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Messages - WealthyRadish

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1
I've heard of a disappearing mound king before on discord but didn't realize it was so common, in fact with a bit of testing it seems like it happens every time. I've not noticed it in the bug thread from a quick check, I guess I'll do a post there, sad for your demon boys leadership I guess.

Praying for more dead elves, maybe you can join the giants.
Sounds like a feature, if only the mound king didn't require those valuable death gems.  Oh well, there must be Mound somewhere with too many kings.

From reading the bug thread on the steam forums, I think someone mentioned this happening to their Freak Lord pretender as well. It's not a huge deal, but couriering items is one my main uses for Mound Kings and I think not being able to retreat pushes them over the edge of not being worth the effort. Banes were likely going to be summoned anyway as a cheaper (gold-wise) replacement for Demon Generals.



Turn 20

It's way, way overdue, but we've finally pinned Tir na n'Og's raid down. With just a tiny remnant of their army left, I have the utmost confidence that UwU will be able to take care of this in short order (and maybe finally do something about those freaking wolves). Hmm?

Spoiler: Oh no (click to show/hide)
Spoiler: Oh *no* (click to show/hide)

In the numerous little battles until now Tir na n'Og did not cast any magic at all with the commander leading the invasion, lulling me into a false sense of security. I saw that this Mary Sue "I'm just great at everything" of a national hero had been equipped with only a smidgen of nature and glamour gems, which led me to write them off as a mage (no elementals, you see), but perhaps that Air 2 should have given me more to think about.

Items granting shock resistance are going to be a standard component of our Dai Oni equipment, but it's been too early to justify crafting it (the best we could do is a Ring of Tamed Lightning, but there are better sources of shock resistance later and for now I need the scarce air gems for crafting quills). UwU is thus left completely naked against these armor-negating lightning bolts, and the "stun" effect massively cuts down on their ability to clear the chaff (only getting one or two attacks in before getting stunned by the next lightning bolt, and often hitting the mirror images of the enemy units).

Spoiler: A shocking development (click to show/hide)

Amazingly, despite spending most of their time stunlocked UwU succeeds in killing or scaring off the enemy units surrounding them prior to entering spirit form (the blow lethal to their corporeal form is actually an "armor defeating" arrow to the head) leaving nothing standing between them and the Tir na n'Og Original Character Do Not Steal.

Spoiler: A duel! (click to show/hide)

However, at this point my money's actually on the elf being dangerously likely to win in melee (given their 8 mirror images, the very powerful point-blank spell "Shocking Grasp" existing, and UwU's lack of huge amounts of HP in ghost form to soak up the damage). Some heavenly inspiration penetrates UwU's now slightly-thinner skull (possibly me cursing at the screen for them to GTFO while they still can) and they conclude that prudence is indeed the better part of valor:


Safely returned to the land of the living in nearby Baccar, we can now plan the next attack.



UwU did at least finally kill the last of the invading army's units, leaving just this one solitary mage/priest/sailor/crafter/general/engineer/scout to deal with (plus the province defense, which is annoyingly a major factor here for once given the debilitating air magic). The sane thing would have been for this commander to sail or sneak away long ago, but the AI's insanity has shown itself to be an advantage all its own. That said, I doubt the mage will be able to defeat a mob of province defense on its own; my bet is we need to be prepared for them just sitting in the province this turn, which demands we send everything in to finally end this farce:

Spoiler: Everything (click to show/hide)

Following the panic of seeing our invincible champion get barbecued, this "everything" of ours somehow feels like it's simultaneously "not much" and "too much". OwO should engage the province defense immediately from the center, the goblins will screen the prophet on one flank while the remnants of our original bandits will screen the other, and ideally this will leave UwU without distractions from hunting down the mage (this time with at least a paltry +5 shock resistance from their one self-cast). The goblins only count for ~50% of the army's total HP (assuming we can include commander HP in this), so if they all die I don't think we will pass the threshold to automatically retreat. We lucked into our prophet getting "Valor" as their heroic trait, giving the goblins decent enough morale (Baka's also sporting a thematic Holy Scourge he picked up off an undead mage, though I'd really rather he get some sort of shield instead).



This mishap was an opportunity to see a Dai Oni in their deathday suit, confirming that the patch to Dom6 worked and they now do indeed keep their equipment slots while in spirit form. Interestingly, they even get ghostly versions of their default throwing weapons now. Throwing weapons (especially after having died once) are pretty useless on a Dai Oni or Oni Shugo, but I'll be interested to see if our other non-commander Oni use them (I'm also curious if armored Oni keep their default armor in spirit form as well now):


2
Turn 19

Quote
(but it should be essentially impossible that they aren't finished this turn)

With the annoyance caused by Tir na n'Og now resolv-

Spoiler: Oh (click to show/hide)

This is quite funny to me. What happened is exactly the "two armies slip past each other" scenario I mentioned just two turns ago, and back then I even acted on this possibility by carefully evacuating a Namanari out of the danger zone. And yet, last turn, with the stakes lowered I immediately just thought "bleh, they're surely finished by now, nothing to worry about". Dominions is certainly a game that forces the player to be meticulous.

This is the sort of nightmare we will need to deal with regularly if Vanheim starts showing up on our shores, so perhaps it's good to have a reminder of just how annoying these small raiding forces can be to eliminate if we aren't careful enough.

Well, not that it needed to be this annoying. This could have been prevented easily last turn by instead moving the detachment in Ephesibor to Temiglia, defending Baccar with a Dai Oni, and attacking Ferran Mountains with the second Dai Oni. This turn we now need to defend 3 provinces instead of two, while only having 3 "armies" (and it's also necessary for one of these "armies" to go on the attack and finish this). The regrettable but necessary solution is to spend a bunch of money on province defense to cover one of the provinces (while defending the other two and attacking with a Dai Oni).

If this wasn't enough, I also hastily sent our newly-summoned second Mound King down to Temiglia on a mission to return OwO's boots (after lending them to the evacuating Namanari). They thankfully retreated, but less thankfully vanished into thin air just like our last Mound King (boots and all). This tells me there is very likely some horrific bug at play here that prevents Mound Kings in particular from retreating, and I don't plan on summoning any more until something promising shows up in the patch notes.

For gathering up our freespawn Oni we'll need to rely on slower and more expensive commanders (and hope they don't also have this problem retreating; Tir na n'Og's commander sure hasn't). A "Bane" can be summoned for 7 death gems at Conjuration 3, who is also a better general (though they have less map move and are over twice the cost of a Mound King).



While I was reading up on bugs in Dom6 I also came across something saying that units are currently not dying of disease over time. I've been keeping an eye on the scout reports for that throne by our capital to see if the dragon defending it has died yet, but that will probably never happen. This is slightly concerning if only because that dragon was stacked with water gems (meaning it can summon massive and deadly water elementals), which is another "no go" for a lone Dai Oni (I would have happily sent UwU in there alone now that we have Fire Shield).
 

3
Turn 18

Tir na n'Og did indeed hopelessly attempt to attack Baccar with the remnants of their army (one of the "weird" cases). The game resolved the two hostile forces moving into each other by halting our Dai Oni's attack, which delays eliminating the last of their force by another turn (but it should be essentially impossible that they aren't finished this turn):

Spoiler: Map overview (click to show/hide)



It looks like Helheim had actually pushed fairly far east prior to being pushed back by Muspelheim:


We're also treated to the somewhat terrifying sight of watching Helheim obliterate a large group of barbarians without taking a single casualty:




We take our first province underground (unfortunately not in the vicinity of the incredibly rich cave forest provinces), and interestingly it seems that in Dom6 cave terrain counts alongside hills/mountains for recruiting Yomi's goblins and Namanari:


IIRC, caves in Dom5 would provide the best Yomi freespawn from temples (as in hills/mountains) but would not allow recruiting Namanari and goblins.

Things are going quite well, with enough income coming in that we should be able to build an additional lab next turn while maintaining mage recruitment (I've also switched to recruiting Sorcerers instead of the cheaper Namanari in anticipation of finally researching Construction 5 within 4-5 turns).

4
Turn 17

As expected, Tir na n'Og attacks Baccar (into the arms of our waiting Dai Oni):


Routing them like this will allow us a clean finish next turn, eliminating what's left of the army and the provinces they took with our two Dai Oni in Baccar:

Spoiler: Map overview (click to show/hide)

Well, I say "clean", but there are still a couple weird things that could happen. The enemy commander wasn't killed in the battle and probably survived the retreat; it's possible they could attack Baccar again (dumb as it seems), or attack Ephesibor (note that their best troops are invisible on the map due to having "glamour"). Attacking Baccar would either result in their army slipping past the Dai Oni moving in the opposite direction, or the game picking which army successfully moves based on an obscure "army size" calculation. This would be particularly annoying because there's a stranded Namanari in Baccar who I had blood hunting (for lack of anything better to do), and wouldn't you know it: they found 11 blood slaves. I'm not about to waste money on high province defense just to hedge this weird possibility, but we can evacuate the Namanari by giving her OwO's boots and having her slip through the Fur Zone back to the capital (a Mound King can ferry the boots back to OwO later, now that mounted Mound Kings have feet in Dom6).

Meanwhile, we can hedge against them attacking Ephesibor easily by splitting a small detachment off the army that just cleared Barme. Moving a small force to Ephesibor is fine anyway, because I'd like to clear the moderately high unrest caused by it changing hands twice (and this lovely event):


The tax collector's disappearance in our richest province means we can't afford both a temple and a water mage this turn; I prioritize the water mage, though our lack of freespawn Oni from temples is going to be felt acutely soon (especially given that we can't afford to rely on our ruinously expensive 5g goblins either, despite them being perhaps the most cost-effective unit in the entire game).



Thinking more about our research priorities, I did end up diverting into Enchantment 3. The 100+ ghouls and soulless guarding our entrance to the mushroom kingdom may not seem like a threat compared to UwU's capabilities, but what still nags at my mind is the special fatigue effect that ghouls have on their attacks:

Spoiler: "Paralyzing Poison" (click to show/hide)

It might not seem like a big deal, but I've 100% lost Dai Oni to this in the past. UwU would almost certainly be fine, but the stakes are bit high for "almost" (whereas fire shield will trivialize all encounters with basic undead forevermore, even for lesser Dai Oni than UwU).



And finally, our goblin scouts (which literally cost more than their weight in gold) have revealed some information about Helheim, who looks like they're having a bad time with Muspelheim in the east:


5
Maybe the elves will kill the wolves for you?

You know, I wouldn't be surprised if I learned that Vanheim already tried and failed with some small force (maybe Atlantis even tried as well). This group from Tir doesn't look too tough; I'd give it even odds the wolves would win.



Turn 16

As it happens, Tir na n'Og's ill-advised expeditionary force keeps going west, killing more of my province defense. There's one remaining province of mine in the area, "Baccar", and I'm like 90% sure they'll target it next turn:

Spoiler: Map overview (click to show/hide)

(In the province that they just took it looks like they got the random event that gives a level 2 priest and a bunch of militia, funnily enough; most of their other units are "invisible" to scouting due to having the "glamour" effect.)

It turns out that both UwU and OwO have enough map move that they can reinforce Baccar, despite the extra movement costs of passing through a province I don't own. UwU alone could probably handle them, but I'd rather not chance it (regrettably, this means listening to the freaking wolves laugh all night for yet another month).



UwU has their new equipment, another "Fire Plate" plus two weapons:

Spoiler: Spear and dagger (click to show/hide)

The spear's just a spear really, but the "Main Gauche of Parrying" giving +6 defense is nice. Ordinarily wielding a length-3 weapon alongside another weapon would give a -3 attack penalty, but UwU's "heroic ability" (from being in the Hall of Fame) is "Extraordinary Agility", which is currently giving him Ambidextrous +3 (this negates the dual-wielding penalty) as well as granting some extra attack and defense. This means UwU has two attacks per round (4 with the "quickness" gained from winning the tournament), while gaining defense similar to the benefit of a good shield, and on top of all this they have the ability to repel most common weapons using the spear's high length (repelling can be overcome by a morale check, however).

After this and chucking his old armor, UwU's defense rating rose to an outrageous 30, making him nearly impossible to hit in melee (being stunned or exerting himself over 100 fatigue will make it possible, though). There will be better weapons later, but these are more than enough for now (we could maybe do something goofy with UwU later, like give him a whip alongside some other weapon, or give him extra arms to hold even more unnecessary weapons).



With the two Dai Oni able to handle the west (provided Tir na n'Og walks into the trap) the army I pulled in to help can expand along the southern coast instead. One of these provinces has another entrance to the underground plane, which my dominion has scouted out a bit more.

From what I can see, the new cave terrain types are:

Cave: (low income)
River: (high income) {can overlap with others}
Drip Cave: (excellent resources)
Crystal Cave: (low income, excellent resources, many more magic sites)
Cave Forest: (high income, low resources, more magic sites)

And let me tell you, some of these underground provinces are bonkers:


Those two bizarrely rich provinces are accessible from an entrance adjacent to our capital (I assumed that the "Iron Caverns" province only connected to the throne, but that was a quirk of our God senses revealing the throne locations).

I'd like to make a research detour into Enchantment 3 for the "Fire Shield" spell (which would make fighting undead trivial for the Dai Oni, whereas it's currently quite dangerous), but this would delay Construction 5 by 2-3 turns (itself an agonizing 5-6 turns away, and vital for accelerating our research afterward). That said, UwU with their new equipment and tournament win may still be able to handle these particular undead (a mere "120" unarmed soulless and ghouls), though it's still a bit risky. Ghouls at least aren't mindless, and thus are affected by "fear" and "awe".



Speaking of caves, we also now border Agartha (visible on the southwest of the above map). I think the smart thing to do would be to send non-aggression pact requests to all these people and attack the odd man out (or just build up forever in peace), but I also feel like that just isn't the Dominions experience I'm looking for. I'm not about to start anything with Helheim, but attacking Agartha and Pyrene isn't off the table.

6
Darn elves. GL taking them on.

New update, some of the patch notes are interesting for this game

• Oni phantasmal weapons -> spectral weapons
• Oni spirit forms have their item slots back
• Arena didn’t give gold and gems, fixed

I was glad to see these fixed/reverted (there is still the change preventing Oni spirits from benefiting from stoneskin etc, which seems strange to me given that Yomi has a unique spell giving barkskin to all its demons, but at least our Dai Oni will keep their crafted armor and weapons if they die). I'll copy the full patch notes here:

Spoiler: 1/24/24 update (click to show/hide)



Turn 15

Tir na n'Og diverts to the east rather than attacking UwU in the north, meaning UwU can return to the capital next turn to pick up some equipment before fighting the wolves. Our second Dai Oni (named OwO) returned from the sea (someone else can go build the underwater lab) and while in the capital he picks up some new equipment of his own:


The "Fire Plate" armor piece reduces protection by 2 compared to the Dai Oni's default "heavy samurai armor", but more than makes up for this with its much lesser defense, encumbrance, and map move penalties (the default armor gives a massive -3 defense, +4 encumbrance, and -6 map move for its +18 protection). The other effects like +2 morale, +4 HP (new to Dom5), +5 fire resistance, and the fact that it'll stay equipped if the Dai Oni dies and turns into a ghost (as of today, if the patch notes didn't lie) are nice extra things as well. There's also very little else we can use our fire gems for beyond crafting basic equipment like this; at the moment I'd also certainly rather spend fire gems than our more precious earth gems, which last turn were all used to craft our first "Dwarven Hammer" (an item that reduces the gem cost of forging items by a flat -2).

The "Boots of Long Strides" meanwhile are a trinket-level item that's in my opinion the single most useful piece of equipment for Dai Oni that lack some other combat speed increase. Without something boosting their combat speed a Dai Oni is often unlikely to contribute much when fighting alongside an army, as the battle will otherwise be effectively over by the time they finish their script and reach the front. However, they should be somewhat more effective at reaching the front in general now, due to a change in Dom6 that allows "giant" units to displace smaller friendly units when moving forward (though I haven't yet seen this in action).

These two piece of equipment also increase map move, allowing OwO to skip two provinces and try to take back our rich southern port province this turn:

Spoiler: Map overview (click to show/hide)

We also now border Pyrene in the northwest; if we hadn't withdrawn an army, we would have gotten in an accidental fight with them over Midria this turn (a shame we didn't, I'm curious what the diplomatic outcome of that would've been).

7
I think(?) luck is useless on demons

This one made me really unsure for a bit. I'm was pretty confident luck works on normal demons, it doesn't work on undead or inanimate because a 75% chance to prevent death isn't too useful for them, but demons are some sorta living beings. Yomi demons on the other hand made me scratch my head, because they don't die, they turn into ghosts, who are undead, who luck won't work on. In the end I had to go and test it to see if the transition from demon to ghost can trigger luck, and it does indeed count as death and thus luck works to prevent the hit that would turn a yomi demon into a ghost.

Now I'm really interested to know that if other critters with dying or wounded shapes trigger luck to prevent the transformation if it doesn't transform into undead. My guess is that it would prevent the change, but  I'm unsure and I'll leave testing that  to someone else.

Good to know. If I'm not mistaken, one fun thing with a similar edge case is that the "Undying" bless effect works with Oni in the way one would hope (at least in Dom5), where finishing the battle with negative HP in demon-form doesn't kill the Oni (though I'm not sure if this is also true of any demon, or perhaps actually true of any shapeshifter).



Turn 14 - War!

We got to enjoy what, 2, maybe 3 turns of our full income, and then this happens:


They're led by this insufferable do-gooder who sailed here over the ocean (and seems to have mistaken us for the Fomorians):


This was not only our richest non-capital province, it cuts off 3 of our other provinces that were also a large part of our income. We could reconnect them by taking Strong Port, but UwU unfortunately needs to defend Winter Peaks for now (I was also going to build a lab in Winter Peaks this turn, given that it's a hills province that can produce Namanari, but this unfortunate occurrence  caused our budget to drop far enough to not afford the 600g). Note that despite the map's appearance, Winter Peaks does not border our capital, putting UwU two turns away from Strong Port (I also had UwU search Winter Peaks last turn on the off chance we get a free lab or fort out of it).

A consolation is that we did find a similarly rich province in the west (with both a 150g/turn gold mine and a 40g/turn arena), though we need to pull the rather battered force back from expanding in that direction to adequately contain this army (and also halt planned expansion in the north).

Think about it, I'm kind of surprised Tir na n'Og could even know this province existed and invade it, given the new mechanic obscuring unexplored territory from the map. Perhaps the AI is free from worrying about such trifles, or maybe they legitimately scouted it already (the latter would mean they must be quite close).



Speaking of trifles, maybe my 443 gold and 19 fire gems from winning that tournament have arrived by now.


Oh... ok... I guess I didn't need the money anyway...



Taking the underwater province was a real nail biter, right on the edge. A swarm of unusually well-armored Tritons against an inexperienced Dai Oni with crap magic, no equipment, and the various penalties they face for fighting underwater is too close for comfort, so the turn before I at least crafted a "Thorn Staff" to give them (crafting a crappy spear and an even worse buckler was the original plan, but I cheaped out and settled for this):


It's the sort of weapon that seems like filler that nobody would ever use unless acquired for free, but in our case it felt worth crafting due to giving our Dai Oni an extra +2 defense as well as a length-4 weapon that they could repel the Tritons' spears with (large units like Dai Oni get +1 to weapon length on top of this thing's length of 3). Well, worth it given our lack of economical other options at this stage (I was only willing to spend nature gems, and we only have access to Construction 3 "lesser items" equipment). Marginal as this might seem, I think it did actually make the difference between life and death here, as by the end the Dai Oni was getting seriously battered down by harassment penalties to defense and only finished the battle with 24/65 health left (thankfully no afflictions). Our reward?

Spoiler: Yes, they're here! (click to show/hide)

These water-2 mages have a 10% chance of also having fire 1 and a separate 10% chance of also having nature 1. They're very useful underwater casters, good for site searching, good for crafting, and the random paths could be used to break into higher summoned mages if needed (though our pretender has that covered in this case).

It might end up provoking Atlantis to have invaded their cap circle (hey, it's my cap circle too buddy) but I'm really not worried about that. It might seem strange to say given how weak we are, but I feel like with just 2 Dai Oni we could roll them (even underwater). Taking their capital would be harder, but I could bring in skeletons to take down the walls fairly cheaply. There's an alternative world where instead of making a pact with them we just immediately attack, and I think it might actually be the better one (though I don't mind the pact either, given our other... setbacks).

8
I think that chaos power goes to 5 because scales can go to 5 now, but I wouldn't bet my life on it.
Chaos Power definitely had a maximum of +3 in 5, so I also think that in 6 it goes up to +5 due to the scales changes. Something to check out when you get enough turmoil in a province, I suppose.

This does seem more likely than the insane possibility of it being uncapped (though a man can dream). Still, an extra +2 att/def/speed for all of our Oni is very significant for Yomi (it particularly complements another beneficial change that I'll hopefully be able to show later).



Turn 13



In this version of the tournament the participants are allowed to cast spells, creating possibilities for all sorts of things happening.
Our champion UwU didn't get the memo, and the only possibility that'll be happening is walking up to people and hitting them in the face (I scripted him to cast nothing, not even wasting time on a self-bless).

Spoiler: Final Round! (click to show/hide)

Spoiler: Arena result! (click to show/hide)

Honestly, not bad! I know I talked smack about the rewards, but I'm happy with this (it helps that UwU is freakishly tall, making head protection less important as most units will not be able to reach their head in melee). I think(?) luck is useless on demons, we already get awe from our bless, and commander buffs aren't particularly attractive on a Dai Oni, but just getting "quickness" early is worth it.

And hey, Dom6 now sweetening the pot with money and gems certainly doesn't go amiss, right!

Spoiler: Right..? (click to show/hide)

Hmm. You know, it says I got 433 gold and 19 fire gems, but it sure doesn't feel like I got 433 gold and 19 fire gems.
I'm sure we can trust it. The check's in the mail, I'm sure.

In addition to the headgear, UwU also gained a massive amount of experience for winning.


With this, I think the Chosen One who will liberate us from those freaking wolves in Strong Port has finally been found. Frankly, at this point I think UwU is basically unkillable by ordinary combat (even with our paltry spell selection and lack of crafted equipment). They could probably solo that enormous throne next to our capital with just a little more equipment and magic research.



Since all of the other nations sent priests in (and blessed themselves, unlike us) we got to see every nation's bless.


Unfortunately, the AI is still terrible at creating blesses, and none of them are worth even sharing. They're all just random collections of garbage, if anything at all (granted, I suspect some may be missing "incarnate" effects that will require their god awakening).

The diplomacy view also shows Helheim now having an opinion of us, suggesting we now share a border.


I even spent a ruinous 60g on a bad goblin scout, which can we now send out there.



Some other stuff happened. We now have two out of our three national heroes (a ghost and a cannibal):

Spoiler: Spooky general (click to show/hide)
Spoiler: Cannibal general (click to show/hide)

(Masatora arrived last turn, but I forgot to mention it, while Tsunekage arrived this turn.)

They're both very effective leaders (though our third national hero is more useful); Masatora is an improved version of a ghostly commander that can be summoned by Yomi, and Tsunekage is an improved version of our "Demon General" commanders. I'll keep them both in the capital until I can recruit enough goblins to do something with them.

This is also the turn we should break into the underwater, using our second Dai Oni that finished this turn:

Spoiler: Map overview (click to show/hide)

9
Turn 12 - The good, the bad, and the buggy

Last turn we sent a Mound King to ping the throne next to our capital, and I'm eager to see the results:


This throne with local death scales was a minor mystery, though if I had bothered looking up WTF a "Linnormr" is I would have seen that it has an attribute that spreads death scales. Coincidentally, half the units are diseased (even the Lnnrmrmrnr itself), suggesting it also has a Well of Pestilence or something. This is great news, as all of those horrible things that I'd rather not fight will die on their own eventually, including the commanders (leading to an instant retreat, if I were willing to wait that long).

I really wonder why this is still something that happens to independents; seems kind of cheap.

Speaking of cheap, having "scouted" the province (and filled with smug satisfaction of having forced them all to get out of their disease-ridden beds for nothing), the Mound King trots home to bring back the good news...


Except... he's gone. The Mound King vanished. There's no "retreat" section in the results summary, and he isn't shown as having died. Going through the retreat logic, I expected an 8.3% chance that he would stupidly retreat to an unowned province and die, but ordinarily the game would communicate that that's what happened. Whatever this is, it seems like a bug; I suspect it may be due to the province having an entrance to the underground plane, but who knows.



Speaking of bugs, I look up at the aquatic donut hole Atlantis lives in, and notice something peculiar:

Spoiler: Hint: (click to show/hide)

Where are the black candles? None in their capital, really?

I thought it might be due to the water reducing my "scout strength" or something, but I can see hostile candles in the sea with an identical scenario to the south. I also thought it might be due to only having one candle bordering them, but in the hint screenshot there's a province whose hostile candles I can see with just one bordering friendly candle. Seems like a bug, though maybe there's something incredibly obscure I'm missing.

It kind of sucks either way, because I've been using hostile candles as a proxy for the presence of enemies, making me think the western lands may not be as empty as I thought.



An interesting worldwide event also greets us:


An arena fight! In Dom5, the reward is paltry (or worse than nothing), the "tournament bracket" is totally unfair in its randomness, anything you send probably has something better it could be doing, and you would generally be insane to risk anything valuable on a last-man-standing battle royale like this.

Spoiler: Sign me up! (click to show/hide)

Thinking about the competition, when I was originally setting this game up I initially planned on using random enemy nations (but I thought better of it and switched them to nations that I thought would show something new):

Tir na n'Og - glamour mages
Vanheim - glamour mages
Helheim - glamour mages
Agartha - start in the underground plane?
Muspelheim - new EA nation
Pyrene - new EA nation
Therodos - random water nation
Atlantis - random water nation

I fear no elf in the ring of honor (and thankfully the water nations don't include any mindmelting blobfish) but both of the new EA nations have serious contenders:

Spoiler: Hairy basques (click to show/hide)

The basques are crawling with giants (all wielding two handed clubs just asking to brain my still-unhelmeted Oni) and niefelnot has that enormous freak with an armor piercing fire-area sword, but I decide to make the foolhardy and incorrect assumption that if either of these had anyone worth anything they'd surely already be in the hall of fame (which is currently a bit of a joke):


While checking how our the venerable Dai Oni measures up to these upstarts, I noticed something peculiar about UwU's chaos power rating:

Spoiler: Something seems off... (click to show/hide)

The Dai Oni has chaos power 1, which gives 1 point of def/att/speed per Turmoil and per 15 unrest, and this is in a province with 3 Turmoil and 17 unrest. However, in Dom5, I'm like 95% sure this was capped to +3 regardless of unrest, but in Dom6 it seems to be uncapped (or maybe the cap is higher). Is it a bug/oversight? Who knows. Is it hilariously exploitable for us? Hopefully we get a chance to find out.

10
Administration just increases the income of the province that the fort is placed in, so luckily we're not missing out on income increases across all our nearby provinces, just our forts. Which can be rough enough I suppose. (although 7.5% income in a province isn't that much really, it takes quite a bit to pay back the cost of the fort even for decently wealthy provinces)

Oops, my mistake. I'll need to go through and edit in notes correcting all my wrong information later. Speaking of...

the manual

I forgot a manual even existed! No wonder I'm wrong all the time. While skimming it, I came across an extremely interesting change to a certain underused mechanic that will be quite... something... later. (It turns out not all of the changes in Dom6 have been bad for Yomi.)



Turn 11

Finally, 4 agonizing turns after the massacre at Strong Port, we can attack the last province needed to link up our lands:

Spoiler: Skelly city (click to show/hide)

There are fewer soulless than expected from the reports, though quite a few horsemen (along with a wight mage full of death gems). There are few enough soulless that the prophet actually targets the horsemen (saving the precious lives of countless ungrateful goblins), and these horsemen were also put in a big dumb square in the middle that can't flank our commanders, thankfully.

Taking that province more than doubles our income. The werewolf disaster in Port Strong has set us way back, but things are looking up. By this point in the lower-priced Dom5 economy I would have expected perhaps 2 Dai Oni (merrily expanding a 3 provinces per turn along with an army), 3 temples outside he capital, and at least one additional lab, but instead we have one Dai Oni and no constructions.

Still, we're getting lucky on site searching:


-- and getting the air sorcerer early is letting me start on the Dai Oni we'll hopefully send to secure the underwater province next to our capital (how nice of our underwater friends to sign that NAP!). The province is in Atlantis' cap circle as well, and I'll be curious to see if they break the pact over it. This is a priority mainly because the "amber clan" tritons in this province are an indicator that excellent recruitable water mages may be present, if Dom5 is anything to go by. We have no water gems to craft the Ring of Water Breathing needed to send a Dai Oni underwater, but it's worth alchemizing gems and diverting a turn of our pretender's time for.

A Mound King is ready, whose first assignment is scoping out the army defending that horrible throne next to our capital that's Seriously In The Way (as my mother was fond of saying):

Spoiler: Map overview (click to show/hide)


11
The game updated today:


I can only hope that sailing still doesn't "work properly" enough to keep Vanheim off us, but knowing our luck they'll be making landfall any turn now.



I did a bit of testing to see how false damage works. Because it seems really weird that the nation has so much of it but no inbuilt ability to upkeep it. From what I can tell the false damage is still applied, but if there's no one on the battlefield to keep it up it heals 2 points of false damage per round (I think per round...). Seems like a fixed number too, humans with 2 false damage healed 2 and giants with like 25 false damage also healed 2.

Thanks for testing, none of the recent battles gave a chance to observe it here. That sounds to me like a decent way of avoiding this being overly glamour-dependent (and I bet Yomi isn't the nation unexpectedly finding itself dealing false damage). Still a bit unfortunate to see the spirit form debuff and loss of equipment slots.



Turn 10

We're greeted with another bad event, which also gives us an opportunity to expound on why Yomi is so poor:

Spoiler: Tribes at it again! (click to show/hide)

Note: this explanation assumes nothing has changed from Dom5 (there's no reason yet to believe it has, but who knows...)

Yomi generates freespawn Oni units from their temples, with the quantity generated depending on the Turmoil scale in the province. These freespawn are quite powerful, and are the nation's defining feature (you can play Yomi with Order scales instead and rely only on goblins, but this strikes me as terribly boring).


Turmoil is a "bad" scale with negative effects (taking it gives us more points to spend on other things when designing a pretender). It not only reduces our income directly, it also diminishes the rate at which we passively reduce provincial unrest each turn (we gain unrest when we first take a province, and unrest also reduces income). Turmoil additionally has some bad random events associated with it, most of which also add unrest, and we get more events in general.

On top of this, all of our Oni have an attribute that causes them to passively generate unrest in any province that they're stationed at. To make all of this worse, practically all of our units are "undisciplined", reducing their ability to remove unrest by "patrolling" a province.

The end result of all this is that our lands get progressively covered in large amounts of unrest that takes a long time to dissipate, while our troops all either actively generate more unrest or are particularly bad at removing it. We can offset this a bit by getting strong "dominion" in our provinces, which passively reduces unrest (which is one of the reasons why I went with very high starting dominion in the most recent Bay12 MP, but here our pretender has a mere 4/10 max dominion strength).

Beyond unrest problems, Yomi also only has access to build "primitive" forts. Our capital is a level 2 fort, but the best we can do outside of this is a crappy level 1 fort for a whopping 1000g. Forts have an "administrative" effect that increases the income of nearby provinces, and the effect is better for higher levels. Since we're constrained to poor quality forts (and can recruit our goblins and researchers outside of forts in any mountain province) there's little incentive for us to build them, with the side effect of making our provinces even poorer.

If this wasn't enough, Yomi also gets a special penalty to all income just for being Yomi (-25% in Dom5).

One way to counteract all this is "Luck" scales. Luck (at least in Dom5) gives access to better random events that occasionally dump piles of gold on you all at once, giving a RNG-based chance to bypass our hideously poor provinces. In Dom6 we're constrained to only taking Luck +2 (though Yomi does have access to a pretender that raises the limit to Luck +3). A wonderful side effect of Luck is that it often gives us random magic gems as well, and should generally result in getting fewer bad events (not that you'd know to look at us).



We got very lucky and landed an 'air' sorcerer on our first recruitment, letting us start producing owl quills to make the most of our expensive (for us) researchers:


We'll also get our first Mound King. (I also notice that our capital has 5 candles despite a max strength of 4, weirdly.)



This is the turn that we will finally, hopefully, connect up our provinces and start making some actual money. The province's Longdead Horsemen scare the crap out of me and will undoubtedly try to flank our commanders, so our formation is geared towards defending them at all costs:

Spoiler: Battle layout (click to show/hide)

The bandits are archers, but I'm desperate enough to win this that they're given melee orders instead (they have decent armor at least). The Oni nearest our commanders have ranged attacks that will hopefully place them in the commanders' vicinity when the cavalry hit. Our prophet is scripted to not even bless anyone, focusing only on his banishment spell (though I suspect he will only target souless with it, not the horsemen):


The banishment spell that priests get is based on the highest path of the pretender god, in this case the new "Glamour" path. The glamour banishment has a chance to proc a second effect after a second MR check, but only on mindless undead. That part will be useless here, but the spell still proved effective against longdeads in the last battle.

Meanwhile, still no candles to the west, giving me hope that this is all free real estate:


12
3 whole turns of non-aggression!

NAP-3 means that you're at peace until someone ends the nap, at which point there's a 3 turn cool down before you can attack each other (and I think that'll be enforced by the game, given diplomacy is binding is selected.) So basically a three turn warning before any attacks.

Ah, that makes much more sense.



Turn 9

After looking over our sad army that needs to capture the last undead province needed to connect our provinces, I decided it was too risky to try it this turn. Maybe it could have been taken with that force, but the margins are too thin and there are too many unknowns (we lucked out on having no necromancers in the last province, for instance). Before submitting the last turn, I switched to recruiting a second demon general with more goblins to reinforce before the attack, making this an uneventful turn. This effectively means giving up on a second Dai Oni for quite a while, as I need to also start recruiting Yomi's "sorcerer" mages for crafting (I'll need to land a 1/4 chance at an air path to get Owl Quills, at the very least):

Spoiler: Sorcerer description (click to show/hide)

The random '?' magic path is one level in either fire, death, earth, or air. All of these are useful to have around, though Dai Onis can have all these paths as well if need be. Sorcerers with level 2 earth are our most economical casters for alteration buffs (stoneskin, ironskin, etc), the level 2 death ones can be used for spamming skeletons in a pinch, and the air and fire ones are useful for crafting certain important items.

Speaking of which, we did get Construction 3, unlocking the second tier of craftable items. Looking them over, there are some interesting changes (though not as many new items as I would have hoped). It looks like basically all magical armor now increases maximum hitpoints (on top of their prior other effects), for instance. I also spotted a new glamour weapon that might help with our "useless Oni spirit" problem:


Throw that on a commander and the "Glamour Manipulator" effect should allow our Oni spirits' "false damage" to stick (as if the wielder were a glamour mage).

I also revised research slightly, going for Enchantment 2 before Construction 5. Enchantment 2 allows summoning Mound Kings, a mounted skeleton commander for a mere 3 death gems. They can lead a significant number of both living and demon/undead troops, have great map move, are amphibious, and cost no upkeep. For Yomi in particular, they're by far the most economical way to shuffle our freespawn Oni and goblins around. It's painful that I was forced to recruit any Demon Generals at all, as I'd much rather stick to zero-upkeep summoned commanders (especially with the Dom6 mage/commander price increases).

Spoiler: Research queue (click to show/hide)

Alteration is prioritized for the many useful defensive buffs along to the way to Alteration 6, which unlocks Soul Vortex (a Death 3 spell that steals health from surrounding units) and Darkness (a Death 4 spell that creates a massive -6 attack/defense penalty for units without darkvision).



This turn's map shows the walking fishsticks taking a neighboring swamp province. It sucks, because it's both a cave entrance and a swamp province we could have used later for summoning a special water/nature/death "Nushi" mage that's useful for climbing other paths (though with our rainbow pretender this is less of an issue). There's another swamp to the southwest, however:

Spoiler: Map (click to show/hide)

13
Some new features definitely aren't going to effect people playing multiplayer on custom maps (the better random map generation, the new plane(s?), the AI diplomacy). Whether the content additions and balance changes are enough on their own is hard to say (I don't think I've seen enough to form an opinion yet).



Turn 8

Speaking of AI diplomacy, our fishy friends have a reply:


3 whole turns of non-aggression! Funny, given that we no longer border each other. Also funny given that it took 3 turns just to coordinate (I sent a message, they had to process the message, and now I receive the reply). Most amusing of all, my dominion spreading scouted their capital location for me:




Back to fixing the disaster from last turn... big early fights with undead always give me the willies.

Spoiler: Oh dear (click to show/hide)

In the event, things are mostly fine...

Spoiler: Results (click to show/hide)

Yeah, the surviving goblins retreated, and frustratingly enough they once again did so right as the last skeleton was defeated (to be fair, 2/3 of their compatriots did get butchered). It's enough of a setback that I need to stall on uniting my provinces by one more agonizing turn while I reinforce with a pitiful number of Oni and deserters from the capital (I'm planning out every penny to afford a Dai Oni next turn).

The unholy province they're supposed to attack next has me worried...

Spoiler: Deathland (click to show/hide)

The souless might seem worthless, but their high combined HP has the unfortunate tendency to attract a prophet's attention away from the much deadlier longdead horsemen.

Meanwhile, my beloved Dai Oni continues to carve out more currently useless land unconnected to my capital, and encounters the first spotting of a rival land power's dominion:

Spoiler: Order scales, bleh (click to show/hide)

The order scales disturb me, given the "chaos power" attribute all Oni have (which significantly improves their stats in Turmoil and reduces it in Order).

I'm way too broke to be doing any scouting (my terrible national scouts are now 50% more expensive than in Dom5 and I rarely bought them there either, though it does feel like incomes are higher in Dom6), but my dominion spreading at least gives some idea of where the enemy might be. The lack of rival dominion thus far suggests to me that we'll have plenty of room to grow here.

Here's the map for this turn:

Spoiler: Overworld map (click to show/hide)


14
Turn 7 - Disaster!

First, the good news. The battles went fine.


Well, except one of them. Remember the wolves?

Spoiler: Hah, just as expected! (click to show/hide)

Well...

Spoiler: Oh no (click to show/hide)
Spoiler: Oh *no* (click to show/hide)

I expected a few big dumb animals, maybe led by one or two werewolves. 34 Werewolves though? Oh god.

Almost as if to make up for his less-than-satisfactory leadership decisions at this same province earlier, uwu fights to the end. Well, after trying and failing to retreat. In addition to liberating himself of any stain on his character (and liberating me of his upkeep), he also liberated me of some ignorance I've carried over from Dom5 about Oni spirit forms.

Spoiler: Ghost oni description (click to show/hide)

There are a few important changes here. One is that Oni Shugo (and presumably Dai Oni) commanders lose all their equipment slots in ghost form (except the two misc items). The next is that the "spirit form" attribute now negates most useful self-buffs they can cast, leaving them locked at 0 protection with no resistances. The third is that their "phantasmal weapon" (that they are now stuck with exclusively due to having no equipment slots) appears to be completely useless (rather than mostly useless in Dom5) due to dealing the new glamour-focused "false damage".

The description of "false damage" implies it vanishes when you no longer have a glamour mage on the battlefield. Most of the units that deal this are summoned by glamour mages (phantasmal wolves/warriors/etc), so this makes sense. But Yomi has no glamour mages. Amazing!

I'll need to pour over the detailed combat logs later to see if "false damage" works as the description implies, but for now it appears that spirit form Oni are now both nearly completely defenseless and incapable of dealing damage under ordinary circumstances.

Granted, if a Dai Oni or Oni Shugo reached spirit form in Dom5 it was usually doomed anyway, so this isn't necessarily a big deal.

While we're looking over new mechanics, the battle with the cavalry independents also revealed some things about the new mount system in Dominions 6.


The mounted commander can now equip boots, and their horse also has a "barding" equipment slot (which is indeed a new magical item category to craft, though I can't see any "trinket" level examples).

In the fight itself, the Dai Oni often killed the rider (causing the horse to immediately run away in this case) or sometimes killed the mount (leaving a foot soldier behind to continue fighting). A nice change.



Back to our disaster with the wolves...

We lost the 300g temple we just built there, a 90g Namanari site-searching (they found a basic nature site before dying at least) and an Oni Shugo with a nominal value of 275g (not that I'll likely pay that, this is the one we started with). All this is a cruel reminder that it's often worse to half-ass something than do nothing at all.

Because Strong Port provided our only land connection to our two provinces in the south, we also effectively lost the income from our 3 best provinces outside the capital, leaving us at turn 7 with just two provinces generating income (the capital and our new forest).

Spoiler: Map overview (click to show/hide)

This is needless to say a total disaster, and there are basically two ways to address it. One would be to try to retake Strong Port, either by moving our army back from the Grey Mirks or with the Dai Oni in the south. The other would be to push through the undead-infested provinces to the west and reconnect our most valuable provinces that way.

At first I thought the first option was the "safe" choice and the latter the "greedy" option, but reflecting more on it I actually have no confidence that any of our forces could fight those wolves. A big enough blob of goblins could take it, but would take very heavy losses and could easily retreat prematurely without morale-boosters.

Spoiler: Werewolf description (click to show/hide)

These things have regeneration, 20 hp, 3 attacks per turn, and invulnerability 15 (protection against mundane attacks). Two can fit in a square vs 5 goblins. With a big enough blob of goblins we could win by enveloping and flanking them, but I don't think we have the morale for it. A few Dai Oni with better self-buffs and equipment could do it, but even with top-tier stuff I wouldn't chance it with just one (not that we'll have those spells or equipment for a while yet).

So, despite the apparent greediness of setting up a gross 1 province-wide snake empire, I actually think it's the safer move than trying to fight the wolves right now.

To complicate things further, the provinces we need to clear are all full of undead, which is a no-go for a lone Dai Oni at this stage. The Dai Oni will thus have to clear out other garbage that we won't immediately benefit from while the army clears a path through the undead.

And speaking of undead, we get our first access to the underground plane!

Spoiler: The underworld (click to show/hide)

Our access through the Grey Mirks is guarded by yet more undead (figures). I'd like to set up shop there quickly; it's prime real estate for our temples (caves and mountains generate the best types of Oni in Dom5, and the underground should be safe from coastal harassment). I'm also assuming we're likely to find some lucrative magic sites, complemented by Yomi's "gold bonus" from cave forts. Expansion through this particular province may end up being blocked by that throne, however.

15
*Sees Water Foe*

...

*Kappa Time!*  8)

God, I wish. Maybe we'll be able to summon a few, but I think we'll have to rely mainly on Dai Oni. Hopefully I get the scuba gear in construction 3 quickly enough to nab that ocean province next to the capital (I suspect it may have water mages...)

I can't say I'm sanguine about my chances here.

Hey, don't worry, I sent a non-aggression pact request and everything (just to try it out, really). What happens next rests in your slimy fins, fishbreath.



Turn 6

First, the battle:


Effortless! UwU took 10 damage (685 pounds of gold isn't enough to cover the cost of a helmet) and never got more than a -1 defense harassment penalty (thanks to Awe +3 and Unsurroundable +2). The Dai Oni's "Fear" attribute meanwhile helps encourage an early retreat. "Awe" forces units to pass a morale check before attacking (which might have synergy with "Fear" reducing morale, I'm not sure), while "Unsurroundable" increases the number of successful attacks for the target to start accumulating harassment penalties. It's quite the combo, but mindless units like skeletons and elementals will ignore our Awe and pose a much greater threat.

The ridiculously wealthy "city" province next door has heavy cavalry, but it should be no problem:

Spoiler: Movement (click to show/hide)

Meanwhile, we got some crappy events this turn (par the course for high Turmoil):

Spoiler: Events (click to show/hide)

The wolves kind of freak me out a bit. I up province defense and send the jarhead Oni Shugo to defend it, in case this is a prelude to werewolves attacking or something:

Spoiler: Movement (click to show/hide)

Meanwhile, our Demon General brings some goblins, bandits, and Oni to attack the barbarians. Here's his description:

Spoiler: Demon General (click to show/hide)

As we've established, Oni are quite stupid and sometimes pursue the enemy in the wrong direction after winning. Our undisciplined Oni and goblins get a whopping +1 morale under a Demon General, compared to -2 under an Oni Shugo or Dai Oni. This frankly isn't enough, and we'll need construction items to boost that further. Still, there aren't *that* many barbarians to fight, so I'm sure they'll be fine. (Also, just realized after all this time that there's an 'h' in Oni Shugo. I even checked Dom5 to see if the spelling changed, and nope, I just never noticed the 'h'. Shows what I know!)



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