikipedia.org/wiki/Sandbagging).

Anyway, thanks for waiting. I'll try to have it up Wednesday evening. Already know my build, just have to think up a name on the flight home.
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Akhier the Dragon hearted on June 04, 2017, 08:54:36 pm
I'm just honest with myself. I am good up till late game then I just belly flop.
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Darkwind3 on June 05, 2017, 12:04:52 am
I'll try to have my pretender in Monday night. I had hoped to test it a little more over the weekend, but I've been busier than I expected. Sorry folks.
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: ThtblovesDF on June 05, 2017, 10:40:53 am
No rush.

I really only succeed if I have at least 1 player I can lean on during mid/early game, I usually figure something cool out given enough time.
Maybe my broken english makes me look a bit "special" and I slip past the radar sometimes, who knows.


Anyway, usually these threads tend to be a bit silient as none wants to give away to much real information. Would be more fun to have open and honest banter, but for that one would basically have to turn score graphs on...
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Jilladilla on June 05, 2017, 05:50:39 pm
broken english
Better than some people who have it as their only language, so don't worry!
(I've never noticed it being broken)
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Karlito on June 08, 2017, 10:22:08 am
My pretender is in (finally)!
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Jilladilla on June 08, 2017, 12:51:52 pm
Welp, that seems to be everybody (double check to be sure though), so it looks like we can start any moment, unless anyone has any last minute objections?
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Il Palazzo on June 08, 2017, 12:55:33 pm
uh, can you, like, wait a few more hours? I might be able to recover the game.
I've literally just now noticed I had a copy installed on one machine. So given I manage to transfer it to to Steam, then I'd be happy to join. (it'd take me some extra time to send in a pretender)

ok, I've got it working.
I think I'll try the Telkhine guys. Seems like the better choice to try something new than reheat the same old-and-tried Kailasa approach. Unless somebody objects to having a water nation in the game.
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Karlito on June 08, 2017, 03:54:15 pm
Should be fine. A couple people have uw access.
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: Il Palazzo on June 08, 2017, 04:11:32 pm
Ok, it's in. All hail Maggie Thatcher. Hide your Falklands and mines.
Title: Re: Dominions 4 Round 27 - Submit Pretenders - Last chance to join!
Post by: ThtblovesDF on June 09, 2017, 06:05:18 am
Alright, I'm starting then : ) - Good luck
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 09, 2017, 07:47:09 am
The die is cast, the game is set. Once more the cycle of infinite madness spins on.
I wish you all good luck in the times to come.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 09, 2017, 08:24:29 am
Turn 2 is when it all becomes real, since that's when you get to see just how screwed you are by the initial indy placement.  ("Oh, nothing but knights and barbarians? Joy!")

Edit: ah, top of the page - well then.

Good Luck All, and May the Best God Win!
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 09, 2017, 10:08:48 am
("Oh, nothing but knights and barbarians? Joy!")

I would actually be thrilled to see barbarians around me, no shields + minimal armor is just asking to be filled with javelins! As for Knights... Point.
(PS: After playing Sceleria, not having to pay for the lorica segmentata all their troops are equipped with is a great relief...
No seriously, it's greatly overpriced even compared to the equivalent common armor. The lorica squamata and hamata don't have that issue)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Gigalith on June 09, 2017, 05:14:41 pm
Turn 2 is when it all becomes real, since that's when you get to see just how screwed you are by the initial indy placement.  ("Oh, nothing but knights and barbarians? Joy!")

Alternately, for those brave souls who send their SC pretender out turn one, it may become very real on turn two.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Darkwind3 on June 10, 2017, 05:43:23 pm
(PS: After playing Sceleria, not having to pay for the lorica segmentata all their troops are equipped with is a great relief...
No seriously, it's greatly overpriced even compared to the equivalent common armor. The lorica squamata and hamata don't have that issue)
Shadow Vestals don't have lorica segmentata, though?

Bear with me here, but what's going on with the "Pretenders of the world" screen? I thought that even with score graphs disabled you could at least check out the funny things other players named their pretenders. It's been long enough I could be misremembering, though.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 10, 2017, 06:37:23 pm
Wew, good timing, just checked in to see if we were starting.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 10, 2017, 07:02:55 pm
(PS: After playing Sceleria, not having to pay for the lorica segmentata all their troops are equipped with is a great relief...
No seriously, it's greatly overpriced even compared to the equivalent common armor. The lorica squamata and hamata don't have that issue)
Shadow Vestals don't have lorica segmentata, though?
Cap-Only sacreds that rely entirely on their ethereality to survive. Also fairly heavy on the gold for a unit that rapidly folds when magic gets involved
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Karlito on June 10, 2017, 07:31:03 pm
Bear with me here, but what's going on with the "Pretenders of the world" screen? I thought that even with score graphs disabled you could at least check out the funny things other players named their pretenders. It's been long enough I could be misremembering, though.

I thought the same. Is it possible we're set to all info disabled instead? I guess the only way to find out is if someone gets spies (pretty rare in EA, I believe).

Anyway, here's a list of pretender names from the turn 2 prophet announcements:
Ermor: Nirnokastrol
Marverni: Cynosure
Sauromatia: Avatre Dragonheart
C'tis: Biting Political Commentary
Tir na n'Og: Deirdre
Fomoria: Balor
Lanka: The Great Bay
Hinnom: Howaitoburu
Therodos: Maggie Thatcher
Ur: [not yet announced]
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 10, 2017, 09:16:20 pm
the names Avatre Dragonheart, named after my last name and the name of a character from a book I like.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Darkwind3 on June 11, 2017, 01:42:59 am
(PS: After playing Sceleria, not having to pay for the lorica segmentata all their troops are equipped with is a great relief...
No seriously, it's greatly overpriced even compared to the equivalent common armor. The lorica squamata and hamata don't have that issue)
Shadow Vestals don't have lorica segmentata, though?
Cap-Only sacreds that rely entirely on their ethereality to survive. Also fairly heavy on the gold for a unit that rapidly folds when magic gets involved
Fair enough. I thought we were talking about the expansion phase, where Shadow Vestals really shine with a decent bless, but they do drop off in usefulness once you start fighting other players.

Much unlike Serpent Dancers, who are, of course, practically invincible throughout all stages of the game, which is why I've definitely invested in a triple-bless to maximize their value. It'll pay off, you'll see, you'll all see!
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 11, 2017, 03:51:55 am
D: aw, shucks. Shitty thrones and none underwater.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Gigalith on June 11, 2017, 06:16:37 am
Ur worships the great and all-powerful Farmer Brown.

In retrospect, I probably should have prophetized. :(
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 11, 2017, 08:01:06 am
There isn't much else to do turn 1, is there?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 11, 2017, 08:04:28 am
If your nation has a strong priest* you plan to recruit in the first few turns then you want to hold on. Otherwise making either your commander or scout your prophet is generally a good thing. Commander for the ability to boost troop morale and scout to do sneaky preaching.

*Strong meaning a priest that has 3 or more holy magic so they get the +1 to it instead of being set to 3
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 11, 2017, 08:12:54 am
How the heck did LIZARDPEOPLE CONTROL THE GOVERNMENT get 23 kills already? Go up against a bunch of undead?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 11, 2017, 08:25:06 am
Could have been sent out on the first turn instead of waiting for info. Risky move if so but apparently it panned out.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 11, 2017, 08:31:14 am
That'd be remarkably risky, since it would mean that they wouldn't have even waited for becoming a prophet, and would have had to kill 23 units in hand-to-hand combat (Pretenders can't get into the Hall of Fame, so it's not that LIZARD... is a dragon or something.)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 11, 2017, 08:39:52 am
Ah, yes I missed the prophet thing. Yeah, he likely just hit some undead with mass banishment as that is about the only way to get that many kills with a starting commander.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 11, 2017, 08:52:51 am
Pretenders can't get into the Hall of Fame
I thought they could, only never received heroic promotions in the process?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 11, 2017, 09:09:57 am
Pretenders can't get into the Hall of Fame
I thought they could, only never received heroic promotions in the process?
Just tested by making an awake Linnormr pretender and having it tromp around killing dudes. After two turns, it's taken two provinces, but only my prophet (who has taken part in a single battle) shows up in the Hall of Fame. So no, pretenders can't show up in the Hall at all.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 11, 2017, 10:03:24 pm
Hmm... 7 hours left, and C'tis and Lanka still haven't sent their turns in... Maybe we should give them an extension?
Darkwind3, Thtblov- Oh hey Thtbloves is in charge of the extending isn't he?... Welp.. I'll throw them a PM I guess..
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 12, 2017, 02:22:13 am
Thanks for the reminder Jilladilla : )

I manged to have bad events already, yay... and I can see enemy dominion quite close. ~gulp~
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Happerry on June 12, 2017, 04:08:53 am
I got visited by the Spring Fairy!
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 12, 2017, 10:51:18 am
Wow, we're pretty tightly packed in here.

Rather surprised that you managed to avoid a wound there Darkwind3 - I thought for sure when the vine arrow hit.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Karlito on June 12, 2017, 11:14:28 am
Wow, we're pretty tightly packed in here.

It's the high connectivity what does it. Every province has six neighbors, so the shortest path between any two provinces is pretty dang short.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 12, 2017, 11:18:50 am
I got visited by the Spring Fairy!
Since it's summer already, I'm going to assume it left you a dollar under your pillow, for each spring that fell out of your mattress.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 12, 2017, 12:03:18 pm
Wow, we're pretty tightly packed in here.

Agreed. It's very cramped.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 12, 2017, 02:57:17 pm
It's a little tight.

I also don't like how province borders aren't marked, combined with wraparound vertigo this map is disorienting as hell.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 12, 2017, 03:17:40 pm
It's a little tight.

I also don't like how province borders aren't marked, combined with wraparound vertigo this map is disorienting as hell.
There should be a version of the map available with borders (it also shows where mountains and rivers are) in the zip file - I know, since that's what I'm using. It's just a matter of renaming the image file.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Gigalith on June 12, 2017, 03:42:03 pm
I can't tell which of the maps I like better. The borders are a little ugly, but it gives it an old hex-and-counter wargame feel. Without the borders, it's prettier, but it's a little hard on the brain.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Karlito on June 12, 2017, 03:46:54 pm
The function to show province connections (hotkey 8) is almost necessary if you use the borderless map
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Darkwind3 on June 12, 2017, 11:55:20 pm
Well, I screwed my expansion up bigly.

Could I suggest a 26h-28h turn timer? I'm not a big fan of the gradual creeping of the turn interval that happens on 24 hour timers.

As for the borders, given that I keep province connections on at all times anyways, it hasn't been too difficult for me to wrap my head around, so i haven't bothered replacing the borderless map (which is indeed very pretty).
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 13, 2017, 12:21:29 am
So fucking cramped though.  My expansion's been going fine so far, except there's almost nowhere to actually expand.  I've got two neighbors and two thrones and a lot of dismal useless territory in between.  I'd be spooked if my expansion parties weren't so stronk.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 13, 2017, 12:56:59 am
Well, I screwed my expansion up bigly.

Could I suggest a 26h-28h turn timer? I'm not a big fan of the gradual creeping of the turn interval that happens on 24 hour timers.

As for the borders, given that I keep province connections on at all times anyways, it hasn't been too difficult for me to wrap my head around, so i haven't bothered replacing the borderless map (which is indeed very pretty).

I second the 26-28ish hour turn timer, a 24 hour timer can be an ever tightening noose to some people...

(Also what's with all the complaints with the map? Wraparound is the only confusing thing about it here, and 2-way wraparound tends to do that to me anyway!)

(P.S. Cthulhu, don't you have an ocean to expand into if push comes to shove?.. Fomoria is quasi-amphibious after all... And I'm pretty sure you get a coastal start.)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 13, 2017, 01:09:50 am
The cost of entry is pretty high, our only amphibious commander is an expensive cap-only STR, but yes, we are technically quasi-amphibious.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 13, 2017, 01:16:48 am
The cost of entry is pretty high, our only amphibious commander is an expensive cap-only STR, but yes, we are technically quasi-amphibious.
Expensive cap-only STR who can grant a small squad of guys waterbreathing!
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 13, 2017, 01:35:48 am
(Also what's with all the complaints with the map? Wraparound is the only confusing thing about it here, and 2-way wraparound tends to do that to me anyway!)

First off the tiles don't have borders if you haven't renamed/deleted the original .tga file and then renamed the second one that came with it to the originals name. Even with the borders though it doesn't look the best that way though it does make rivers and mountain passes easier to tell.

Secondly because it is a hexagon grid, even though the number of tiles are similar to other maps for this many players, it is a lot more cramped. My expansion party went straight from my capital and accidentally took a tile adjacent to another capital. My scout went in another direction and has already seen another capital. Even with the rivers and mountains because of the regularity of the connections the map doesn't have any really good choke points to slow down movement between nations.  It does remove the nasty thing were a player ends up with a capital with only two or three connections and either they have a stronghold or they can't leave their capital in the first few turns because every tile they can get to is packed with heavy knights.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 13, 2017, 01:57:45 am
Yeah, it reminds me of the cartographic revision maps.  Aside from shitty provinces like swamps and wastelands and the two big lakes there's barely any real landforms going on here.  It's just a bunch of hexes next to each other.  A continent-shaped map with the same number of provinces would feel bigger because it's stretched out over various deformations and elongations and such.  Here, every province is connected to six other provinces so the same number of provinces covers much less space than you'd think.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 13, 2017, 02:17:48 am
There aren't even tiles that don't connect on one of their sides. Everything connects, even if it is by mountain pass or river. This map gives a "fair" place to play with everyone getting about the same play field. Sadly fair isn't always fun or a nice place to play. I think this map will be alright but next round I join won't have a hex map like this one.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 13, 2017, 02:25:49 am
Hosting Intervall updated to 29 hours, reminders at 18 left.

I'm feel bad about the map issues, the votes where pretty close and all that.

I guess I got a bit more lucky with less close capitals...

Soft reminder that we have a silly "dont storm the enemys capital for X turns" rule (like 10?)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Happerry on June 13, 2017, 02:36:26 am
Honestly the map seems fine to me. But then I'm one of the people who have always played with Province Connections turned on. I'm gonna save the complaining until we find out how tight the borders end up at least.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 13, 2017, 02:40:23 am
The map isn't bad. It just isn't to the taste of some people.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 13, 2017, 03:09:33 am
It won't be as bad once the stragglers have been gobbled up and the remainder have more breathing room.  Just think of it as an anti-stalling feature.  The first ten turns are always so boring.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 13, 2017, 04:52:34 am
The cost of entry is pretty high, our only amphibious commander is an expensive cap-only STR, but yes, we are technically quasi-amphibious.
Please, be mindful of the undead in those lakes.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 13, 2017, 05:48:01 pm
An event gave me a peasant commander, leading an army of 6 goats... thanks?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 13, 2017, 06:03:34 pm
I was wondering why you had goats.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: E. Albright on June 14, 2017, 05:48:41 pm
I think this map will be alright but next round I join won't have a hex map like this one.

This is exactly why round 26 turned into round 26a. We started with one of Pymous's lovely hexy maps, but the inter-connectivity was absurd. These maps are fine for certain types of play - if you were playing a blitz they'd be great, because they're easy to balance and the connectivity ensures everyone is close together so it's harder to drag out. However, they really underscore that there's a lot more to map design (particularly in terms of how many players can be supported) than balance and number of provinces.

It's not just that every map is not to everyone's taste, but they're also not suitable for every meta. Maps which form densely connected graphs reduce distance between nations a ridiculous amount, and also fundamentally change the impact of fliers and spell ranges. Number of provinces is the customary metric for measuring how many players can be supported, but it would be wonderful if the community would give average province connections as well. A 150 province map with exactly 2 connections for every province is nothing like one with exactly 149 connections each...
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 14, 2017, 07:34:05 pm
I have a feeling this is going to end with a lot of ground-down irrelevant nations to get gobbled up by the ones that got lucky or avoided conflict.  Basically Thunderdome.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Gigalith on June 14, 2017, 07:58:52 pm
On the subject of weird maps, for a long time I've wanted to make a four-dimensional map I think of Tartarian Tesseract, a simple 3^4 or 4^4 (or even 5^4) grid where each province connects in each of the eight adjacent directions. Among other things, it would make borders difficult, since there's eight ways into every province. Unfortunately, I figure I'd have to write a script to actually wire the dang thing together.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 14, 2017, 08:03:23 pm
Displaying a map like that in a way that's playable would probably be challenging.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Gigalith on June 14, 2017, 08:10:54 pm
Not necessarily. Basically, you'd have, say, a four by four grid of four by four grids. You can either move up, down, left, or right on the same grid, or to the same square on a different grid up, down, left or right. This game (http://www.chessvariants.com/3d.dir/timeline.html) uses boards in this fashion, if you can't picture it from my description.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Karlito on June 15, 2017, 12:41:18 am
Number of provinces is the customary metric for measuring how many players can be supported, but it would be wonderful if the community would give average province connections as well.

I was thinking about writing a tool (if none such already exists), that would parse through map files and give you that kind of information.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Darkwind3 on June 15, 2017, 01:00:29 am
For my part, I voted for this map but hadn't really considered the layout so much as simple province count. When I was testing my expansion strategy I pretty quickly realized that an open, densely-connected map like this really rewards fast expansion, even moreso than usual.

I hadn't considered how the impact of flying troops would change, but now that E. Albright's mentioned it I can't help but feel a little glad nobody picked a flying nation. Just thinking about the mobility of zotzes on this map makes me shudder...
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 15, 2017, 01:59:23 am
Yeah, maybe next match we should not go with something like this...

But either way, I don't mind much, doing fairly well I feel, despite not having N9 blessed giants or any fancy bells and whistles on my troops.

I am starting to have some regrets for not bringing Titanaconda to this match though... He's so darn good at expanding...
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 15, 2017, 02:06:00 am
Next level strats:  Name your pretender Python no matter what it is.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 15, 2017, 03:24:40 pm
To join the bitching, I don't even have my cap-circle yet and am already encircled with only 2 neutral provinces remaining. Oh well...
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 15, 2017, 03:55:14 pm
If it came to a vote for restart with a new map, I would vote yes. 
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 15, 2017, 04:10:35 pm
If it came to a vote for restart with a new map, I would vote yes. 
For the record, I don't mind either way.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 15, 2017, 04:29:57 pm
If it went to a vote I would vote for a restart with a better map.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Karlito on June 15, 2017, 04:33:16 pm
To join the bitching, I don't even have my cap-circle yet and am already encircled with only 2 neutral provinces remaining. Oh well...

I wouldn't be super opposed to a new map, though I'd probably vote no if it came to it. To be frank though, if you still haven't taken the 6 provinces around your capital by turn 8, then your expansion strategy needs work. A new map may help with some things, but getting beat by independents isn't one of them. :P
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 15, 2017, 04:40:18 pm
To join the bitching, I don't even have my cap-circle yet and am already encircled with only 2 neutral provinces remaining. Oh well...

I wouldn't be super opposed to a new map, though I'd probably vote no if it came to it. To be frank though, if you still haven't taken the 6 provinces around your capital by turn 8, then your expansion strategy needs work. A new map may help with some things, but getting beat by independents isn't one of them. :P

If one of the provinces has indy defenses that wouldn't be out of place on a throne then it's understandable. It does happen.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 15, 2017, 05:20:32 pm
I have two water provinces, two 60+ barbarians, and a swamp in my cap circle.  Of the remaining options one is blocked from further expansion by a river and the other leads directly to other nations.  I also have two thrones just outside my cap circle, to complete the minefield of ded expansion parties.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 15, 2017, 05:37:25 pm
I wouldn't be super opposed to a new map, though I'd probably vote no if it came to it. To be frank though, if you still haven't taken the 6 provinces around your capital by turn 8, then your expansion strategy needs work. A new map may help with some things, but getting beat by independents isn't one of them. :P

Heavy cav, a Throne, and rivers meant I didn't have much of a chance. The fact that I also managed to accidentally take the tile next to someone else's capital within the first few turns also doesn't help.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Darkwind3 on June 16, 2017, 01:01:42 am
I lost my first expansion party to the second indy province it attacked and another routed relatively early on (but with minimal losses), but I've had no serious difficulties with expansion that don't involve my own mistakes and I'm pretty sure my capital is at least 3 provinces away from the closest other player's capital. It does sound like there are some problems with uneven quality and distribution of capital sites.

For what it's worth, I'm in favor of seeing how this plays out, but then I'm not one of the ones who have been negatively impacted.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 16, 2017, 01:16:06 am
I mean thunderdome can be fun but I think at least half of the current players are going to be dead or irrelevant before the game really gets going, and then they're all stuck watching for the next few months until the next game comes up, unless they want to play on /domg/ or something.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Happerry on June 16, 2017, 01:27:26 am
If we loose half the players, then can't they start, like round 27-Alternative on a smaller map while the survivors keep going on this map? Personally I'm opposed to restarting, but if people would really prefer another map I won't protest.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 16, 2017, 01:37:57 am
Maybe.  We'll see what happens in the next few turns, if it really becomes a shitshow or not.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 16, 2017, 02:09:47 am
We got some power-expanders around right now (Emror and a certain green flag) - I personally just use my little monkey scouts to keep a eye open for army movement.
Last Game I overexpanded massivly early game and it really cost me, so here I'm keeping it small and dangerous.

Also, dips on 162 and 163.

As for the map - lets watch and see for 2-3 more turns (until the first player-player battle really) and then I'll throw up a poll.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 16, 2017, 03:26:32 am
How did it hurt you?  Aside from attracting the wrong kind of attention I can't see any drawbacks to expansion, if you're keeping up on your fortress network.

Besides, it's the year of our Lord two thousand seven and ten, does anybody really still fall for the "hey let's all attack the huge guy, i'll be right behind you guys" meme?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Jilladilla on June 16, 2017, 04:31:32 am
We got some power-expanders around right now (Emror and a certain green flag) - I personally just use my little monkey scouts to keep a eye open for army movement.

Really, I don't see how you've pegged me as a 'power expander'. (Also, spell Ermor right next time :/)
I would bet good money that if the score graphs were public, you would see multiple people who've captured more territory.
Not doing bad mind you, just more upper middle of the pack than #1 expander of all time. (Now if the Turn 1 Rexor's Barbarians mercenaries I bought did more than die uselessly I would see your point. (Seriously, 40 barbs, outnumbering Wolf Tribe indies... It wasn't a commander snipe. You lot really overhype barb indies I feel...))

Really, you're just seeing the results of my admittedly very successful 1st Expeditionary Force. We don't talk about the 2nd however.
(Honestly, if 'a certain green flag' is who I think it is, this seems more like an attempt to start a dogpile on your neighbors...)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Akhier the Dragon hearted on June 16, 2017, 04:35:39 am
Besides, it's the year of our Lord two thousand seven and ten, does anybody really still fall for the "hey let's all attack the huge guy, i'll be right behind you guys" meme?

The secret is to lead the charge but on the way mysteriously trip and fall so you end up 'desperately trying to catch up' which just happens to position you behind everyone else
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 16, 2017, 04:40:40 am
We got some power-expanders around right now (Emror and a certain green flag) - I personally just use my little monkey scouts to keep a eye open for army movement.

Really, I don't see how you've pegged me as a 'power expander'. (Also, spell Ermor right next time :/)
I would bet good money that if the score graphs were public, you would see multiple people who've captured more territory.
Not doing bad mind you, just more upper middle of the pack than #1 expander of all time. (Now if the Turn 1 Rexor's Barbarians mercenaries I bought did more than die uselessly I would see your point. (Seriously, 40 barbs, outnumbering Wolf Tribe indies... It wasn't a commander snipe. You lot really overhype barb indies I feel...))

Really, you're just seeing the results of my admittedly very successful 1st Expeditionary Force. We don't talk about the 2nd however.
(Honestly, if 'a certain green flag' is who I think it is, this seems more like an attempt to start a dogpile on your neighbors...)

Archer-heavy indies are gonna dick on barbs, but my faction doesn't fare as well.  If I'd remembered to go for mercs from the beginning I might've gotten something to take them on, but I forgot.  Whoops.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 16, 2017, 05:03:54 am
My intel network might be limited by the scouts/mapsize ratio, but those two are the biggest-est I can spot - one player seems to have double my provinces, too.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Gigalith on June 16, 2017, 08:29:40 am
Personally, if we might restart, I'd prefer we just had the poll right now and decide. Potentially restarting some time in the future takes the fun out of it now. :(

For what it's worth, I'd probably vote no, anyway, but I've been doing pretty well.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 16, 2017, 08:35:53 am
Personally, if we might restart, I'd prefer we just had the poll right now and decide. Potentially restarting some time in the future takes the fun out of it now. :(

For what it's worth, I'd probably vote no, anyway, but I've been doing pretty well.
Agreed. If we're going to restart, I'd like to get it over with sooner rather than later.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 17, 2017, 04:44:30 pm
(I'm guessing we're not voting then?)

Does anyone know how Therodos freespawn mechanics work, precisely? I can't find any formulas on the net, and it's vaguely confusing.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: E. Albright on June 17, 2017, 06:30:52 pm
If you mean in its most basic form, it's "if you have a fort that's not under siege, spectral peltasts, hoplites, archers (who can shoot underwater), commanders, ephors, and philosophers will spawn (roughly in that order of frequency for troops and commanders, respectively) and if the fort has a temple spectral kouretes will spawn as well (much less frequently)", and that goes for both land and sea provinces. However, I don't know the precise relationship between number of candles and number of freespawn aside from "more means more". Ephors (and other undead priests) set to summon will get one spectral troop (usually peltast/hoplite, sometimes archer, rarely kourete) per holy level, and if their holy level is above one, all the spectres spawned in a given round will be the same (so if the RNG gives a spectral prophetized ephor kouretes, you get three).

And of course, since all these wretched lost souls are conscious amphibians with Str 10-12, they're an absolute miserable bunch of vermin to root out of castles...
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 18, 2017, 01:46:38 am
No, I did mean actual formulas. I've had a 1-candle fort generate something like or 7-8 peltasts, which would be good even for my becandled home province, so it's obviously chance-based to a large degree, possibly with some soft cap. I just want to know how much one does actually gain by getting/sacrificing one extra candle when designing pretenders.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 18, 2017, 08:06:02 am
Oh, Lanka, you slanderous knave, you. 13 UW provinces is, like, twice what we've got.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 18, 2017, 08:14:41 am
You're both malakal.

I should've gone underwater.  StR isn't that bad and nemedians are really strong against therodos so I could've held my own down there.  I don't see myself lasting much longer.  For the record I had a singularly horrible starting location.  One underwater (should've gone there, but still), two 60+ barbarians.  Of the three viable provinces, one was immediately cut off by a river on three sides so it didn't go anywhere.  One led directly to two other players.  The last was a swamp, cordoned by mountains to lead to a wasteland, which led to another player.  If I'd picked somebody with more than just slingers the barbs probably would've been doable, but an awkward start either way.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 18, 2017, 09:29:17 am
I should've gone underwater.  StR isn't that bad and nemedians are really strong against therodos so I could've held my own down there.
You know there are two lakes, right? And that I'm in the other one?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 18, 2017, 09:45:08 am
How would you be so sure of that unless you have 13 provinces and can see the entire coastline?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 18, 2017, 10:38:12 am
Oh, I've spread out a bit here and there. Just not so much in the lake. The lake is scary and occupied by Marverni.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: E. Albright on June 18, 2017, 12:05:07 pm
In re: freespawn numbers... I've never seen formulas produced anywhere, and my personal experience is "it's flaky and pretty varied". Very helpful, I know.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 18, 2017, 12:56:30 pm
Given that there are 24 sea provinces and you already took plenty of land provinces...

###

There is a lot of cheeky expanding going on with people trying to encircle/cut off others from indi lands...
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Karlito on June 18, 2017, 02:00:25 pm
Oh, Lanka, you slanderous knave, you. 13 UW provinces is, like, twice what we've got.

The real criminal here is the leaker.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 19, 2017, 02:29:28 am
True, might be the biggest betrayal ever

#ever
#who trusts Il Palazzo that much?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 19, 2017, 02:47:20 am
I know I probably shouldn't say it, buut...
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 19, 2017, 03:09:38 am
Well that seems to be the end of that.

I was out of practice for expanding as Fomoria, but I dunno how much practice can get me into 60+ barbarian indies with slingers and giants.  Maybe nemedians would've done it.  Maybe I would've immediately run into lanka and ermor if I'd gotten through them. 
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Happerry on June 19, 2017, 06:34:34 am
So hey Dominions on Steam just updated to 4.31 so here's hoping that doesn't mess anything up.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 19, 2017, 12:07:46 pm
I was wondering if we could agree not to use skelly amulet assassins? These fuckers are plain broken, imo, and should be banned forever.
I'm not even sure if anyone can feasibly pull them off, but just in case...
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 19, 2017, 12:41:49 pm
Personally, sure.
I put up a poll.

Now after we have everyone thinking we are at war, wanna be besties?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Gigalith on June 19, 2017, 01:57:25 pm
I don't think we can really decide to make a ban for all future B12 games with just the players of this game. (For what it's worth, I voted "no" anyway)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 19, 2017, 03:51:27 pm
I also voted no.  It's an ecosystem, you can't take parts away from it.  You get rid of spamulet and next thing you know earth snakes are invading.

Also what about lifelong protection assassins?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 19, 2017, 03:57:11 pm
Also what about lifelong protection assassins?
The cost of entry for those are significantly higher - Construction 0, D1, 5 gems vs Construction 4, B4, 20 slaves. Personally, I think the increased time/effort needed to get them up and running offsets the OP-ness of the combo.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: E. Albright on June 19, 2017, 04:22:31 pm
On one hand, they spew out two fliers per round, which is unpleasant. On the other, you need to give your assassin something else to do (like a spamulet) or else there's a risk they'll run into melee/point blank spell range and possibly get killed once their script expires.

A very straightforward balancing to the amulet would be to make it operate on Raise Dead mechanics instead of Raise Skeletons mechanics.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 19, 2017, 10:07:11 pm
On that note, how do you protect your dudes from spamulet assassins?  Lifelong protection's the obvious choice  to instagib the assassin when they fly on him, but what about earlier?

I went AI.  If it were further in the game I would've kept fighting longer but I've got one fort and three provinces and there isn't much to do beside recruiting and hitting end turn and the AI can do that too.  I suppose I should've risked the barbarians.  Blowing my expansion party on them would've been fatal but not trying also ended up fatal, didn't it?
Title: Re: Dominions 4 Round 27 - To Glory
Post by: AlStar on June 19, 2017, 10:23:40 pm
What ended up being fatal was taking two of my cap-circle's provinces. We probably could've reached some kind of agreement if it'd just been one, but, dammit, I need those resources. Giants be wanting massive resources, dude.

(Like, seriously - don't know if you've looked into the logistics of Hinnom, but my general-commander costs 101 resources, and my blessed units are 53 each. Even my non-sacred fighters are 32 a pop... FFS, my archers are 35 resources each.)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Cthulhu on June 19, 2017, 11:11:10 pm
I am aware, that's why I was aggressive.  Hinnom tends to crash and burn early and I was hoping for a quick second fort, I figured I'd lucked out with the weakest early game nation to go against.  Underestimated the double attack and didn't have my tangle vines and skellingtons out early enough to matter when all those fucking agarthans showed up.

There was no agreement to make because I didn't really have anywhere else to go.  The only way out of my hurtbox was through the barbarians (And even that wasn't gonna go far cause of fucking rivers and mountain lines everywhere) or through you.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: E. Albright on June 20, 2017, 12:08:22 am
On that note, how do you protect your dudes from spamulet assassins?  Lifelong protection's the obvious choice  to instagib the assassin when they fly on him, but what about earlier?

The only reasonably sure tactical methods I can think of are olm/illithid bodyguards and counter-spamulets. For the latter, you have a one-turn head start so more often than not you should win the spam duel even without considering the turn limit - but this only works for non-casters since the combat AI isn't a big fan of having mages use items. Bottled water or acorns on a caster with decent evocation could possibly do it, as could flight if you're thuggish enough. Trampling, too - either on the would-be victim or their bodyguard.

Outside of that, it's all general anti-assassin strategic ploys.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 20, 2017, 01:47:53 am
Trampling, too - either on the would-be victim or their bodyguard.
I remember my elephant bodyguards doing jack shit against you skelly assassin spam, Mr. Albright. (way back when)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Karlito on June 20, 2017, 01:53:05 am
There was a nation-gen game a while back where my skelly spam assassins were wholly ineffective against the opposing hoburg chariot commanders.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 20, 2017, 03:55:05 am
Nation Gen is silly...

(Round 26 especially is strange, how am I still alive)

And for this round, whoever holds 78/79, do not let Il Palazzo cross into the other water area, he would hold 20+ provinces that noone can really contest at this point.
Title: Re: Dominions 4 Round 27 - To Glory
Post by: Il Palazzo on June 20, 2017, 04:42:13 am
Yeah, nice try, but neither is true. I don't have that many, and have you seen Tir Na N'Og? I'm pretty much stuck with the lake and part of its shores, and already border them from both sides.

But hey, why won't you tell us about your province count? I hear you've got 30+ provinces and nobody can compare at this point. (see, I also can do fake news)
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 20, 2017, 04:56:06 am
Cap Circle +3, rocking that shit-show like a boss- and its different, you know, you being underwater and there being 24 underwater provinces. The Map is evidence
Title: Re: Dominions 4 Round 27 - To Glory
Post by: E. Albright on June 20, 2017, 11:51:45 am
I remember my elephant bodyguards doing jack shit against you skelly assassin spam

IIRC, they did better than the non-pachyderm bodyguards and may have killed one or two of the assassin horde - which were inferior casters-with-spamulets, mind you, so you weren't "enjoying" the full effect since they'd go off script and cast the fatigue-expensive spell versions instead of just summoning 1 skelly per round every round until the end of time/combat.

There was a nation-gen game a while back where my skelly spam assassins were wholly ineffective against the opposing hoburg chariot commanders.

4.10 IIRC. And yes, they were useless against those. Those damned hoburgs were just plain nightmares to fight; if they hadn't had strategic problems and unreliable allies I would have died a painful early death that round.

I also want to say my lizard scion chariot commanders in that round ran over more than a few assassins.

(Round 26 especially is strange, how am I still alive)

Spamulets OP pls nerf. That's it right there. Honestly, just doubling (or still reasonably, tripling) the price tag would go a long way, and wouldn't be out of keeping with some other stuff where you pay more for something with low research. The amulet has lower research than the spell it casts, after all...
Title: Re: Dominions 4 Round 27 - To Glory
Post by: ThtblovesDF on June 21, 2017, 02:13:46 am
I can make 1 amulet for 1 death gem in round 26 (after investing in a hammer) - no nation in Vanilla can do that, unless you play one of like 4 specific nations that actually have a forge bonus, then empower one, give it a hammer and slowly go to town.


So I have plenty of scout monkeys (20 gold is a ok price) and they tell me that at least 2 players have intentionally moved nearly all there troops to my border.
No need to panic... getting group ganked early game is what we trained for last round...

Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Darkwind3 on June 21, 2017, 01:50:38 pm
Can I have a 12 hour extension? I've got an eight-hour flight today and I'm not sure I'll have time to play through my turn until I'm at my destination. Sorry folks!

I can make 1 amulet for 1 death gem in round 26 (after investing in a hammer) - no nation in Vanilla can do that, unless you play one of like 4 specific nations that actually have a forge bonus, then empower one, give it a hammer and slowly go to town.
You're right that no nation in vanilla can make amulets for 1 death gem, but both EA Machaka and LA T'ien Ch'i have Death mages with fixforgebonus 1, so they can churn out amulets for 2 gems each with a hammer. Getting assassins might be more difficult, though.

1 in 40 Talmai Elders have Death magic, too, but if you're playing Ashdod there are dramatically more worthwhile things to do with those commanders.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Karlito on June 21, 2017, 02:22:47 pm
Speaking of extentions, I'll be out of internet range all weekend, so I'd appreciate delaying the game. I feel bad doing this just as things are getting interesting, but I guess y'all can use the extra time to plot against me.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on June 21, 2017, 02:25:20 pm
In the meantime, can the remaining players please vote on skelly spam assassins? (only yes/no matters, treat the particular phrasing in the poll as just for emphatic purposes)
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Cthulhu on June 21, 2017, 07:37:48 pm
I voted no, but your arguments have convinced me.  Move a no over to yes when you're tallying.

Does that include using indie scouts with amulets to ward off solo erfsneks?
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on June 22, 2017, 03:13:51 am
Erfsneks?

Extension granted btw. New hosting is sometime friday.

I tend to treat Victory (much like in Magic EDH games) as a soft goal and whatever happens during the game produces the main goal. Mostly being spiteful and vengeful, anyone else share that?
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Cthulhu on June 22, 2017, 05:13:40 am
Indie scouts set out of fear range with skull talismans can solo earth serpent.  He kills them too slowly and even with reinvig he'll eventually fatigue out and start taking crits.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Jilladilla on June 22, 2017, 05:15:26 am
Erfsneks?

Extension granted btw. New hosting is sometime friday.

I tend to treat Victory (much like in Magic EDH games) as a soft goal and whatever happens during the game produces the main goal. Mostly being spiteful and vengeful, anyone else share that?
I agree 100%.
It's not about the destination, it's about the journey.
Winning is nice, but is it truly the memorable part of the game? Well, unless you did something absolutely insane to get it, that's fairly memorable.

(Also I think he means Earth Snakes? Yeah, I could see how an Indy Scout or 2 could hold one off, if it was alone. Although autorout is a thing...)
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on June 23, 2017, 03:09:41 am
Aha Turn 18, what could go wrong.

Oh...

Spoiler (click to show/hide)

Oh no...

I'm going back underwater for the next game if this is what happens every game now


At least there is only 3 of you and you can't take my Capital in the near future.

Seems bad news for the other players thou, seeing how 3 (4?) large players are already sharing a bed.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Karlito on June 23, 2017, 06:51:08 am
Didn't get this turn early enough, so no submission by me until Sunday.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Happerry on June 23, 2017, 05:27:38 pm
I personally have no opinion on skellyspam amulets, I haven't really ran into them in MP yet.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Jilladilla on June 25, 2017, 01:53:56 pm
A reminder for those of you who've been taking a break from this over this weekend (Which, to be fair, includes me.):

You only have about 17 hours and 30 minutes from the time this post was made to get that turn in. No rush, but just trying to make sure no one completely forgets and is aware of the deadline closing in.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Karlito on June 25, 2017, 09:45:41 pm
Thanks for holding up the game for me. I have returned from the wasteland province, and sent in my turn.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Jilladilla on June 26, 2017, 03:14:26 am
....Sorry, passed out at my laptop mid-turn... It'll be in shortly (say 30 minutes or so, gotta make sure I didn't do anything stupid in my sleep deprived state...)

EDIT: Alas poor 4th Expeditionary Force, we knew thee well, and you shall always remain in our hearts.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on June 26, 2017, 04:40:46 am
No issue at all, glad we are back on regular turns now.

Also, what was that Emror and C'tis?
"Just checking if Lanka has troops, oh they do, nevermind then  8)"

Best Pretender Name so far however goes to C'tis:
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Jilladilla on June 26, 2017, 05:48:15 am
No issue at all, glad we are back on regular turns now.

Also, what was that Emror and C'tis?
"Just checking if Lanka has troops, oh they do, nevermind then  8)"

You may laugh now, but all this means is that I'm now taking this seriously. The loss of the 4th was unfortunate, but nowhere near crippling.
Also I was anticipating a counter-push that didn't happen.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on June 26, 2017, 09:32:47 am
So, like, who lives in that vast expanse between Marverni and C'tis? It can't be all Ur, surely?
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Karlito on June 26, 2017, 09:36:06 am
Uh, what vast expanse between Marverni and C'tis?
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on June 26, 2017, 09:38:35 am
I only see the lake shores.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Karlito on June 26, 2017, 09:40:25 am
In that case, it's mostly C'tis.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Darkwind3 on June 26, 2017, 09:33:20 pm
I'd argue that it's as much Marverni as it is C'tis. And don't think I don't see what you're doing, Il P, you sly, handsome devil, setting up a leading question like that.

Best Pretender Name so far however goes to C'tis:
I'm flattered! The naming theme is a bit of a pain though. I don't want to get too political, but I also don't want to ignore my initial idea entirely or rely on something boring and trite like "maybe the truth is in the middle". After all, we all know the real truth is that the reptilians run the government behind the scenes and only let their warm-blooded puppets have the illusion of power, and that's nowhere near the middle! Oh, the sacrifices we must make for art.

Hopefully, you're enjoying my efforts as we speak!
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on June 27, 2017, 02:59:51 am
C'tis is massive.

Have some free information.

Spoiler (click to show/hide)

All fun aside, C'tis might actually be the largest area - and with 6 forts (or more) under there control, you all soon have to worry, too.

Attacking now is good, lizards are busy.  Wink, nudge, nudge.


____

As for Skele-Sassins, the vote is not very conclusive and I would feel comfortable not changing anything or leaving it to the host of the respective rounds.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Jilladilla on June 27, 2017, 08:44:03 pm
Sorry about this, but I'll need to call in an extension, things came up, and while I could try to do the turn now..... I don't exactly have the best track record of not falling asleep at my laptop... Just 8 or so hours to be on the safe side, sorry again about this.

Hopefully we return to our regular turn schedule after this.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on June 28, 2017, 03:40:24 am
Granted
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Jilladilla on June 28, 2017, 07:53:48 am
Granted

Right, thank you, did the turn and the next one. Hopefully we're actually back to our regularly scheduled Ascension War.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on June 28, 2017, 08:39:53 am
Spoiler (click to show/hide)
I take issue with your representation of the lake as 'tainted'. In fact, thanks to our lizard-y friends and their irresistible dominion, these waters are particularly lush and are steadfastly refusing to murder anyone.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Darkwind3 on June 30, 2017, 12:23:24 am
Apropos of nothing, have a musical interlude (https://www.youtube.com/watch?v=m9We2XsVZfc).
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on June 30, 2017, 10:26:39 am
Them glamorous Paddy elves stalled.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on June 30, 2017, 11:04:54 am
Sucks, but at least they are not at war with anyone : /
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: AlStar on June 30, 2017, 04:14:45 pm
And now a brief interlude from Fomoria province, where a PROPHET stands before a walled city, its gates shattered. A great ARMY OF GIANTS mills around the scene.

PROPHET: Rejoice, my brethren! Today we stand victorious!
ARMY OF GIANTS: *cheers*
PROPHET: It is possible that the people of this province will not thank us quite yet for their liberation. *He glances to the PILES OF THOUSANDS OF BONES, OBVIOUSLY GNAWED, which are scattered throughout* ... Or perhaps even for quite some time to come.
ARMY OF GIANTS: *belches*
PROPHET: *shrugs* Eh, whatever, I'm sure they'll get over it.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Happerry on July 01, 2017, 08:03:38 pm
Them glamorous Paddy elves stalled.
It's annoying because I did do the turn, but it seems that I never actually sent it in. Not sure how that happened.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on July 02, 2017, 12:13:31 am
Can I get an extra 12h? I'll try to get it earlier, but I might not make it.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on July 02, 2017, 11:46:28 am
Nevermind, I got it in. Because why focus on your deadlines when there's procrastination to be had.


So, I've noticed that my melias tend to not move on the battlefield. I give them orders to attack, and they just stand there, motionlessly - I think it only happens when there's another commander present?
Is this a feature or a bug? I'm not sure what is and isn't a feature with these guys, in general. Like, I've just recently noticed that my living units have -1 morale in my own dominion. Bug? No-bug? Who knows?
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Karlito on July 02, 2017, 01:24:30 pm
Hey C'tis, put the lights back on! Doncha' know some of us are trying to read?
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on July 04, 2017, 02:05:35 am
Uff, I was gone for a bit, I'm very sorry about that.

I'm extending the hosting time to 48 hours.

Thanks for the reminder pms!
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on July 04, 2017, 06:32:55 am
Man, those keen-eyed palisade snipers.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: AlStar on July 05, 2017, 08:24:42 pm
Man, I've got to stop checking llamaserver - whenever I look and there's only a single player outstanding it makes me all antsy, hoping that we'll get an early turn; it can only lead to disappointment.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Karlito on July 05, 2017, 08:35:30 pm
And just as you say that...
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on July 06, 2017, 08:13:50 am
Did you know that priests can't reanimate when the castle they are in is under siege? I didn't until now...

This combined with the lost turn (and the 3v1 early game, ~salt~) means RiP Lanka, quite soon.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: AlStar on July 06, 2017, 08:55:35 am
Did you know that priests can't reanimate when the castle they are in is under siege? I didn't until now...

This combined with the lost turn (and the 3v1 early game, ~salt~) means RiP Lanka, quite soon.
I don't know if it was a bug that's been fixed or not, but I believe that if they were reanimating before the siege started, they'll keep doing so.
But yeah, once the siege is on, you're stuck - hopefully you've got some mages that can summon up some wolves or something.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: E. Albright on July 06, 2017, 12:53:39 pm
Like, I've just recently noticed that my living units have -1 morale in my own dominion. Bug? No-bug? Who knows?

Not-bug. The lingering, disheartening aura of the Malediction, fluff-wise. It decreases the morale of not-your living units as well.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Darkwind3 on July 07, 2017, 02:21:29 am
Did you know that priests can't reanimate when the castle they are in is under siege? I didn't until now...
I didn't know you didn't know. Now I feel a little bad, since the reason I recklessly charged your capital was because I knew reanimators can't reanimate in forts.

Reanimators can reanimate while their fellow armies are sieging, though! They won't count towards siege power, but the zombies they summon will once they're led by a commander. Not that this much helps EA C'tis, whose skelespam is confined to the battlefield.

e: another fun fact: priests can Call God outside a fortress being besieged!
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Il Palazzo on July 07, 2017, 04:57:34 am
Well, was that a mistake. And by 'that' I mean designing an imprisoned pretender for Therodos in the expectation that 20% D1 on a slow-to-recruit Daktyl will net you one capable of summoning philosophers somewhere around the first year. But probability is a fickle mistress, and still hasn't smiled upon the poor drownies.

(if I'm getting this right, it comes to approx 5% chance of not getting one after 28 turns)
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: E. Albright on July 07, 2017, 06:19:27 am
It's worse, actually; if you factor in the 10% chance of getting an extra (FAWED), my numbers put it right around 3.3%...

[Edit: ((0.8 * 0.98)^14) = ~0.033146]
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: ThtblovesDF on July 08, 2017, 07:28:20 am
Mhmm C'tis lost his pretender to some remaining forces of mine, that feels pretty good... C'tis, larger and weaker then ever, take your bite now.

Whoever cleans Lanka of besieging forces will have a endless army of undead at his service btw.

Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Jilladilla on July 08, 2017, 10:34:58 pm
Can we request an extension for someone else?

Because I request an extension for Tir na n'Og (Whom is being played by Happerry IIRC.... What? I have a horrible disconnect between you lot and the nations you're playing...)


Nevermind, they got their turn in so all is well for the immediate future.
Title: Re: Dominions 4 Round 27 - Cap-Circle-Clash-City
Post by: Happerry on July 09, 2017, 10:35:39 pm
Thanks for the concern though!
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on July 10, 2017, 08:39:32 am
Extended the game a bit since we are still missing some turns.

The game will now host at 16:31 GMT on Tuesday July 11th.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Darkwind3 on July 10, 2017, 09:49:33 am
Mhmm C'tis lost his pretender to some remaining forces of mine, that feels pretty good... C'tis, larger and weaker then ever, take your bite now.

Whoever cleans Lanka of besieging forces will have a endless army of undead at his service btw.
My pretender got me to Horde of Skeletons, so while losing it is unfortunate, a big snake isn't much of a deterrent anymore. It's unfortunate that a misplay on my part put my pretender to rest, but Biting Political Commentary served its purpose with grace.

And we're certainly not larger than ever! Those opportunists at Therodos have been taking provinces on the other end of C'tis. Not that there's a whole lot of opportunity for Therodos while fighting Dust to Dust and Solar Rays backed by Hordes of Skeletons, but, well, perhaps Therodos is seeing something I'm not.

Thanks for the extension, by the way! I'd have been able to turn my turn in shortly before the deadline, but this gives me a little more breathing room.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 10, 2017, 10:29:49 am
And we're certainly not larger than ever! Those opportunists at Therodos have been taking provinces on the other end of C'tis. Not that there's a whole lot of opportunity for Therodos while fighting Dust to Dust and Solar Rays backed by Hordes of Skeletons, but, well, perhaps Therodos is seeing something I'm not.
We just hate your way of life!
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 12, 2017, 08:10:36 pm
Right umm... Another Extension request for Tir na N'og, I'm getting my turn done now..
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 13, 2017, 02:42:44 am
For those who care about such things, HitlerHinnom is just eating up another small nation.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on July 13, 2017, 12:13:59 pm
Who are they eating?

Hope he and C'tis get in a fight over small nations sometime.

and -
The game will now host at 03:49 GMT on Sunday July 16th.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 13, 2017, 12:26:07 pm
Poland. I mean, Sauromatia. Their WWI-era fortifications and poorly equipped armies are no match for Hinnom's armoured blitzkrieg.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on July 13, 2017, 12:34:54 pm
My walls are thick but not quite made for modern warfare
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 13, 2017, 02:03:30 pm
Poland. I mean, Sauromatia. Their WWI-era fortifications and poorly equipped armies are no match for Hinnom's armoured blitzkrieg.
This was a wholly defensive action - Sauromatia was massing hundreds of troops on our border!

We may or may not have owned the province next to their capital - but it's still factually true!
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 13, 2017, 02:12:21 pm
Poland. I mean, Sauromatia. Their WWI-era fortifications and poorly equipped armies are no match for Hinnom's armoured blitzkrieg.
This was a wholly defensive action - Sauromatia was massing hundreds of troops on our border!

We may or may not have owned the province next to their capital - but it's still factually true!
Did they by any chance attack your smoke signalling station (https://en.wikipedia.org/wiki/Gleiwitz_incident)?
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on July 13, 2017, 02:59:13 pm
Poland. I mean, Sauromatia. Their WWI-era fortifications and poorly equipped armies are no match for Hinnom's armoured blitzkrieg.
This was a wholly defensive action - Sauromatia was massing hundreds of troops on our border!

We may or may not have owned the province next to their capital - but it's still factually true!
If by hundreds of troops you mean my researchers then yes
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 15, 2017, 02:22:48 pm
Right... Requesting an extension for the two that still haven't gotten their turn in yet. C'tis and Tir na Nog... Too tired to look up who they are... Good night...
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Darkwind3 on July 15, 2017, 02:26:57 pm
I'm doing my turn now, actually. Thanks for the request though! Quite kind of you to do so immediately after declaring war on me, even.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 15, 2017, 03:03:33 pm
Thanks for the request though! Quite kind of you to do so immediately after declaring war on me, even.

You're welcome! And also remember that this is Bay12! Easy is boring after all...
Yes I said I would be going to sleep, but SOMEONE decided that my bed would make an excellent table/counter/flatish thing you put stuff on...


EDIT: Err... umm... Going to have to ask for an extension for myself... Meant to do the turn last night, but sleep claimed me a bit earlier than intended, and I don't have time to dump into doing the turn now, or in the next 7 hours. (Sorry for the delay of game everyone.. I'll get it done as soon as I have time for it..) EDIT2: Found time for it, still requesting the extension for Marverni.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Karlito on July 17, 2017, 10:48:33 am
No need, I'll get it in before the deadline.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Gigalith on July 17, 2017, 01:21:47 pm
That Earthquake was basically my last card. Looks like I at least took down a chunk of Marveni's army with me.

I'm going AI, if no one objects. There's basically no real move that an intelligent player could make better than a robot, now.

Post-mURtem coming later.

EDIT: GG, Marveni. Somewhat sorry I wasn't able to put up a bigger/more entertaining fight.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on July 17, 2017, 02:57:32 pm
So Ur falls?

No shame in that, Karlito is a very good player and Ur always had a bit of a hard time...
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Gigalith on July 17, 2017, 04:12:55 pm
POST MURTEM INCOMING:

There were three major factors in Ur's defeat.

1. Farmer Brown
2. Enchantment 5
3. THUNDERDOME!

Let's break it down.

I had a number of pretenders made, but the one I ended up using (to my eventual regret) was a N9E4 bless strat. Regenerating, reinvigorating recruitable dragons are pretty awesome, right?

Right. But that's more of an early-game expansion strategy. The problem is, once you run out of indies, then what? Sirrushes can't win wars by themselves. Switch to Enki's Chosen and Ur Guards? Sure. But then you have to have A strong dominion to pump out the holy points (remember, you're also buying Sirrushes and holy mages) and B resources.

That last was the problem. I took Sloth 1 to pay for everything else, which meant I couldn't recruit hordes of hairy Mesopotamian analogues. This meant no large armies. This meant I didn't have the numbers to take on Marveni, who did have large armies.

Were I to travel backwards in time, and somehow have nothing better to do than to instruct my past self on Dominions, I would tell him to pick one of the other pretenders. Either an Earth Serpent or a generic scales build would have done much better.

But that wasn't the only problem...

Ur has crazy mage power in the form of Shamans. Like, sure, just have N3 to start with and a chance of getting an E3 or an N4. No, you don't need a temple or slow-to-recruit or anything, we're good.

I saw the easy potential for N5, or even N6 mages, and I decided to rush Enchantment from the beginning. It didn't help that I found an enchantment bonus magic site. I got to Enchantment 5 just before the war began, and... couldn't do much with it. :( It's just not got that much battle magic.

What would have made much more sense is to rush Evo 5, then spam Shamans 'till I ran out of upkeep. Any Shaman is a perfectly serviceable Blade Wind caster with a Summon Earthpower, and one third can Earthquake, also with a Summon Earthpower. That's some serious battle magic. It might have been enough.

But no. I got there just last turn. The reason I attacked instead of waiting for Marveni to storm is...

THUNDERDOME!

OK, really, it's because I was running low on gold. Since there was so little space, Marveni's first attack took a cap circle, and next turn he besieged Ur. ): No more dragons. Some time later, he besieged my other fort and no more income. People were deserting, and I had to attack before my one E3 mage left. Still killed over 170.

Had there been time and space, it's possible I could have gotten my act together before the end. But there was neither. This kind of map is like a knife fight in a phone booth, and if you don't have your knife, you're not going to be in the phone booth much longer.

BONUS TIP: Ur has stealth troops in swamps. Had I known this, I would totally have been recruiting tons of them.
BONUS TIPx2: Whether or not you're playing with story events, the description of the priest king/queen is not fluff. I found this out the hard way.

Worst luck: When a fire destroyed my laboratory in one besieged fort, making all researchers therein useless.

Best (weirdest) luck: Getting a vampire via a random event, then prophetizing him. A regenerating invulnerable flying immortal with life drain is a pretty decent thug. I didn't know if he would keep items after death, but I never made any items, so it was a moot point.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 17, 2017, 04:22:55 pm
Nice analysis, Gigalith. I've never yet seen anyone pull of Ur, despite its quirky and fun variety of units. So far, they seem more fun than effective.

And no, immortal units dying don't keep their items.

Anyway, thanks for playing.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 17, 2017, 06:05:25 pm
I was wondering how there could be someone in the Hall with multiple deaths.
Neat - certainly makes my shepherd + goats random seem piddling in comparison.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Karlito on July 18, 2017, 03:23:56 pm
I guess I'll toss in my own thoughts on the war.

Quote
There were three major factors in Ur's defeat.

1. Farmer Brown
2. Enchantment 5
3. THUNDERDOME!
So was the war over before it even began? Or did you commit a fatal error by allowing me to siege your forts uncontested and defeat your various forces in detail? There was a moment where you could have joined the forces in your second fort with your capital army and capital pd to fight against my assault as a unified front, but instead you didn't. I don't know that you would have won that battle, but I definitely felt that I was taking a gamble by ordering a direct attack on Ur province.
The "pull everything back behind the walls" strategy could work, but only if you get someone else to attack me from behind. Otherwise it just turns into the slow death through attrition that you experienced.

Quote
I had a number of pretenders made, but the one I ended up using (to my eventual regret) was a N9E4 bless strat. Regenerating, reinvigorating recruitable dragons are pretty awesome, right?

Right. But that's more of an early-game expansion strategy.
Was it even a good expansion strategy though? I'll say straight up that the reason I decided to attack you is that I had a scout in Ur from a fairly early point, and your expansion was definitely behind the curve (at least the curve I was setting). Your second fort only finished building after I had already started moving forces to the border, for example. Anyway, being the big bully that I am, I took advantage of that weakness.

Quote

I saw the easy potential for N5, or even N6 mages, and I decided to rush Enchantment from the beginning. It didn't help that I found an enchantment bonus magic site. I got to Enchantment 5 just before the war began, and... couldn't do much with it. :( It's just not got that much battle magic.

What would have made much more sense is to rush Evo 5, then spam Shamans 'till I ran out of upkeep. Any Shaman is a perfectly serviceable Blade Wind caster with a Summon Earthpower, and one third can Earthquake, also with a Summon Earthpower. That's some serious battle magic. It might have been enough.
Foul vapors and relief are ok, though I usually think of all the good nature stuff being in Alt. Plenty of good things in there for your water mages I guess.

Quote
Best (weirdest) luck: Getting a vampire via a random event, then prophetizing him. A regenerating invulnerable flying immortal with life drain is a pretty decent thug. I didn't know if he would keep items after death, but I never made any items, so it was a moot point.
You got that stalker through an event too. I was pretty worried about him for turn or two.

Anyway, thanks for playing! Sounds like you definitely learned a few things from all of this. I'm sure you'll have an opportunity for revenge in a future game. :D
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: E. Albright on July 18, 2017, 03:31:09 pm
I was wondering how there could be someone in the Hall with multiple deaths.

Apropos very little, I worked this out one time, and IIRC, a death is the equivalent of 8xp for HoF ranking.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 18, 2017, 04:16:21 pm
IMO, the best thing to do with big nature mages is cast charm with them, preferably while they're wearing +spell pen gear - the only thing better than a spell that kills things is one that turns your enemies against each other! (Plus, should any survive fighting their comrades - free troops!)

Mind you, it's pretty damn high up the Thaum tree, and there's not much else there, really, so it's not a great thing to rush for.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Gigalith on July 18, 2017, 06:25:02 pm
I guess I'll toss in my own thoughts on the war.

Quote
There were three major factors in Ur's defeat.

1. Farmer Brown
2. Enchantment 5
3. THUNDERDOME!
So was the war over before it even began? Or did you commit a fatal error by allowing me to siege your forts uncontested and defeat your various forces in detail? There was a moment where you could have joined the forces in your second fort with your capital army and capital pd to fight against my assault as a unified front, but instead you didn't. I don't know that you would have won that battle, but I definitely felt that I was taking a gamble by ordering a direct attack on Ur province.
I didn't think that would worked, to be honest. All I was thinking was getting Earthquake to disrupt that communion. I don't know if I did.

Quote
The "pull everything back behind the walls" strategy could work, but only if you get someone else to attack me from behind. Otherwise it just turns into the slow death through attrition that you experienced.
Basically. I tried to get Tir Na Og to attack you while you were after me, but they didn't. Possibly bribery would have helped, but alas...

Quote
Quote
I had a number of pretenders made, but the one I ended up using (to my eventual regret) was a N9E4 bless strat. Regenerating, reinvigorating recruitable dragons are pretty awesome, right?

Right. But that's more of an early-game expansion strategy.
Was it even a good expansion strategy though? I'll say straight up that the reason I decided to attack you is that I had a scout in Ur from a fairly early point, and your expansion was definitely behind the curve (at least the curve I was setting). Your second fort only finished building after I had already started moving forces to the border, for example. Anyway, being the big bully that I am, I took advantage of that weakness.

I was blocked everywhere. I'm not sure where I could have expanded. ??? I was thinking of backstabbing you next, but then you backstabbed me first. C'est la vie.

Quote
Quote
I saw the easy potential for N5, or even N6 mages, and I decided to rush Enchantment from the beginning. It didn't help that I found an enchantment bonus magic site. I got to Enchantment 5 just before the war began, and... couldn't do much with it. :( It's just not got that much battle magic.

What would have made much more sense is to rush Evo 5, then spam Shamans 'till I ran out of upkeep. Any Shaman is a perfectly serviceable Blade Wind caster with a Summon Earthpower, and one third can Earthquake, also with a Summon Earthpower. That's some serious battle magic. It might have been enough.
Foul vapors and relief are ok, though I usually think of all the good nature stuff being in Alt. Plenty of good things in there for your water mages I guess.

Although I've racked up over 100 hours on dominions, I'm actually still not that familiar with the research tree. Or bamboo field, more accurately. Had I known Relief was just one level away, I probably would have gotten it to counter Stellar Cascade spam. Or would that have even been enough?
Quote
Quote
Best (weirdest) luck: Getting a vampire via a random event, then prophetizing him. A regenerating invulnerable flying immortal with life drain is a pretty decent thug. I didn't know if he would keep items after death, but I never made any items, so it was a moot point.
You got that stalker through an event too. I was pretty worried about him for turn or two.
Yeah, up until he decided to go head-to-head with your hero. :( I actually got two heroes of my own. That Light of the Northern Star actually helped one of my mages do... nothing, because she wasn't casting astral spells.

Quote
Anyway, thanks for playing! Sounds like you definitely learned a few things from all of this. I'm sure you'll have an opportunity for revenge in a future game. :D

You, too! :D While I made mistakes on my end, I still think your victory was well-deserved.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on July 19, 2017, 08:30:54 am
Nature really is the support path of magic in this game and most nations that are amazing with it have very good troops (really only talking about my expierence with pangeaa here)

Conjuration has Howl (and plenty of rituals) which is always good to annoy mages and win long battles, but the only really strong tree is alteration tbh. Thrau takes to long to get anywhere and doesn't affec the battlefield as much as Army of Giants or Regeneration or all that does...

Edit: Reminder PM to Emor and extended hosting.

The game will now host at 18:00 GMT on Thursday July 20th.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 19, 2017, 11:50:43 am
.....Sorry, I'll get it done in hopefully up to an hour from now (Doing it now, but it might take some time.)
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on July 19, 2017, 02:58:24 pm
So I am dieing the slow death of those who fort over their entire territory.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Happerry on July 19, 2017, 06:40:08 pm

Basically. I tried to get Tir Na Og to attack you while you were after me, but they didn't. Possibly bribery would have helped, but alas...

I honestly was actually planning on trying to do the funtime ambush attack jump, but then the Lanka/Lizardfolk/Ermor battle over at my other border ended up looking like I was going to get dragged into it (IE, I got attacked... by what I think was either on accident or trying to bypass another enemy in hindsight, because it wasn't followed up on, but that's in hindsight) and then instead of attacking Marveni I ended up running my armies back and forth not actually doing anything of worth.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on July 20, 2017, 07:41:09 am
Yeah I attacked you just to get you to move armys in my area (I had nothing more to lose) and get more "in-fighting for lanka land" going. Intresting consequences.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 20, 2017, 07:44:49 am
Yeah I attacked you just to get you to move armys in my area (I had nothing more to lose) and get more "in-fighting for lanka land" going. Intresting consequences.
We'll know whom to blame for Karlito's win.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 20, 2017, 11:05:40 am
So I am dieing the slow death of those who fort over their entire territory.
Just wondering, by the way - why all the forts? Throwing them down all around your cap circle steals away resources from your capital, (although I don't think that your nation is nearly as resource-constrained as my own, so maybe that's not as much of a problem for you), and - more importantly - each of those represents 600 gold that could have been spent on troops and/or commanders.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on July 20, 2017, 08:18:08 pm
My civ has the Soothsayer. They cost 35 gold and have a 90% chance of having astral 1. The thing is, because they don't just have magic seeing as it is a random chance to have it, they can be recruited from just a fort. No labs needed. Basically all those fort were turning out every turn an almost guaranteed Astral mage. They also have fortune teller so even when one of them turns up without magic you can just shove them in important places to help protect against bad luck.

If I had been able to properly expand that would mean massive armies of astral mages. The biggest use for that would have been as communion slaves for my Enarie who are 1S2D1N mages. There are also Witch Kings who have 3D1N1B 100%[WDNB] 10%[WDNB] and have fear but those are slow to recruit.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 20, 2017, 11:55:31 pm
Right, a heads up to everyone that I might be cutting it a little close for this turn, but I'm fairly certain that I won't stale... Still, I will say to the Marverni/Tir na n'Og players to not forget about this (13 hours left)... I'll go do a double turn (if I can) when I wake up, so for now, good night Bay12. (No, I can't do the turn now; I'm falling over. Need sleep now. Sorry.)
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on July 21, 2017, 05:43:53 am
The many communions feel very strong - maybe its because of the small map where one "doom blob" can really just control most of the territory or because you all got solar rays out the wazzooo... good stuff either way.

Wish there was a blood spell that gives the enemy fatigue or something...

PS: delayed by 8 hours for
Ermor    and  Tir na n'Og    
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 21, 2017, 07:37:02 am
Right, turn in, although I will unfortunately have to renege on my promise of doing a double turn: Tir na n'Og still has to get their turn in.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 21, 2017, 07:45:00 am
My civ has the Soothsayer. They cost 35 gold and have a 90% chance of having astral 1. The thing is, because they don't just have magic seeing as it is a random chance to have it, they can be recruited from just a fort. No labs needed. Basically all those fort were turning out every turn an almost guaranteed Astral mage. They also have fortune teller so even when one of them turns up without magic you can just shove them in important places to help protect against bad luck.

If I had been able to properly expand that would mean massive armies of astral mages. The biggest use for that would have been as communion slaves for my Enarie who are 1S2D1N mages. There are also Witch Kings who have 3D1N1B 100%[WDNB] 10%[WDNB] and have fear but those are slow to recruit.
And yet you've also built a palisades in a province with a library, which lets you hire 15rp sages at 85 a pop. There's little justification for wasting 600 gp in this case.

Anyway, once you find yourself stuck in 6 or so provinces, there's no point in turtling and trying to out-research nations three times as big.
Instead you get yourself biggest army you can afford, and join an ongoing war or orchestrate a coalition.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 21, 2017, 10:10:01 am
Well... That assassination went horribly horribly wrong. I forgot to set said assassin off of retreat orders... So he promptly ran off right into the scaly arms of the local garrison... (To be fair, against a D2 mage, it probably wouldn't have gone well anyway, even with a spamulet.)
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 21, 2017, 10:42:04 am
Well... That assassination went horribly horribly wrong. I forgot to set said assassin off of retreat orders... So he promptly ran off right into the scaly arms of the local garrison... (To be fair, against a D2 mage, it probably wouldn't have gone well anyway, even with a spamulet.)
That would be quite the bizarre assassination.

*A dark form leaps from the shadows*
ASSASSIN: I HAVE COME...*brandishes weapon*... TO RUN AWAY! *Flees*
COMMANDER: What the hell was that?
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Happerry on July 21, 2017, 11:32:08 am
Sorry for taking so long getting my turn in, Real Life hit me over the head and I didn't remember to even check until this morning.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 21, 2017, 11:40:56 am
Breaking news: Hinnom be all 'Huzzah!' Sauromatia be like 'Rattatatatata'.
Yeah, 20 Enaries casting nothing but Nether Darts made short work of the giants.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on July 21, 2017, 11:44:01 am
Now think what would be up if I had my Soothsayer squad as support
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 21, 2017, 06:03:15 pm
Breaking news: Hinnom be all 'Huzzah!' Sauromatia be like 'Rattatatatata'.
Yeah, 20 Enaries casting nothing but Nether Darts made short work of the giants.
If I'd gotten even a turn or two more before morale broke, the surviving giants would've turned the lot of them into hamburger.

I'm more impressed that Sauromatia's got level 7 Evocation.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on July 21, 2017, 06:09:24 pm
I had been turning out Enaries and Soothsayers like crazy and that adds up to a lot of reaserch. If you had attacked a few turns later I would have had it researched and then sent all my mages at your army when it was still at the throne. That was basically my strategy here.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Darkwind3 on July 23, 2017, 11:16:17 pm
Can I have a 30h extension? I won't be able to do this turn until Tuesday night.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on July 24, 2017, 02:25:50 am
Granted
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 26, 2017, 12:51:00 pm
Requesting Jilladilla to request extension for Jilladilla. Or something like that.

I guess we're full on in the procrastination stage of the game. :)
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 26, 2017, 01:26:49 pm
No, no... I got sick and forgot... I'll go try to do it now... Sorry everyone.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 26, 2017, 03:54:14 pm
Hmm, that wasn't quite as clean as I'd pictured it in my head, but it got the job done.

Man, black hawks have just abysmal morale, even when commanded by a melquart.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on July 26, 2017, 04:53:34 pm
The trick to taking out a setup like mine is a spell like earthquake or similar because my power came from a swarm of spread out squishies. Also my commanders give +1 morale which doesn't hurt when using my troops as meat shields.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 26, 2017, 06:36:33 pm
Earthquake would be good, although I'd either need an earth-aligned Ba'al or a communion-enhanced, earth-aligned melqart to cast it.

My healers are going to be busy for a good long time - virtually my entire army has feebleminded (and one of my poor fanatics somehow managed to lose both arms as well as being feebleminded.)
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Darkwind3 on July 26, 2017, 08:09:21 pm
What an unfortunate turn! It seems I overestimated my own ability.

What's up with those Melias, though? That's a lot of gems for an investment that is not very durable. I guess with the forge bonus on the Kabeiros, it's not as bad as it could be. Not that I'm in much place to throw stones.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 27, 2017, 05:21:30 am
Quote
What's up with those Melias, though? That's a lot of gems for an investment that is not very durable. I guess with the forge bonus on the Kabeiros, it's not as bad as it could be. Not that I'm in much place to throw stones.
Oh, it's just me being incorrigibly bad at thugging. I compulsively give them way more than is necessary to do their basic job, and they inevitably die to cavalry charges soon after.
Also, I have more gems than money, so I tend to be a spendthrift with the former and frugal with the latter.

What an unfortunate turn!
Yeah, ugh, tough luck mate! And barbarians to boot, like a cherry on a turd cake.

Anyone else been getting those barbarian invasions the past couple of turns? I wonder if that's just C'tis' misfortunate scales, or if my pretender's fluff (Statue of War) can actually cause these events to pop up.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 29, 2017, 05:53:14 pm
Oh umm... Requesting extension for both myself and Happerry...

I SWORE I turned in the turn this time... I'll get it in as soon as I can get to it and have a look over it, just to make sure everything is fine.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on July 29, 2017, 06:37:20 pm
I already extended a while ago, all sneaky like, for myself - adding 30 more, so Emror can get the turn in : )

The game will now host at 07:12 GMT on Monday July 31st.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on July 29, 2017, 06:53:27 pm
Appreciated, I'll get it in as soon as I get access to it. (As in, if ~2 hours from now it isn't in, everyone start bombarding me with PMs, as that means I forgot. Again.)
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 30, 2017, 10:03:23 am
Pro: I found The Ultimate Gateway (Conjuration Bonus: 40).
Con: It's in the middle of frikken' nowhere.

Now to decide if it's worth getting a lab set up and moving over mages just to get that sweet, sweet discount.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 30, 2017, 10:16:55 am
Pro: I found The Ultimate Gateway (Conjuration Bonus: 40).
It's kinda painting a target on yourself, isn't it?
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on July 30, 2017, 10:40:41 am
Pro: I found The Ultimate Gateway (Conjuration Bonus: 40).
It's kinda painting a target on yourself, isn't it?
Eh, I dunno - you mentioned finding a library;  personally, I'd call sages a much more juicy target than a conjuration bonus that's inconveniently located.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on July 30, 2017, 11:11:51 am
Pro: I found The Ultimate Gateway (Conjuration Bonus: 40).
It's kinda painting a target on yourself, isn't it?
Eh, I dunno - you mentioned finding a library;  personally, I'd call sages a much more juicy target than a conjuration bonus that's inconveniently located.
D'you wanna trade?
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Karlito on July 31, 2017, 07:54:57 pm
Could I get an extra 24 hours?
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on August 01, 2017, 02:26:26 am
Of course - The game will now host at 10:56 GMT on Wednesday August 2nd.

Seems C'tis is getting a taste of its own medicine, its nice to see a little justice.

I expect more globals to go up soon, but who can tell - getting violated by 3 early game I'm left with very little research and all that...
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on August 02, 2017, 06:58:57 am
I just learned two things:
1) Trying to trample sea trolls underwater doesn't work too terribly well.
2) You can win a battle just by being more stubborn than the other side. Eventually, if they can't kill you for long enough, they just say "fuck this shit" and leave.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on August 02, 2017, 08:56:36 am
I just learned two things:
1) Trying to trample sea trolls underwater doesn't work too terribly well.
2) You can win a battle just by being more stubborn than the other side. Eventually, if they can't kill you for long enough, they just say "fuck this shit" and leave.

Ahhh... Auto-rout. Isn't it a pain?... Fun fact: If something keeps units from both sides on the field for long enough (Like say, a Golem or Marble Oracle... Basically Mindless Commanders or just simple units blocking each others retreat (and them failing at killing each other)) after auto-rout triggers, the game just starts killing off units at random until only one side remains... I've had it happen once to me, if I remember right... (It was quite a while ago, to be fair...)
To be fair, if a fight's gone on that long, it's almost certainly an endless stalemate. A sanity measure for that scenario makes sense.


EDIT:.....Ok. So it turns out I will either need an extension or will only be able to get my turn in at the last minute (Not literally but close enough...) Could I get a handful of more hours? That's all I'll probably need...
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on August 04, 2017, 11:32:21 am
What's up with Happery? That's some mighty procrastination habit right there. Never misses a chance.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on August 04, 2017, 01:02:34 pm
What's up with Happery? That's some mighty procrastination habit right there. Never misses a chance.
It might be worth noting that it's considered good manners that if you're the last person to get their turn in that you should play the brand new turn that shows up in your mailbox a couple minutes later - makes it so that any given person will only hold up the works every second turn, instead of constantly.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: E. Albright on August 04, 2017, 02:36:50 pm
To be fair, if a fight's gone on that long, it's almost certainly an endless stalemate. A sanity measure for that scenario makes sense.

It's at or around turn 100. The magic turn numbers are 50 (attackers rout), 75 (defenders rout), and 100 (autokill).

Immobiles - and to a lesser extent, berserkers - are other good ways to bring these numbers into play.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on August 07, 2017, 03:34:48 pm
And with that I am gone. Twas an interesting game and a lesson on the kind of maps I like
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on August 07, 2017, 03:51:21 pm
And with that I am gone. Twas an interesting game and a lesson on the kind of maps I like
You put up a great fight - I shudder to think what you could have achieved if you hadn't been locked into such a tiny area.

I lost (far, far) more giants fighting you than I did taking out all my independents and Fomoria combined.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Akhier the Dragon hearted on August 07, 2017, 03:53:14 pm
Even with my size if I had just a couple more turns so that when you attacked my research was done it could have been very different.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on August 07, 2017, 04:32:12 pm
Thanks for playing, Akhier!
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on August 07, 2017, 04:35:44 pm
Even with my size if I had just a couple more turns so that when you attacked my research was done it could have been very different.

I'd certainly believe it. Either way, you did good, and I hope to see you again in another match in the future.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: AlStar on August 07, 2017, 07:41:14 pm
Randomly: I've got a Caveman province under my control, so I now have the option to recruit either a Horite or a Caveman. Horites cost 20g/1r, while Cavemen cost 25g/1r, Cavemen get +1 attack and defense skill vs. +2 HP for the Horites.

Not that I'm going to recruit either of them, but I found it surprising that two visually identical units would have different stats.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: E. Albright on August 07, 2017, 09:45:27 pm
Identical?!?!? What are you talking about? That beard, receding hairline, and grey loincloth make a HUGE difference in a fight, as the stats show.

(Why yes, I *have* spent far too long staring at Dominions sprites...)
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Il Palazzo on August 09, 2017, 07:31:49 am
Oh, NOW you're giving me D1 Daktyloi like it's no big deal? Thanks, RNGObama.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Jilladilla on August 10, 2017, 08:49:09 pm
Something came up, I may not be able to get my turn in on time.... If I can find a spare hour or so I'll get it in, but it's no guarantee that I'll be able to... (Sorry for further delay of game...)
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: Karlito on August 10, 2017, 10:01:47 pm
Well, I shoulder half the blame here and second the call for extension. Had a long day of travel and I don't think I can focus on the turn right now.
Title: Re: Dominions 4 Round 27 - Mid-Game-Melee
Post by: ThtblovesDF on August 11, 2017, 03:39:51 am
Of course, I put in a postphone.

Hosting postponed for Bay12GamesRound427 by 32 hours. The game will now host at 19:19 GMT on Saturday August 12th.

And, yeah, RNG has always been hellish with rando-path mages to me, too.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 12, 2017, 02:28:06 am
Ah. Right, down to me. Don't worry, I'll double turn in a few hours, no extension needed. (A few hours meaning around 3 or so for the first to be turned in, with the second being worked on immediately after.)

EDIT: Alright, doing the turn now.... You know, I find it hilarious how my Ordinary General (He isn't my prophet, just a Legatus Legionus with 84 kills) in the Hall of Fame has almost four times as many kills than the Melqart Hinnom has in there. Now, I'm under no illusions as to how a 1v1 fight between them would go, but it is still funny nonetheless.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 14, 2017, 07:58:07 pm
Sometimes I feel like I'm watching some kind of dark slapstick comedy with my fire mages.

Mage 1: *Fireball misses, setting a bush on fire*
Me: "That's right, you show those plants who's boss!"
Mage 2: *Fireball whooshes way over the enemies' heads*
Me: "No, no, aim closer, you idiots!"
Mage 3: *Fireball lands very short, hitting my own troops and setting them ablaze*
Troops: "Oh gods, the burning! Why must we suffer so?!"
Me: *sigh* "It's going to be one of those battles again, I see."
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 15, 2017, 02:12:52 am
Sometimes I feel like I'm watching some kind of dark slapstick comedy with my fire mages.

I feel your pain. Although not all the blame is on my mages, their derpiness doesn't exceed setting random bushes on fire.
No, the issue lies with my legionnaires, who will happily walk through said bush and set themselves on fire in the process.
Turned what should have been nearly lossless battles against basic PD into 20-30ish needless deaths (and I couldn't just set my mages to NOT fireball! Not when every step forward could trigger the decisive battle!)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 16, 2017, 06:18:59 pm
Oh, shit. Sprites are fun and situationally super effective!
I've never thought I'd say it, but there you have it.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 17, 2017, 06:57:41 pm
Hey, ThtblovesDF, Karlito, Happerry, you've only got ~7 hours left until the turn is due, either get to it or hope Thtbloves extends the deadline!
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Happerry on August 18, 2017, 02:43:29 am
Crap, it would be the first time getting the turn done could be actually critical I have to go out and do things and then collapse afterwards that the time difference would get me, wouldn't it? I really need to remember that next turn due at 7GMT means 'at midnight' given the time zone differences. (It just adds insult to injury when you get on ten minutes after the turn was due...)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 18, 2017, 08:42:36 am
Thereodos is buying air gems, optionally astral. We have nature and death to barter.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 18, 2017, 08:46:26 am
Crap, it would be the first time getting the turn done could be actually critical I have to go out and do things and then collapse afterwards that the time difference would get me, wouldn't it? I really need to remember that next turn due at 7GMT means 'at midnight' given the time zone differences. (It just adds insult to injury when you get on ten minutes after the turn was due...)
You got lucky - my patrollers didn't even manage to catch your assassins, despite the fact that they were (presumably) just sitting in the same province. Ah well.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Karlito on August 19, 2017, 11:18:30 am
I'm preemptively requesting an extension for next turn (2 more days?). It has been forecasted that certain astrological events will prevent me from getting it in on time.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: ThtblovesDF on August 20, 2017, 07:13:29 am
Super sorry guys, I had no internet for 4 days.

I saw that none did the new turn yet, so I rolled it back, since me and other players stalled.

You will get a email, telling you as much. Try not to use the other turn to cheat.

PS: I suck  -_-


PSS: I send Il Palazzo the admin PW, so he can adjust incase this happens again (thankfully, unlikly).
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 20, 2017, 07:29:21 am
So.... Just send the .2h file in again?
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 20, 2017, 08:21:17 am
So.... Just send the .2h file in again?
If you're not one of the ones who staled, you don't have to do anything - the server still has your old turn.

Hate rollbacks, but at least I can cross my fingers and hope that the assassins don't decide to target my gem mule next time around.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 20, 2017, 08:41:20 am
Nobody needs to resend their files but ThtblovesDF.

I don't think Darkwind - the other stalling player - cares that much at this point, as this is the turn he loses his last province and is eliminated.

I'll force hosting once Lanka's turn is in.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: ThtblovesDF on August 20, 2017, 11:08:50 am
I thought we had another player missing? I did the turn and forced it, as you would've done.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 20, 2017, 11:52:41 am
The other player missing was Darkwind, C'tis... They're literally down to their last fort, and it is very much besieged. As of the previous turn, anyway. I haven't looked at the current one, yet. Il Palazzo knows more, being the one who is going to finish them off.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Darkwind3 on August 20, 2017, 01:46:23 pm
I was planning on sending in my final turn, actually. (Not that I've been accomplishing a great deal in my fort defenses, to be honest.) I just moved to a new place and had to set up my internet there, which is, obviously, now accomplished. I'd have requested an extension if Karlito hadn't. I'll do it right now, even!

e: Well, I wouldn't have accomplished much anyways. I'll see if I can write a retrospective.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 21, 2017, 07:20:53 am
Grave news from this turn...

Soddorth, the last free indy province, has fallen.... This Bastion of Independence has stood, holding the line against Great Wars, Fickle Fae, and the Ghosts of a Long Dead Kingdom, until finally being overran and ravaged by the cannibal giants of Hinnom... (Don't deny it Hinnom, I see those Rephaites!)

Let us all take a moment to mourn this loss.....

(There was an Indy province on the border between me and Tir na n'Og that neither of us has ever taken, for some odd reason, and Hinnom just had to claim it instead of letting it enter The Hall Of Totally Normal Indy Provinces That Have Survived an Ascension War... And this concludes random facts for the day.)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 21, 2017, 07:46:49 am
There still are independent provinces in the wetter parts of the world.

Game postponed by 48h so that Karlito may cast his Solar Eclipse back home (how did he get those scales, though?)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Karlito on August 21, 2017, 08:09:38 am
Cheers. I'll be back in business by Tuesday.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 21, 2017, 08:38:29 am
There still are independent provinces in the wetter parts of the world.

That may be, but how often does an ordinary land province go unclaimed throughout an entire game of Dom4?
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 22, 2017, 04:36:58 pm
Il Palazzo's talk about thrones in 428 reminds me that he just secured what is almost certainly a 3-point throne (Pretender chassis' pretty much only guard 3's, to my knowledge), so it might be a good idea to knock him off some thrones before he wins.

(Looking at you Marverni, with your 300-400 odd troops on my border...)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 22, 2017, 04:53:53 pm
Il Palazzo's talk about thrones in 428 reminds me that he just secured what is almost certainly a 3-point throne (Pretender chassis' pretty much only guard 3's, to my knowledge), so it might be a good idea to knock him off some thrones before he wins.

(Looking at you Marverni, with your 300-400 odd troops on my border...)
Yes, do look at Marverni, with their very own 3-point throne! (and the rather huge army three provinces away from mine)

Heck, look at Ermor, with their 5 points, and no farther than 3 provinces from either of the 3-point thrones.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 23, 2017, 04:45:16 am
Can we stop pointing fingers? Both you, me and Marverni are all fairly close to getting a Throne Victory. Didn't check for Hinnom though, so maybe they are too.

Kinda normal for this point in the game, if there is no one clear leader, I feel.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 23, 2017, 06:59:23 am
The end is nigh! Ring the bells! Bring out your dead! Watch out for Celtic megammunions!
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 23, 2017, 08:41:20 pm
Random note - I'm honestly surprised that no one has burned out the eyes of the World's Greatest Voyeur yet.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 23, 2017, 08:48:41 pm
I don't know. Seems like a rather shitty way of burning through a bazillion fire gems.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 23, 2017, 09:02:17 pm
I don't know. Seems like a rather shitty way of burning through a bazillion fire gems.
What else are you going to do with fire gems?  :P

Well, okay, sure, lightless lanterns, but other than that?

If I had the fire magic to cast it, I'd totally do it just to blind his pretender (presumably).
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 23, 2017, 09:44:24 pm
I don't know. Seems like a rather shitty way of burning through a bazillion fire gems.
What else are you going to do with fire gems?  :P

Well, okay, sure, lightless lanterns, but other than that?

If I had the fire magic to cast it, I'd totally do it just to blind his pretender (presumably).

....I'm using my fire gems...

But yeah, I wouldn't care if you blinded (My Bishops are Healers you know, it wouldn't stick) or even killed my pretender, anything he can do my augers can do with a 16 slave communion, or an 8 slave communion + Power of the Spheres... He's literally just there as a +5 pearl gemgen through Stellar Focus and domspread...
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Darkwind3 on August 24, 2017, 12:26:24 am
I said I'd post a retrospective, right?

For my pretender, I went with an awake W3N5 Wadjet to boost my expansion. Unfortunately, I got lucky with my surroundings and it looks like most everyone else was rather unlucky, so my expansion in the first year painted a massive target on my back. I was pretty paranoid about being on the losing end of a 2-vs-1 war, so I joined the winning side of a 2-vs-1 war against Lanka. I got distracted, played too cautiously, and didn't commit aggressively to battle until I attacked Lanka's capital after several turns of sitting right next to it doing nothing. Then I durdled and did nothing of consequence (except losing my pretender in a really thoughtless way) until Ermor attacked. At that point, in a 2-vs-1 war with both Ermor and Therodos, I reacted too aggressively and divided my armies. I lost several battles I probably could have won if I had been concentrating my forces more, culminating on losing around 40? mages in one turn. Of course, even if I hadn't split up my armies so much, I'd have been losing provinces anyways. I think even a great player would have difficulty fighting two-on-one like that, and I am definitely not a great player.

I was definitely overconfident when fighting Therodos; I was quite certain C'tis had natural counters to anything Therodos could throw at me. I was proven very obviously wrong when Il Palazzo brought to bear a certain spell I won't name (to preserve the surprise for anyone who didn't scout out any of those battles) which, while not impossible to counter, I was certainly in no position to deal with at the time. I had hoped I could regain at least some dignity with my last-ditch fortress defenses, but alas, it was not to be. Those got swept aside like butter too.

At least I got to name a bane Tricky Dick, and his buddy The Gipper.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 24, 2017, 06:55:58 am
I said I'd post a retrospective, right?
For my part I attacked you because I thought either you or Lanka would have the easiest way to mount an underwater assault early-to-mid game, what with the easy access to hordes of undead.
And Lanka was already being pounded into submission, so C'tis it was.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: ThtblovesDF on August 24, 2017, 10:12:49 am
OVerall you might want to avoid being the first at anything, be it sieging a capital early game (such a pain) or growing massive.

Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 24, 2017, 05:44:12 pm
Six hours left, Marverni, Tir na n'Og.... I'll PM you two as well...
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 24, 2017, 10:16:48 pm
I'm going to give Happery extra 5h, together with a stern look.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 25, 2017, 08:41:57 am
Golem vs. God: God wins by excessive trample!
Marverni Horde vs. Earthquake: Earthquake wins against squishy mages, although the rank-and-file survived better than expected.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 25, 2017, 09:36:57 am
Golem vs. God: God wins by excessive trample!
Marverni Horde vs. Earthquake: Earthquake wins against squishy mages, although the rank-and-file survived better than expected.
I'm guessing the propaganda wing decided to strategically stay silent on Tir na N'og battle?
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 25, 2017, 11:24:45 am
It went okay - I killed something like 2500 gold worth of elite troops alone - worst part there was losing my 500g commander the turn he would've flown away to safety. I'd have to re-watch the fight, but I feel like my prophet didn't bless everyone, since I didn't notice my Se'ir regenerating.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Happerry on August 25, 2017, 12:55:07 pm
I'm going to give Happery extra 5h, together with a stern look.
I think my memory is going or something, because this is the second time when I can distinctly remember doing a turn and what I did in a turn and then submitting said turn when it turns out that I did not actually submit the turn. It's annoying and I need to double check that the turn is actually in more.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 26, 2017, 11:30:24 pm
Literally looked at Llamaserver 6 minutes before Happerry staled.... I'd ask for an extension for you buuuuut...
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 27, 2017, 11:09:15 am
The Marverni Blob is coming for me! They’re bringing drugs. They’re bringing crime. They’re rapists. And some, I assume, are good people.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 28, 2017, 04:59:23 pm
Keep an eye on the time guys, it'd be a shame if an unfortunate case of sudden IRL was the reason that Marverni's gambit failed.

Basically, extend for him if need be, ~7 hours left.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 28, 2017, 07:02:54 pm
I'm keeping it all under control. No sweat.

edit: alright, I'm off to sleep. I've added a few hours just to be on the safe side.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: ThtblovesDF on August 29, 2017, 04:32:00 am
*knock, knock*
Hey Marveni,
It's Lanka,
trying to be relevant.

Matching with the current GoT Final
(spoilers)
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 29, 2017, 05:58:04 am
Huh. The one trick pony somehow keeps on winning.

In other news, Ermor is making a move for the win, with possible ETA: 3 turns. If anyone (at this point this means Hinnom, basically) can rain some sick sorcery on Jome (42) or Ligrea (97) - now would be the time.


I've got a somewhat relevant question: can one claim a throne while under siege?
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 29, 2017, 12:57:42 pm
You and Hinnom rain some sick sorcery? Aren't you two at the bottom of the research ladder? Yup, discounting Lanka (Sorry Thtbloves, but you kinda are fairly irrelevant where research is concerned), Therodos is in last, followed by Hinnom. I really am not scared of your magical talents, and yes, I do have access to all the score graphs thanks to the Eyes of God. Now the only thing that will make this better is if a had a decisive battle or two...


But either way, VICTORY RUSH!!!
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on August 29, 2017, 01:16:13 pm
Yup, discounting Lanka (Sorry Thtbloves, but you kinda are fairly irrelevant where research is concerned), Therodos is in last, followed by Hinnom.
Not due to lack of trying on my part - I've been building a researcher from every castle with a lab virtually every turn, and as soon as I hit construction 6 I churned out the lightless lanterns... but it just doesn't seem to be enough. Maybe I should've splurged on some +magic scales or something.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: ThtblovesDF on August 30, 2017, 03:24:36 am
No offence taken, I can only imagine how tiny my score graph has to be at this point.

Just being along for the ride is great, too.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 30, 2017, 05:27:16 am
No offence taken, I can only imagine how tiny my score graph has to be at this point.

Just being along for the ride is great, too.
You have ~3 bars for research, Therodos has ~9, Hinnom has ~12.

(Note: By bars I mean the alternating colored horizontal sections that the scoregraphs have, it isn't exact, but it gives the general point across yeah? I'll post the scoregraphs after the end, or if the end becomes all but guaranteed, and you're stuck with Therodos trying to teleport/fly-in quake spam (It wouldn't work anyway, I've seen that utterly ruin C'tis way earlier in the match, and recently annihilate Marverni's mage-blob. Did you think I wouldn't take countermeasures? Especially as Marverni could've used a Turbo-Communion Quake-Spam setup? (Their research was very very good until recently) You'll need to fight me head-on, and give me the Decisive Battle I oh so very much crave... Now come, the time for words have passed, and the time for action has come! It's do or die, LET'S DO THIS!!))



(I may have been half asleep when typing this.)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 30, 2017, 05:37:07 am
You won't get a decisive battle of the kind you want, because I can't get my main army there on time. Neither can Hinnom, as far as I can tell. You'll have to make do with whatever I have in the region, and/or with Marverni fort defenders.
But hey, don't get too cocky!
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 30, 2017, 06:21:15 am
You won't get a decisive battle of the kind you want, because I can't get my main army there on time. Neither can Hinnom, as far as I can tell. You'll have to make do with whatever I have in the region, and/or with Marverni fort defenders.
But hey, don't get too cocky!

Awwww.....

I'm not getting cocky, I'd be happy with a loss if it was because we engaged in the Glorious Decisive Battle and I lost.
And I know victory isn't all but assured yet, note how I didn't post the score graphs.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 31, 2017, 03:25:40 am
I'm not going to be extending for Happery any more. His main army was wiped out, and there's not much left provinces-wise, so I don't think he can do that much anyway in those end days.
Having said that, it'd be nice if he either kept playing or set the nation to AI, instead of holding up the game like that.

you're stuck with Therodos trying to teleport/fly-in quake spam (It wouldn't work anyway, I've seen that utterly ruin C'tis way earlier in the match, and recently annihilate Marverni's mage-blob. Did you think I wouldn't take countermeasures? Especially as Marverni could've used a Turbo-Communion Quake-Spam setup?
Oh, the hubris of Rome.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 31, 2017, 07:42:34 am
Oh, the hubris of Rome.
.....I forgot about the cave bonus...

Even if you tore down half of that communion it still would've ended in a funeral pyre for your forces... But the darn cave bonus made it more than half in that initial 'volley' didn't it?... And you took out that Adept of the Silver Order that the bulk of my anti-quake countermeasures depended upon... My Prophet only had 2 hp and he survived that entire mess, so why the heck couldn't he?... Darn you RNGesus... (Don't say a ring of levitation would've saved him, cave-ins don't care about that.)


Still, assumptions that bit me: Assuming that you didn't build a lab on the Throne of Sorcery yet to teleport your Pretender because you recentishly conquered it (Eyes of God does NOT let me see labs, just forts and magic sites), not taking your Daktyl's air magic into account (I checked flight range and found it ok, so I figured that even if you teleported your pretender, the one free quake you could've gotten off would've hurt yes, but wouldn't be nearly enough, and the reduction of that statue into slag would've commenced), forgetting that earthquake is a lot deadlier in caves, trusting that RNGesus would see me through with those amulets of luck, and hoping that extreme redundancy in the form of a lot of augers would've seen me through anything I assumed you could have thrown at it... Really over-invested there on the augers, I easily could've gotten away with half of those numbers...

Still, try as you might, Il Palazzo, you aren't dislodging me from the Throne of Life needed for your win, not without a proper Decisive Battle, you darn coward.
But still, with both mine and Marverni's plots for victory foiled, that leaves you in the lead, with control over the Throne of Sorcery (3) and Night (1), and imminent threat over the Throne of Elements (3), does it not Mr. #1 in Province Count, Forts and Gem Income? Oh, and let's not forget the other thrones you are near.

EDIT: Oh right, my biggest regret: All that time and effort to make that army formation all nice and neat and Howl-Proof... All for naught...
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 31, 2017, 09:04:14 am
Yeah, people seem to keep forgetting about various aspects of earthquake, for some reason. You know, the one spell just screaming 'for copious use by Therodos'.
I have to admit, though, that both lvl3 thrones ended up in caves is a stroke of luck nearly on par with having them underwater.


But no worries, the momentary crisis of somebody winning is averted. I can't break the walls of that Marverni pig breeding facility with ~100 units, and I'm sure as hell not assaulting your other blob head-on with the ragamuffins I have there (or am I?).
The game continues. :)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on August 31, 2017, 05:06:13 pm
And you took out that Adept of the Silver Order that the bulk of my anti-quake countermeasures depended upon... My Prophet only had 2 hp and he survived that entire mess, so why the heck couldn't he?
Most likely because your prophet had 19 defence w/o his shield, while your Adept had 1. I looked at the detailed combat log, and it seems like the prophet wasn't hit even once (as is to be expected with such high def), while the Adept was hit twice in the first round, exceeding shield block value both times, with first hit being negated by luck.

Note that with 1 def he was almost certain to be hit (I think it comes down to 10% evasion chance per casting? I'm not entirely sure how earthquake to-hit works, but the statistics kinda look like a 10-attack roll). He had something like 35% chance of blocking with his crystal shield, but even then he'd have to roll against 20-strength* armour piercing damage due to cave collapse - which I think would give him roughly a 50/50 between no damage and some damage.
(*At least Dom4inspector says it's 20. The damage rolls are confusing.)

I'd say he had rather less than 50% chance of survival past the first round.

I wonder if Fog Warriors would have been sufficient at that point, though. Your army was already badly beaten up, with a lot of units surviving with 1 or 2 hp. 2 more earthquakes would have killed a lot of these survivors, mistform or not. Plus, with cave collapse damage the mistform would pop on a large fraction of remaining units.
I still had two decked-out Meilas to thug it out, but it'd be a much more tense affair. You had some absurdly high morale there (+8 squad morale?O_o??), and I had a very few units.

In any case, I don't think you'd have enough left to take on Marverni defenders.


By the way, I've just noticed something - you may want to reconsider placing your mummy together with your other mages on the battlefield. It's making them sick, quite literally.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on August 31, 2017, 07:17:03 pm
Except Cave Collapse doesn't strike the entire battlefield like the rest of the quake does, only 10% of it from looking at the Mod Inspector.
But yeah, if I got Fog Warriors off it would've been tense, I would've torched your ghosts, while the armor on my hastati isn't exactly heavy it'd be enough to drop the incoming damage below 20 reliably even in the case of cave ins, and it's kinda hard to Thug against Pillar of Fire spam, is it not? But yeah, you probably would've hurt me bad enough to stall my advance.
(Fun fact: The commander that gave the +8 squad morale survived :D)

But yeah... Thanks about the Mummy.... What I get for being lazy after making the formation all neat on the other blob... (That blob had no positioning, it was just a blob)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on September 01, 2017, 04:09:24 am
Huh? I don't see anything about cave collapse being 10% in mod inspector.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on September 01, 2017, 09:18:02 am
Huh? I don't see anything about cave collapse being 10% in mod inspector.

Check the 'advanced' box, under the UI where you can specify your search, and then 'more info'.

Reveals some things that isn't immediately available, like how Cave Collapse has an entirely separate spell ID from Earthquake, and yes, how its AoE is 10% of the battlefield.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on September 01, 2017, 09:48:33 am
Well, that makes the damage rolls more understandable.
Feels much more effective than 10%, though. But maybe that's just due to darkness improving hit chances, rather than just due to cave collapse.

Alrighty, so I've learned something new here. Turns out CC is an additional effect applied after the regular EQ, and not as I thought replacing it.
Hence after looking at the combat log again, I can see now your Adept was hit 3 times not 2, and only the last one was CC, and not negated by luck.
Consequently, rings of levitation are still worth wearing in caves, it seems.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on September 01, 2017, 10:34:01 am
Yup, that -3 defense is the real reason why Earthquake is so darn brutal in caves I'd say. The Collapse just lets you mangle floaters/flyers/heavy duty things that could shrug off a normal quake's damage no problem.

But yeah, everyone remember to check the 'advanced' and 'more info' boxes if you're inspecting a spell with secondary effects on the mod inspector, as it'll reveal the details of said secondary effects (Like, how large is Fireball's AoE for its stun damage? (It's 6, by the way) Orb Lightning does AoE stun damage for each bolt?! The fact that Thunder Strike does 26 damage in AoE 1, 30 stun damage in the same 1 AoE, 10 stun damage with AoE 6, and 1 damage in AoE 6... Thunder Strike has a lot of sub-effects huh?)
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on September 02, 2017, 03:54:05 am
I've postponed for Marverni.

A heads-up, I may not be able to send the next turn in until Wednesday.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on September 03, 2017, 02:52:40 pm
Marverni is still AWOL.
Taking into account how I myself am partially unavailable until Wednesday, I'll just postpone hosting until then.
Hopefully we'll hear from Karlito in the meantime.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: ThtblovesDF on September 04, 2017, 02:19:54 am
Aye, thank you.


______

Alright, Il Palazzo - Telkhine is racing with some sort of eternal army, to take muh thrones.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on September 07, 2017, 08:23:18 am
Hate to ask this so soon after a long wait, but I'll need an extension. I'll be ready to go for our regularly scheduled Ascension War in about 10 hours or so, so it won't be too long of a wait, but I was just hit by a perfect storm of forgetting this was a thing, IRL intruding, and the deadline's timing being just an hour or 3 shy of what I'd like as a buffer in case of things taking longer than expected.

Again, sorry about this. I will endeavor to do the turn as soon as possible.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on September 07, 2017, 08:39:21 am
Ok, no worries. I'm still not sure what's up with Karlito - haven't had any feedback from him following my queries via PM.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on September 07, 2017, 09:20:04 pm
Thank you, turns out I needed it, I'll have mine in soonish.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: ThtblovesDF on September 08, 2017, 03:32:37 am
So Tir Na N'Og is dieing to Hinom.

Maverni is fucked, with like 3 people assaulting it and all that. Still has some armys however.

Theo is gobbling up on all the cakes.

I'm dieing to theo, but slowly for the moment. Hope you enjoyed the arrows.

Might come down to slap fight between Hinom and Theo, or whoever casts a op global first.



PS: Nice fight in Tir Na N'Og

Pss: You can press tab in the army setup screen to hide all commanders set to "research". I didn't know this. For like, 2301x games.


PSSS: Why are there so many mines? Like, I can see 12 mines and I barly hold 12 provinces.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on September 08, 2017, 06:19:52 am
I'm dieing to theo, but slowly for the moment. Hope you enjoyed the arrows.
How are you dying? I have, like, 1 army tiptoeing in the area, and you have a bazillion.
The arrows were surprisingly ineffective, thank you very much. You did manage to kill a spectral commander, of all things.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: AlStar on September 08, 2017, 07:48:58 am
PS: Nice fight in Tir Na N'Og
I honestly thought that fight was going quite well for me, right up to the point where my troops retreated - I was taking a lot more Dawn Guard casualties than it first appeared, since they were mostly hidden behind the walls/towers.

I do think that if my troops hadn't fallen back due to HP loss, I would've pulled through - Tir was basically out of chaff.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on September 10, 2017, 01:50:37 am
What a glorious clusterfuck this game has become.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Jilladilla on September 11, 2017, 06:23:09 pm
Ah heck, Bay12 going down and Dom5 hype made me lose track of time, double-turn incoming.


3 hours left... I request an extension for Karlito to be issued? I sent him a PM and he did respond, so it shouldn't be too much longer, but a few more hours can make it so he doesn't quite have to rush the turn to avoid a stale.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: ThtblovesDF on September 14, 2017, 02:49:50 am
Appears that (except for theo right now) - noone can afford to form a doom stack, as it will leave to many flanks exposed. Maverni is recovering, but only until that throne falls. A stack of 1 000 Ghost-undead is far more dangerous then a stack of 1 000 regular undead, thats for sure. The Giants also appear to be in a good place, with no real enemy that has a focus on them, everything else is a clusterfuck.
Title: Re: Dominions 4 Round 27 - Mild Madness
Post by: Il Palazzo on September 14, 2017, 03:12:58 am
The Giants also appear to be in a good place, with no real enemy that has a focus on them, everything else is a clusterfuck.
I, uh, might have slightly attacked Hinnom last turn...


ThtblovesDF, you need to walk me through how you get all those undead. How many priests does it take to reanimate those? Are you using spells too?
Those hordes are Ermor-worthy.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: ThtblovesDF on September 14, 2017, 06:16:26 am
Before I got violated by 3 players at once, I had 2 provinces with temples, making priests. They just reanimate long-dead all day and the occasional high priest for a bit more.

I put all my eggs in a now broken basket, since any kind of late-game scaling was lost a long time ago.

Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 14, 2017, 06:23:45 am
Do you get mound kings from regular priestly reanimation as well? Or does that require spells?
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: ThtblovesDF on September 14, 2017, 06:26:33 am
Revive king, 3 death gems.

They are quite good, you can put bows on them and when Tir'na'ogh tries to assassinate them they sometimes just lance-charge the assassin right in the face.

They are so cheap, they where a big part of the rand-gen game, since you can just rez them, put a skelli-spam-ulet on them and call it a day (total price 4 Death Gems in that game for me).
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 15, 2017, 01:29:50 pm
Hosting postponed for AlStar
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: AlStar on September 15, 2017, 03:17:29 pm
Hosting postponed for AlStar
Thanks for that - things have been a bit crazy lately, but I should be able to get my turn in after work (call it 3 hours or so from now.)
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 15, 2017, 06:47:49 pm
Last chance to stop me!
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: ThtblovesDF on September 16, 2017, 06:16:35 am
The Walking disco of sun spell spammers that could do that is busy killing my undead.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 16, 2017, 09:46:55 am
No, seriously. AlStar better pull off a heroic defence, or it's a win in two turns.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 17, 2017, 01:04:08 pm
Alright, I'll be claiming the last throne point this month. I don't think it can be stopped with sufficiently high probability.

I'll send my armies to attack whatever I can, or set them to patrol if at a fort, so that people can get some last turn epic battles, if they care (give me a shout if you want to coordinate some battles).
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: ThtblovesDF on September 17, 2017, 01:58:45 pm
All in @140 (Lovendale, the castle to the right of Lanka)
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Karlito on September 17, 2017, 06:32:05 pm
I set all my guys to patrol outside of Ur is you want to hit them. Probably my scripting is again insufficient to do any serious damage.

Thanks all for the game and belated apologies for disappearing for a week.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Happerry on September 19, 2017, 12:48:37 am
Even if I got knocked out before the end, it was a lot of fun. Thanks everyone. ^_^
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Jilladilla on September 19, 2017, 01:27:29 am
Oh right this, sorry I'll get my turn in a few hoursish.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 19, 2017, 04:24:49 am
Thanks for playing everyone.

I realise how bland this victory is. All I've done was cast Earthquake ever since I hit evocations 5, pretty much all the time.
Weirdly, Hinnom being the only remaining nation who would just shrug it off, was busy fighting everyone but me.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Jilladilla on September 19, 2017, 05:23:42 am
Shademail Haubergeon I'm guessing? I was figuring I had another turn to breach the fort, as you'd be theoretically teleporting your Pretender in, but with that force that was just a pipe dream, a cobbled together force of all the lizard mages I ever recruited bar a few...

Now, since Eyes of God was in fact 'dispelled' this final turn, everyone can see the score charts now yeah?...


I really should've screenshoted them earlier to rally support...

Now, my list of regrets:

The only thing I learned about my tactics is that turn one defensive earthquakes hard counters it. Nothing you can do about that at all really, unless I blitzed Construction 8 for the Sword of Augelmer for its autocast of Will of the Fates. And with a heavy communion trying to equip every single mage with an anti-quake item is prohibitively expensive... The two major battles I had, one was a cobbled together mageline which your archers unerringly shot at. Lucky at targeting the guard squad I guess... I appreciate you not quaking it into oblivion though, I'm fairly certain you had a lab with which to resupply. The other? I must've assigned one slave too few or something... Set off a Fire Storm without a Fire Fend as a result. It was as self-destructive as it was helpful.

The fact that I truly and utterly overcompensated on that one army for the Throne of the Elements... That set me completely on the back foot there... Well, that and my delays in initiating that assault... I was waiting on Lanka, we'd make a coordinated assault with him being bait basically... Should've just charged in, I would've preempted his invasion of Tir na n'Og. Yes, wouldn't have quake resistance then. Or any heavy defensive measures. Or the +9 morale (or was it +8?) commander of awesomeness. And I would've had a huge target on my back as Marverni wouldn't have made their power-play. But I'd still have Fire Fend, Heat From Hell, Fire Storm, Relief, Mass Regen, Flame Javelin Spam, and a whole lot of Pillar of Fire casters... I spent like 30 minutes on that formation too, making sure that every Auger was neatly in that box, no more than 3 to a square.....


But oh well, Well Played I suppose, Hinnom never anticipated you just taking his throne huh?
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 19, 2017, 05:56:52 am
Yeah, I had a bunch of stealthy bishop fish following armies. I generally used Shademail a lot (e.g. on astral mages hoping to catch some mind hunters) as well as Elven cauldrons to conceal whole armies.


Those sniping archers - I'm not sure which battle you're talking about, but in at least two cases I had three commanders with bows of war+shroud of the battle saint (for flaming weapons) set to fire rear. Those were most likely the snipers.


But oh well, Well Played I suppose, Hinnom never anticipated you just taking his throne huh?
Yeah, Hinnom was left oddly undefended.
Although if taking their throne had failed, I'd be claiming another 3 points this turn, 2 from you and 1 from Lanka.

As for EQ protection - a ring of levitation on your major casters should be a must. If fighting in caves, a Robe of Shadows helps a lot. I was surprised how unprotected the mages I fought were.


All in all, while I had heard some horror stories about Therodos being underpowered, I've found it to be a strong nation. Highly mobile - 3 mp floating amphibians mean you can shift your armies around extremely quickly. Furthermore, you get an early sailing hero, amplifying your mobility - especially on a map like this one. Just invest in as many forts as you can for hordes of freespawn, and rush research for EQ and some construction.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Jilladilla on September 19, 2017, 06:40:53 am
The problem is, Ermor doesn't really have air mages, yes 1 in 4 Auger Elders, but I'd rather spam normal Augers yeah? (Fun fact: I recruited exactly two Auger Elders this entire match. Both rolled Death. I recruited enough normal Augers to be the research leader for most of the game, Hinnom and Marverni only just caught up, and only because I was fielding my entire mage force for the past 5 turns or so...)

That, and by the time I did my two army split I emptied my gem coffers on... I actually don't remember... Empowering that one random Auger in that western army with air I think?..... Lots of gear too, that got lost in the fiasco at the battle for the Throne of the Elements...



I'm FAIRLY sure Fire Rear isn't a thing, now I've heard of tricks using Hold and Attack Rear... But I'm certain Fire Rear is not a thing.....

Also, you claiming my Throne of Life wouldn't guarantee a victory, you'd still have to hold it until the end of turn, and I was in position to do something about that... Although you would just defensive quake spam cheese your way to victory... Can't wait for Dominions 5 where stuff like that isn't more or less an automatic 'win' button unless you're up against certain compositions...

I mean, Il Palazzo, consider this honestly: I somehow coughed up the gems to shield my masters and a good chunk of slaves. You inflict massive damage to my standing army. Heck, you could've gone back to a multi-quake alpha strike to attempt to cause most of my troops to route, and punch through more of the not-absolute anti-quake countermeasures I would've been able to field. Either way, your ghosts are still better than my now battered legionnaires, and yes I actually have mage support now, but so do you, and you were taking countermeasures like rain and what not... Shocked I didn't see a Warriors of Niefelheim or Fire Fend out of you though... Then again, Pillar of Fire kinda doesn't care...
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: AlStar on September 19, 2017, 07:13:20 am
Yeah, Hinnom was left oddly undefended.
My two armies were caught badly out of position - one was finishing taking the last provinces of Tir, the other was in the process of sieging Marveni's capital.

I started putting together a new army, but giants really are ruinously expensive.

Edit: I'd say that the misstep I made was underestimating just how big of a threat Therodos posed. There was a couple turns right after I'd taken out Sauromatia where I was deciding who my next target should be. Unfortunately, I decided to go after Tir na N'Og; then Marveni decided that I was the bigger threat (easier target?) than Therodos, and suddenly I was in a two-front war (which I was well in the process of winning, I'll note!) and had no attention/troops to spare in opening up yet another front (one which bordered me on 3 sides, I'll note.) So I just kind of crossed my fingers and hoped that someone else would rise to the occasion.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 19, 2017, 09:17:03 am
I'm FAIRLY sure Fire Rear isn't a thing, now I've heard of tricks using Hold and Attack Rear... But I'm certain Fire Rear is not a thing.....
I'm not lying to you, love. Give a commander a bow and see for yourself.

Quote
Also, you claiming my Throne of Life wouldn't guarantee a victory, you'd still have to hold it until the end of turn, and I was in position to do something about that... Although you would just defensive quake spam cheese your way to victory... Can't wait for Dominions 5 where stuff like that isn't more or less an automatic 'win' button unless you're up against certain compositions...
I don't think you could take the throne of life back. I finally got one of the Telkhine heroes, so I'd be spamming Shimmering Fields in addition to the regular stuff. Two earthquakes guaranteed on the first turn.
Besides, I've also just conquered Lanka's throne, which would also give me victory (although I'd have to send somebody to claim it).

The problem is, Ermor doesn't really have air mages, yes 1 in 4 Auger Elders, but I'd rather spam normal Augers yeah? (Fun fact: I recruited exactly two Auger Elders this entire match. Both rolled Death. I recruited enough normal Augers to be the research leader for most of the game, Hinnom and Marverni only just caught up, and only because I was fielding my entire mage force for the past 5 turns or so...)

That, and by the time I did my two army split I emptied my gem coffers on... I actually don't remember... Empowering that one random Auger in that western army with air I think?..... Lots of gear too, that got lost in the fiasco at the battle for the Throne of the Elements...
Quote
I mean, Il Palazzo, consider this honestly: I somehow coughed up the gems to shield my masters and a good chunk of slaves. You inflict massive damage to my standing army. Heck, you could've gone back to a multi-quake alpha strike to attempt to cause most of my troops to route, and punch through more of the not-absolute anti-quake countermeasures I would've been able to field. Either way, your ghosts are still better than my now battered legionnaires, and yes I actually have mage support now, but so do you, and you were taking countermeasures like rain and what not... Shocked I didn't see a Warriors of Niefelheim or Fire Fend out of you though... Then again, Pillar of Fire kinda doesn't care...
Yup, these are the kind of things one needs to start planning for longterm. As soon as the game starts, preferably.
If it were me fighting Therodos as Ermor, I'd probably use human troops only on the defensive (providing I could give them mass flight, for warriors, or army of lead/gold on the first turn), and use summons/thugs to hold the line when attacking.
I'd also try to take down as many mages as I can remotely, rather than in battle. I'd push for Flames from the sky and use it copiously, which is one of the better reasons for Ermor to get as many Augur Elders as possible. Another thing they could be casting is Vengeance of the Dead - a great way of taking down EQ-spamming mass murderers.
As it was, I don't think I lost more than 2, maybe 3 daktyls the entire game.

Oh, and I did not cast anything like Warriors of... because my best research was lvl 7 in Evo, and lvl 6 in everything else (sans blood).

Yeah, Hinnom was left oddly undefended.
My two armies were caught badly out of position - one was finishing taking the last provinces of Tir, the other was in the process of sieging Marveni's capital.

I started putting together a new army, but giants really are ruinously expensive.

Edit: I'd say that the misstep I made was underestimating just how big of a threat Therodos posed. There was a couple turns right after I'd taken out Sauromatia where I was deciding who my next target should be. Unfortunately, I decided to go after Tir na N'Og; then Marveni decided that I was the bigger threat (easier target?) than Therodos, and suddenly I was in a two-front war (which I was well in the process of winning, I'll note!) and had no attention/troops to spare in opening up yet another front (one which bordered me on 3 sides, I'll note.) So I just kind of crossed my fingers and hoped that someone else would rise to the occasion.
You really should have dropped everything and send those armies to the nearest throne as soon as shit started coming down (i.e., as soon as Marverni failed at taking both of our thrones they were aiming for). Conquering throne-less nations when people are at a brink of winning seems rather suboptimal.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: ThtblovesDF on September 19, 2017, 12:12:04 pm
I blame everyone that ganged up on me early game while I tried to form a anti-under-water-undead group.

From watching battles, the defensive qualities of eternal, with some armor and floating really no-sells most things, add to that that you had as many troops as I had...


How many longdead would it take to beat one eternal dude, if they only attack 1 at a time?

_______

Edit: I wonder if you could've won the war by pure conquest - we all would've had to suck up loses until we learn to play better/around your strenghts. Split up armys and all that.
Title: Re: Dominions 4 Round 27 - Crazy Cluster*uck
Post by: Il Palazzo on September 20, 2017, 04:17:47 pm
Edit: I wonder if you could've won the war by pure conquest
Ugh, possibly. But it'd be a dreary slog.
That's why I liked this game's victory conditions - it was so nice to have an alternative to just slowly conquering everything. It kept us all on our toes, engaged till the end, and gave quite a few of us a go at winning.
Title: Re: Dominions 4 Round 27 - Game Over - Il Palazzo wins
Post by: E. Albright on September 20, 2017, 04:45:56 pm
Fire rear for troops is no longer a thing. Commanders, being more cleverer, still can manage it.

At least they forgot how to Fire Casters along with everyone else (well, everyone who's not at least somewhat bogus) between Dom1 and Dom2. That was ugly.
Title: Re: Dominions 4 Round 27 - Game Over - Il Palazzo wins
Post by: Il Palazzo on September 20, 2017, 04:50:50 pm
Fire rear for troops is no longer a thing.
When was it ever a thing, though? Before Dom3?
Title: Re: Dominions 4 Round 27 - Game Over - Il Palazzo wins
Post by: E. Albright on September 20, 2017, 04:51:44 pm
I can't remember when it vanished, but yes. Again Fire Casters used to be a thing...

Re-checking: it was ofc gone by Dom3 (and since I checked, my eyes hurt), but I don't seem to have Dom1/Dom2 demos still on any computer in reach right now. If I'm super ambitious I might see if I can't still scare them up on Wayback to check.
Title: Re: Dominions 4 Round 27 - Game Over - Il Palazzo wins
Post by: E. Albright on September 20, 2017, 05:20:11 pm
Hmm, so I was wrong. Fire Rear for commanders came into being between Dom1 and Dom2, and never existed for troops. Previously it had only been Fire Commanders and Fire Magic Users (both of those were for both commanders and troops).

Also: having looked at Dom2 graphics again, I went from my eyes hurting to wanting to bleach them. Fortunately, I looked at Dom1 graphics afterwards so the impulse was lessened. It still is a bit unsettling how much of a visual downgrade D1->D2 was, even if it was ultimately for the best.
Title: Re: Dominions 4 Round 27 - Game Over - Il Palazzo wins
Post by: ThtblovesDF on September 21, 2017, 04:55:50 am
Fire rear on Commanders won me that one game, since centaurs have sick aim and a construction sites gave me 2-gem bows.