Imperial Consort edition
Previous Thread: >>126506085
Dominions is a fantasy turn-based strategy game created by two dudes. One of them is a teacher.
The game combines a simple presentation with an extremely wide array of strategic options, including over 2800 units, 800 spells and 300 magic items. Turns are resolved simultaneously, with players planning battles rather than directly controlling them.
It has simplistic graphics but is easily moddable and extremely deep.
Basically, it's an autist’s wet dream of a strategy game.
Join the steamgroup for multiplayer
>Our work-in-progress wiki
This is a community resource that has every unit, spell, and item in the game in an accessible database.
>Play by email guide:
For testing battle formations and spells
>Where do I get it?
It is available on Gamersgate and Steam. Desura is ded.
>Read the manual
>Read the pastebin
>Read the memes
Submit completed games here:
Chinas resume includes:
>losing to birds before EA even starts
>degenerating on their own during MA
>being conquered by a nation so insignificant that no pretender has ever considered becoming their god in in LA
China is to wimps as human children are to the pankoman.
They're actually comparable to cap only or StR mages from other nations, so their price is understandable. The problem is more that they're not all actually worth that price since they have cross paths that you don't care about.
Tossing you a 2 hour extension Vanheim, and am wondering if I should increase the turn time to 36 hours since people keep having issues making it (or are making it at the last second)
It's minus 2 because of old age.
Apparently someone opened a portal to EA Ulm and dressed them up in mongol outfits, since their mages all have great base stats for humans especially in LA.
Yeah I was looking at it and construction seems kind of iffy because it seems like you have to be really invested in earth to get much out of it. Conjuration seems powerful too because of all the summons you can get, but maybe that's just my newbie opinion.
Yeah, that's another thing. What sorts of items should I be making? The weapons seem kind of not worth it for the amount of gems they cost but I'm not sure how to evaluate everything else.
I think it's basically like if you put enough research into any path to get it to a high level, it's going to be powerful. What you have to figure out is which path is the most powerful/useful to you at the time.
What nation, what research do you already have, what enemy nations are nearby, what research do the enemy nations have?
There isn't a general response for 'what should I do', you need to give a lot more information before anyone can even try to answer.
>construction is useless
It's usually not good on its own, but access to boosters makes other schools far more useful and many items come in handy.
Most nations end up getting construction 6, just not immediately.
Cons is great. RP boosters are always worth the money, sans the B (imp familiar is situationally useful) and D (skull mentors are huge but expensive and there are much much better uses for D gems)
Thug items are useful situationally.
Hats and Clothes can be useful to protect important mages
Boosters are literally always useful.
Ivy crowns can be useful if you desperately need cheap chaff
Sanguine dowsing rods can double your bloodhunting capabilities
Artifacts suck dicks
Temp gem gens are nice if you have hammers
Hammers are useful if you plan on forging a lot (RP boosters hint hint)
Supply bonus items are a must.
There is a ton of useful items, they just aren't all useful.
sorry for holding up these games guys. Life just got ahead of me suddenly, my work decided I need to work a shit load more than usual without talking to me about it ahead of time.
I'm doing turns now and will send them as I finish them.
What would be the ideal nation to use with mother of monsters? I know just having an army of crossbreeds isn't the most viable strategy, but they always reminded me of the demon armies from berserk.
Bats you can see the score table. Why would you attack the ONLY guy who you can't immediately kill by sieging 1 fort? Literally. The. Only. Guy.
I'd rather not fight you in year 1, but I have no problem making that army disappear if it doesn't leave.
Updated Librarian Mage to 0.2 for Conquest of Elysium
Added Flan and Green/Red fairies
What exactly do I wish for? The heros name?
Also, if I have more than 1 Mummy in a province, will they disease each other? Or is the disease spreading only a battlefield thing?
>not getting good presents from your pantokrator senpai
It's like he's not really into you.
Thanks for answering all the questions, sorry though, one last one to clarify. When I say hero, I mean both the unique heros my faction gets and my commanders. Will Wish bring back the regular commanders?
Makes sense, I figured that's how it worked, but I wanted to double check. So the hero I want to wish for is Tjatse the Abductor, do I type Abductor or Tjatse the Abudctor? I have other commanders named Tjatse, so I'm assuming I don't just type that.
any tips for good yomi pretender? as they dont have plenty of sacreds i think bless strat isnt good. As their mages is already powerful I guess focus the pretender for scales?
Newfag MA Ermor guy from last thread, been working past few days but finished a second game in betweem my 12 hour shifts. Looking for a new civ to play as now before diving into mp. Ulm, Abyssia and Marginor caught my eye, leaning towards Ulm. Any suggestions and tips for these nations? Ulm infantry look like beasts but I'm worried about fatigue. Same with MR. Suppose I could go full drain, spread dominion like crazy and rely more on fighty commanders (thugs? Is that the right term?). I feel like thats the obvious route but also the one everyone will counter.
Production 2 or 1 is likely fine, just make sure you can expand at a decent speed.
N9 is not a good idea for MA Ulm. They have no sacred troops, and their sacred commanders don't get much benefit from N9 either. If you just want nature magic you only need N5.
How do you make a pretender or commander hard to kill? I had a giant with awe 1, fear 14, protection 24, and he still got wiped by an independant army.
It looked like he was doing fine until the enemy commanders started raising skeletons that werent affected by the fear, then he started taking damage.
>What about S?
S5-7 (depending on what item slots it has) gives you access to ring of sorcery and ring of wizardry for lategame, so that's not a bad choice.
S9 is a waste.
>Honestly, do I really need any high magic paths?
Nope. High magic paths are usually for a bless, and MA Ulm doesn't have any use for it.
Get paths to expand your magic diversity.
Having a way to get regeneration and reinvigoration (either native, by a spell of by an item) helps a lot. But honestly you can't make any one unit impossible to kill, especially early on during expansion, when your options for crafting and spellcasting are almost nonexistant.
Awe doesn't do anything against longdead either. Vine shield or Charcoal shield would be better against skeletons.
Did he have regeneration? What about reinvigoration? Both of those are very important to making something which can survive indefinitely in combat.
Layer defenses. A good offense is also a defense.
Stacking Awe on Fear on protection is good, but you also want a brand for clearing a square at a time, a fireshield for dealing with cheap but plentiful chaff, a vineshield for dealing with elites troops, ethereal for dealing with non-magical troops, regeneration for dealing with long battles, MR for dealing with mages, elemental resistances for dealing with anything that does elemental damage, and so on.
It's impractical (and for some chassis, literally impossible) to become immune to everything forever, so you need to specialize.
It's a guaranteed 1 damage through armor, defense, and resistances.
Also, the unit that does the repelling doesn't take any damage themselves, which is another benefit of repelling.
yea he had +3 reinvigoration from an item and 10% limited regen from a magic item.
Not sure why but the list of items that i can craft per commander varies a lot, even if they have similar magic paths.
what do you mean by brand for clearing a square at a time? From what i can tell, commanders only attack and kill one model every turn.
>From what i can tell, commanders only attack and kill one model every turn.
That's exactly why you need a brand. Brand weapons like frost brand and fire brand have AoE 1, so they can hit a whole square at a time instead of just one unit.
Yep, that's right.
If you do damage with a repel attack the enemy needs to make a morale check or their attack fails, though. That part is pretty good.
>Seems a little...lack luster.
Repel is meant to be strong against low-morale and low-defense units. Pikes and other long weapons do surprisingly well against poor troops in melee combat.
Against elite troops it won't do much. Arguably it should do more, but that would probably make high-length weapons much stronger than other weapons.
>It's a guaranteed 1 damage through armor, defense, and resistances.
No it isn't. Repel includes a check against enemy defense and armor, and repel fails if you don't hit the target or do at least 1 damage.
The only difference between a repel check and an ordinary attack is that repel is capped to 1 damage.
Brands have an AoE secondary effect.
There's also sword of swiftness, which attacks twice per combat round.
>yea he had +3 reinvigoration from an item and 10% limited regen from a magic item.
What was his encumbrance? 3 reinvigoration doesn't sound like enough.
You want reinvigoration to be higher than encumbrance, otherwise he'll still accumulate fatigue over time.
>Not sure why but the list of items that i can craft per commander varies a lot, even if they have similar magic paths.
Crafting list shows items you lack sufficient skill to craft but not items you lack paths to craft.
N2 will show all nature magic items, whereas N2W1 shows all nature and water magic items.
Non-mindless chaff. Anything with morale 50 or berserk will just ignore repel (apart from the 1 damage per attack).
Well, 1 point of damage is better than nothing. Probably not enough to make it worth taking against mindless, but I'd have to test it out and see the results. Considering it's a repel attempt for length difference/2, it could be a couple points of extra damage each turn. Emphasis on could.
Yeah, you needed more reinvigoration.
Fatigue lets enemies get a chance to crit you, which halves protection.
Without fatigue the skeletons should be dealing a couple points of damage per turn at most, even when surrounding you.
You might be right for MA Ulm.
Most other nations get troops with shields (which are a pretty big defensive advantage that's likely worth more than a few extra damage) and don't have such good armor on their pikemen.
>Considering it's a repel attempt for length difference/2
Manual says one repel per point of length difference, not length difference/2.
Just a mistake, or is the manual wrong in that area?
The manual has more specific spell descriptions at the back.
Barkskin is 10 protection, or +1 if you're above 10
yeah, there are anti-thug/sc weapons that are useful from time to time.
Gatesmashers double up as anti-sc anti-immobile protector AND let you siege. Though they do use valuable earth gems.
Also, in terms of gear, reinvigorate items. That's another class of useful items people in this thread seem to have ignored.
it's not. Most of the time the game gets away with bad balance by being complex enough that the unbalanced bits get smoothed out by some other part of the game.
So the fact that you don't use 90% of the weapons gets balanced by the few useful forged weapons not being that huge a part of the game. but yeah, the weapons are the worst.
The rest of the classes of forged items are about 50% situationally useful or better.
some, but I'm going to go out and invite some flack here.
You don't need the balance for the game to be good and fun. The balance issues are not severe enough that one nation, or a small number are always winning. Only a small minority of the nations are so bad that they can't compete in the game.
There are reasons why people don't use the balance mods that are out there.
that's an unuseful exageration, outside of the weapons, the majority of the items are at least situationally useful.
And solving the weapon problem isn't as easy as people like to imagine, as for the most part commanders aren't going to be attacking, and you can't control what they attack with much precision. Outside of aoe weapons and anti-thug/sc weapons, what could a weapon provide that would be worth even 5 gems?
Can anyone give me some tips for playing early age yomi?
I got the "devourer of demons" hero and kitted him out with fire brand, fear helmet, +6 fatigue items, a decent shield and full plate. Not sure what troops to give him so i tried giving him 40 shikome and blessing them. They then proceeded to get wrecked by a shitty abysian army.
Okay just lost my pretender SC. Not sure what happened...was fully buffed, had temper flesh, protection 31, fire brand, a shield, reinvigoration 10, fear 14, awe 1, and he just got warmed and killed by cheap abysian infantry.
Enough experience to get comfortable enough with your favourite nation, join a Newby game and you'll do fine.
>how long do games usually last?
It depends, blitzes usually last a couple of hours while PBEM games can last months.
You shouldn't be able to give two hearts to the same unit anyways (black heart & heart of life, for instance)
Crone Mod, as a whole, makes the game more balanced. It just also had random crap in it, so even though it on balance made things better, if a balance mod makes anything worse people avoid it like the plague
>all of my land's been eaten by Agartha, but I've got an army sitting on Caelum's capital, separated from Agartha by Ur
>finally break through, if I can take this I'll at least survive for a little while longer
>forget to move my prophet out of range of Caelum's walls
>he gets nailed by an arrow first turn and bleeds out
>my WotFE don't get blessed and are rolled by skellies
ALL HOPE IS LOST
Oh, and my prophet took 10 damage through fucking 18 protection.
GayCity was also just randomly ended by the admin. That one was especially weird since they gave no indication of why they'd do that, whereas the Chalice of Tears admin was at least suitably salty in thread about being duped.
that's a small amount of games in the grand scheme of things. I'm sure a comparable amount of sign-up games have had similar issues
Chainstaling doesn't really count, especially not a single player. They just get set AI.
>I'm sure a comparable amount of sign-up games have had similar issues
Most likely, yes.
Except in those cases you can simply choose not to deal with the offending faggot again, while in anonymous games the same guy can pull this kind of shit in every game if he feels like it.
She died too soon ;_;
I'm still waiting for Flatus II.
there's always going to be a fresh face or a previously reliable player will flip
It's probably also nice that if you honestly fuck up, you can rejoin games without stigma.
But apart from admins are the only ones who can really fuck the game, and there aren't that many to follow.
So wait, is that skeletons guy seriously posting all those fucking creepy undertale fanarts of self-insert nervous skeleton 'winning at girls' or whatever the fuck to boast about killing things with tribless ermor, the memey as fuck bullshit tactic that requires no skill whatsoever? And is so shit at it that he walked 900 longdead into earthquakes instead of just sending a small group of lictors, and then brags about that?
Wow, what a shitler.
>And is so shit at it that he walked 900 longdead into earthquakes instead of just sending a small group of lictors, and then brags about that?
If it makes you feel better, the army in question was at first a conventional army with many EQ vulnerable units like archers and magma children, and the earth gems were kept on a stealthed unit and transferred to the EQ casters on the same turn that everything but the high armor/HP units were taken out of the province. If he had sent in just the sacreds and I had kept my army as it was, he would have taken massive casualties if not lost outright. If the EQ play had worked, I would have been rather proud of it.
You're the fag lord here, sirrah.
But speaking of shitty pothead memes, Mahuattlan in CliffsOfDivinity has Herbalists with 2f2n, and High Scorched Herbalists with 3n1f 100% fnb, thus confirming that smoking too much weed causes human sacrifice and demon magic.
In SP, the AI hurls armies of trash at every province.
In MP, humans control the nations, not the AI. And they use larger, stronger, scripted armies of good units backed by powerful mages.
When they attack, it's with enough force that PD gets swept away instantly, and is a waste of money. 0 PD can be taken by a single scout - and human players use webs of scouts to keep an eye on all their opponents/neighbours, so you put in 1-3 PD to stop things like that, or for a 'safe' province, a bit more (10ish) to stop weak indie attacks.
A player made force requires active countertactics from you to stop. Raiders require remote rituals aimed at them, or cutting them off. Armies require other armies or army-killing tactics like firestorm or rain of stones (or a SuperCombatant) to end them.
Generally a turn of a MP game while at war will involve moving many forces to both attack and defend, as well as logistically support the front. A forest of red arrows. If that's not happening, you are not playing properly.
Is TNN really this bad
I figured they were better what with all the memeing about elves and shit
But I guess that only applies to Vanheim? I mean TNN does worse than 2 UW nations...
despite 1PD being the meme, up to 10 pd can be the right decision if you think you might be facing shit like call of wind, or other remote attackers, or even just the better class of scouts.
If you're facing actual raiders, PD probably won't do it.
TNN is pretty bad. Especially in dom4 where thugs got nerfed super hard. Helheim is pretty bad too, they just seem to punch above their weight. Really when people say 'elves hurrr' it's a) mostly memes b) nearly entirely vanheim.
Fomoria is also good, but not due to nemedians.
TNN can completely wreck most nations 1on1 early on, but they have no lategame.
Elves are feared not because they win many games, but because they can (and in the hands of an aggressive player -will-) completely wreck one of their neighbours at a time when many nations will still be transitioning out of their expansion phase. You haven't seen shit until you're just starting to build up your forces when suddenly every single one of your fortless provinces gets taken on the same turn.
it's not, you're just not very good at reading that sort of statistics.
Short version: given number of players per game, you should expect win percents to be low.
Given relatively low population, and multiple variables, you should expect high variance
Or simple, don't read to much into it.
>all the memeing about elves and shit
The meming about elves is mostly just because you can't see their armies. Against most opponents, you can see where they're building up their armies. With elves, you don't see their armies until they're already attacking all your unforted provinces.
You have no fucking idea what you're talking about. Sidhe spearmen are nowhere near vanhere level, or even van level. The vast majority of nations can counter them, it takes a double bless to make them even slightly scary and double bless tnn can't afford to build more than 5 or so of them due to their huge goldcost.
Except they are. A/N is not a good path combo, and their sacreds are bad for EA. They have vanheim level goldcosts and not-vanheim level utility, on all their units.
TNN doesn't need unstoppable sacreds because they can completely cripple an opponent's income with ease.
If you are TNN and you're just mashing your dudes into the enemy head-on thinking your elves will carry the day, you're completely retarded. All your shit is stealthy for a reason.
Thank you my friend now I am sorry if I am being needy but I have looked at the FAQ and all that but I have not been able to figure out how to join a server only create. How would I be able to join the server you created?
>A/N is not a good path combo
true, but at least A is the priority, and can be paired with E.
>their sacreds are bad for EA.
highly debatable. Magic weapon, DV, high defense, decent str+att. not stupidly expensive.
>they have vanheim level goldcosts and not-vanheim level utility, on all their units.
that's flatly false.
they get fir bolgs so that gives them cheaper units and cheaper mages for research.
Really? Hm. Then I might actually back off a little. But if you want my neutrality you have to give me some stuff. We wuz vikings and shit.
And I'm also going to keep those few provinces I took.
Damn, all those cloaked elves that need to be repositioned. But still, if you disagree, we might continue the fight.
how does 20N sound? and you can keep those two provinces.
and yeah pretty much, he's beaten back a few of my armies and taken some of my land, but I keep raiding near his cap where most of his income provinces are.
he literally just killed one of my field armies, but it was cursed and had almost no troops left in it.
The thing is that Vanheim can do the same thing, and Vanhere are monstrously killy and Hirdmen have silly-high defense. The non sacred elves won't win if you mash them against the same gold cost of roman legionnaires, but they at least won't embarrass themselves. Huskarls are basically on par with the Sidhe Warriors (even a tiny bit worse) but you usually don't want to build them anyways.
Lanka was eliminated. Ulm was eliminated. C'tis gone AI. Calum got +disease site on his capital on turn 2. Fomoria - I don't have any idea what he did, but he died too. Pangaea started in 999 clustered wastes and AIed turn 1 or 2.
Ave, the elves.
We wish to trade for some of your crystallized air magic. We have for trade some virgins, middling grade (LoL players), crystallized nature magic, thistle mace, death staff, astral hat, skull of fire, water bracelets, pearls, gold and this year's finest fashions, in silk and linen.
We'd also like a suit of elemental plate, sized for a giant.
Marius Beryticos Sulla,
Legatus Ermorian 2nd
I'll send you ~10 next turn and ~10 the turn after the next one. My air gem income evaporates like... Air. I already have all boosters except astral, so you can send me astral caps or nature gems for that. I will also craft a crystal coin soon. I can send you one if you're interested.
Elemental armor will be ready in 2 turns. It's hard to find a good F/E dwarf these days.
More like an extermination. Ermor's lost ~50 gems combined in terms of gear, gems spent to counter assassins and skull talismans which I pried off the many corpses of his shitty human assassins.
I've lost a few slayers I don't care about and a couple of researchers during his initial strike which have long since been replaced. Not a single gem of mine has been spilt, and just like six blood slaves in total.
>Waiting for Jotunheim to take the 30 seconds it needs to recruit a couple of ice giants and prophetize his starting commander
After the first repel attempt, the second one has +2 length added to meet the criteria. So a length 6 defends against a length 2. Repel happens, calculates second repel attempt except the attacker gets effectively +2 to their length so its 6vs4. Third attempt would be 6, so yeah. Effectivelythe formula is 1 repel attempt per two length difference.
-Their god/Prophet are in that province
-They have high level priests/inquisitors preaching
-They're bloodsaccing with high level priests
-They have the throne of bureacracy, giving them that dominion conflict bonus
-They have a shitton of heretics in the province
-One of the provinces is underwater
-they too have a shitton of temples and/or a higher dominion score
-You don't have too many candles in the province you own, so the game is taking care of that
-You might be getting fucked by RNG
-You have never read the manual so you have no idea how basic game mechanics work.
Ave, stranger. The Senate formulate Empire policy for the good of it's citizens, not as part of some 'removal'. Down such a road lies only tyranny and slaughter.
Ave, elves. This is indeed acceptable to the senate, and we thank you for such prompt aid. We do not need such coins at this time, or rather, the cohors thaumaturgica have requested such, but the economic commission has denied their request. We'll deliver the trade items next turn. While we hesitate to strain your gem reserves, the thaumaturgica informs me we have uses for up to 60 air gems total, if you can continue to supply us.
The officio assassinorum's records show that 5 specialists were dispatched into your lands, Abysian. From their reports, they dispatched no less than 12 abysian mages, including some of your foul warlocks. Meanwhile, we've caught 13 of your inferior assassins, and lost 5 mages to their strikes. Certainly i'd have appreciated a less pyrhhic victory, but a victory I will claim nonetheless.
Should we have shared a border, we would quickly show you that Rome's strength is not in it's assassins, but rather in spell and gladius. Your puerile boasting shows the inferiority of your race. You will fall, soon enough. And Rome will endure eternal.
You forgot to mention that all of your assassins were equipped with a skull talisman. That's five gems each. Twenty five total.
My first kill in your lands had six gems on him. Thirty one total.
To kill three of my assassins you cast Swarm twice each. Six gems. Thirty seven total.
Recently I killed one of your enchantresses carrying a water bracelet. Fourty two total.
And I'm surely forgetting something here or there.
Git rekt skrub.
The admin usually doesnt offer postponing turns, you either are asked to do it by a player or postpone it under understandable conditions if at least 2 players are about to stale
Well im playing helheim. My pretender has water/nature paths and most of my armies are comprised of mounted sacred units (not sure why valkryies are so much weaker).
Not sure what i should be doing for battlefield magic since almost everything requires massive gem spam.
you guys play multiple games at a times, but even with the llamaserver thing?
im just picturing getting 4 emails a day from email@example.com and constantly having to resend because i accidentally submitted the 2h from one game to a different one.
you guys keep like a special dominions 4 only email address or something?
You've never admin'd before. Postponing for the holidays is generally accepted as being good at being an admin. Especially if those holidays are worldwide ones that are universally celebrated with family/friends. Thankfully, NEETsgiving has yet to catch on in the global community.
>Were the graphs meant to be on?
You've got to be fucking kidding me
Isn't there a way to turn the graphs off? Pretty sure that happened in All Yesterdays.
Restarting would be annoying for me too. I didn't get a turn 2 bad event, that like never happens with -3 in all my scales.
Pretty sure for AY it involved a talk with llamabeast, since somehow the turn rolled back for everyone while still getting the turn number wrong. Or something like that. Sort of like the whole game was caught in a loop.
About what you'd expect from a game named All Yesterdays.
All Yesterdays did restart, but at turn 0, and then there was the second turn getting eaten by the server, two seperate early issues.
Also, misfortune on ermor? Really?
Seems like a lot of fuckery just so Atlantis can keep his starting position. The worst thing that happens is that both Atlantis and Pelagia end up in a lake, but you both knew that could happen when you joined a game with so few UW provinces.
TNN has a couple tools that Vanheim doesn't. First, it has multiple utility mages available outside of its capital, including a relatively inexpensive thunderstriker-assassin-researcher, and a couple other multi-path mages. It also has perfect thug forging paths in N/W.
Vanheim's blood secondary is more useful, but TNN's nature is better than it looks thanks to song of soothing (infinite thunderstrike works).
I still think TNN is weaker than Vanheim, but it's much closer than people realize due to TNN flexibility.
>Sidhe spearmen are nowhere near vanhere level
That's true for every sacred in the game, pretty much. Tuatha spearmen are fine against most things, and it's really not hard to recruit more than 5. The trick is conquering a province.
Also, TNN sacreds are tuatha spearmen, not sidhe spearmen. If you're going to debate a nation on the basis of its sacred, you should at least know what that sacred is.
>its nice that if you honestly fuck up you can rejoin games without stigma
It's nice for you, sure, but its part of the reason nonanon games have a slightly smaller tendancy to be shitty.
So got the email admin. I'm okay with restarting if that's the simpliest way to make sure graphs aren't on. I'd prefer to restart+no graphs over a no restart+graphs.
He did communion up, but if I have more and better mages, what does that say about the state of the war?
Also, can we get a longer turn timer/ or a 12 hour extension for this turn? I'm working two jobs and it's getting to be an ordeal to get these turns in on time.
Extension done, probably will set the turn timer to be 36 hours but I'll give a chance for others to comment between now and when the turn hosts.
Given what forces he had during the Formian wars, I'm pretty sure that isn't all he's got, looks more like he messed up in terms of where he thought you were sending your troops or had troops, or Elves.
How did it become already dead? And how was it actually finally exterminated? I admit you're giving me some trouble, but I don't see you becoming much worse than troublesome. We shall see.
That's the same army that destroyed the first army you threw at it. I couldn't reinforce it so it kind of got stuck behind your lines. I probably should have stealthed out my boudas but oh well.
Hello and welcome to the first installment of Marignon News Network, your source for world news.
There are two major ongoing conflicts - The first is Shinuyama and Machaka against C'tis. Though Sceleria was briefly involved in this war, after taking only a few provinces they have returned to their previous state of isolationist peace, leaving their thaumateurgs free to study and animate skeletons.
Of those still involved in the conflict, the conflict has recently shown a resurgence on the part of the beleaguered forces of C'tis. The withdrawal of Shinuyama's smaller forces from the Ensorceled Swamp and Machaka's from the Iron Range have allowed C'tis to lift the siege on their fort and retake an additional province. However, this victory may prove to be short lived, as Shinuyama's main army is besieging C'tis itself and Machaka's raiders have secured the last of C'tis's westernmost provinces. Given Machaka's difficulties at the very beginning of the war, it remains to be seen if they will be able to beat C'tis's army in a head on fight, even given the fact that many of the lizardmen are fighting the bakemono bandits.
While Abysia has been losing ground due to the nature of a two on one war, this past month has shown major gains against Asphodel and the defeat of a moderately sized Ulmish contingent, including the deaths of 16 mages out of 18 mages fielded. This battle seems to have been decided in large part by the fact that a large portion of the Master Smiths deployed never summoned Earthpower, and subsequently never cast the magma evocation which ripped through the devils when it was used. The blindness which they cast instead was notably less effective. Another factor which aided Abysia's victory was the fact that the heat aura from the devils stacked with the heat shock from both the magma spells and their own fireballs to exhaust many of the armored ulmish troops, leaving them more vulnerable to critical hits even when they didn't pass out entirely.
Jotunheim thus far seems content to avoid outright war and solidify their position as the largest and wealthiest nation. Rather than waste their gold on armies, the giants have spent extensively on social programs to ensure that all elderly vaetti can find work, and life under Jotunheim's rule continues to be excellent for all of their subjects.
This report has been brought to you by the Jotunheim Chamber of Commerce. Jotunheim - Your Winter Wonderland.
I've been fighting a purely defenssive war againsst thosse three panssiess for thirty turnss and they haven't managed to take a ssingle fort, or even win one major fight.
Machaka iss a joke. The only thing he hass that actually accomplisshess anything at all iss a ssingle flying Bane raider, and even then that'ss only because I haven't been able to catch it yet. If he didn't have his buddiess helping him, he'd have been dead ten turns ago. Cowardly Sshinuyama is barely any better, but hiss army might be able to beat me on numberss alone ssince I have to divide my attention between all borderss while he jusst keeps throwing more chaff at my capital.
Maybe they'll actually manage to do ssome damage to me in the next thirty turnss. I'm obvioussly not going to win thiss sshit, becausse in order to actually wreck one of them I'd have to leave my other flank open to the otherss, but at least I've caussed both Machaka and Sshinuyama to sstagnate and ssuffer enough that they've permanently ruined their own chancess (sslim ass they were to begin with) to win thiss game, and Ssceleria issn't nearly aggresssive enough to make much of an impact on anything.
>Lemuria invades me super early game
>I spook him away
>get a message next turn
>"baww why are you defending yourself, that's not fair you should be focusing on indies!"
Get shrek'd, kiddo.
llamaserver looks at the 2h file, determines what nation it is and what turn it is, and then matches it to the right game. You can play the same nation in ten games and llama will put the right 2h file in the right game for you.
Even if we add a gold cost to those gems (mostly surplus Mictlanian war technology), pretty sure I still come out roughly three times ahead. Not even counting fort turns, opportunity costs, etc. And given that the goal is to win the game, and you tossed away huge amounts of resources you can afford far less than I can to do something that doesn't actually put you closer to winning the game, you're actually the scrub.
Oh, and it's 'Abysian', not 'Abyssian'.
If you care about gold at this point in the game you're not playing right and you should git gud. Gems are the only thing that matter
>He doesn't even get the pretender name meme
Wew lad I'm not sure if you're new or bad but if you're trying to dehydrate me with all your salty tears you're doing one hell of a job
Actually you started the war when you attacked me in province 86 and my comment is valid, you're losing precious expansion time in an fruitless effort in trying to take me out.
You're scouting is wrong, he's got 6 indie provinces north of him that he can access for now (including a couple of capring provinces), plus some water provinces further north. However, if Man were to decide for instance to take province 150, then he'd be shit out of luck.
>Actually you started the war when you attacked me in province 86
Lies. I only took 86 from you last turn, you invaded me long before that.
And no, your comment is not valid at all because defending against an invader takes obvious priority. If you're this afraid of a war, make me a decent peace offering instead of making up shit that is demonstrably bullshit.
Yeah, it is valid, I took a province from you for your unwarranted aggression on turn 8. I wasn't going to attack you further. Here's proof of that and the fact that you're bullshitting right now.
I was going to post "you're wrong" and then forgot to change it to "your" after I changed the wording.
You're spouting bullshit you don't actually understand, in the vain hope that people will think you're cool. It's giving me highschool flashbacks. You're clearly 13 or incredibly awkward. Possibly both. It's pointless doing anything but ignoring your autistic ass.
a) That's not me.
b) That guy is correct entirely.
c) I was around in dom3, and I enjoyed CBM a lot more than the mods that are around for dom4.
Seriously, try less hard to impress people. Your life will be better.
Yeah, well, I will be taking back that province and the other two that are rightfully mine because you started this conflict.
Also, Man, take province 150 if you want to lock Ragha out of 5 provinces, including two capring provinces.
Because he's obiously a new player putting more effort into acting tough than into playing smart. Reminds me of Mictlan in GaFF, who was in almost exactly the same situation vs Yomi. Of course, Yomi ended up winning GaFF.
I wonder how well ghosts do against units with decent MR and magic weapons. :^)
You were expanding aggressively and trying to cut off whoever was to the south of you, knowingly or not. That's why you attacked province 92 and then 86, but left 103 alone. That in itself is an aggression against me, the fact that you bumped me after I had taken the province is just the overt manifestation of that aggression. Hell, you would have attacked me anyways, very likely, as >>127008638 states. It's just that now you get to act like you have some righteous cause.
Eh, Lemuria's capital is near the sea. If he's smart, he'd stop antagonising his neighbours and focus on becoming lord of the oceans. Underwater Lemuria is almost impossible to stop unless you're Atlantis.
>securing obvious chokepoints is an act of aggression
This is literally your first game, isn't it?
I'm sorry, I won't bully you if you're really new and honestly don't know what you're doing. But regardless, I will defend myself against any invasion you might attempt.
Yes I am atlantis.
So in the free for all game, someone did things you don't like, aimed at winning? Gasp. And then they didn't like your toxic, awful nation when they have one of the few easy tools to remove it? Double gasp.
You should keep shit-talking. Are you Abysia in Mapmaking? You sure sound the same.
also my pretender SC is cursed and stuck with the mute affliction, and i cant heal it even after 20+ turns with gift of health up.
Full magic paths on the pretender would be water 4 and nature 10, but its half that because of mute.
Is there something about arssratuts that I'm missing? Or are they just a midtier cap only sacred on a nation with superb mages (who can be Magic dueled to death if you aren't careful)
Most people seem in favour of a reset, but really I would like to hear from Atlantis before I do so since he's the one most likely to get screwed over by a reset.
Don't do that, really. Complain about it in thread if you like but don't abuse the llamaserver.
Why? The +1 HP per sacred you get from that is in no way worth the noscales it costs you.
Furthermore, if your pretender isn't in a high-dominion province, it needs to be. Gift of Health only works in your own dominion, and is more effective the more dominion you have in that province.
The most commonly used forums for Dominions are:
Theoretically Steam could be used too but I don't see much of anyone using it.
Well, from what I've seen more people want a reset than not, so I'll just go ahead and unstart the game.
Sorry about this, I just didn't think to check whether graphs were on or not.
it was actually nature 9 but i have near infinite nature gems so i bumped it up to 10. doesnt seem to affect blessings though.
weird, nothing in the game states that gift of health is more effective higher the dominion. it doesnt seem to be mentioned in the manual either....
Totally doing that. Turns out, Omlec's full of shit. Its surprising how many times you can lose your cap's lab with all bad scales.
Mistakes had been made.
They can let you use an additional booster (or a rune smasher and booster) in some situations, that's the best use I've found for the item.
I have yet to find a SC chassis where I'd rather have another arm than a misc slot, so I don't use it for them.
Ignore the mages; look at the units. Atlantis brings top tier heavy infantry that's even better in cold dom (which R'lyeh and Lemuria both tend to use) that all use magic weapons. Atlantis can rush Lemuria by just walking a stack of heavy infantry onto their capital, and unless Lemuria's pretender can kill the units itself, then the ghosts are toast.
>my fetish for turning my population into rabbits that walk like men is finally justified
Growth OP pls nerf
For magic items that have a horror mark chance, cause insanity, etc, is the chance checked per month even if the user isnt in combat?
What is the easiest way to do mass site searching? It takes way too long to get a decent mage to each province, and casting multiple site searching rituals per province is expensive and time consuming.
Is there a way to set a mage to create the same item every turn, or cast the same ritual spell every turn? Tired of telling them to do the same thing every turn.
I don't really think that discussion was settled.
There were some reasons why TNN was weak (nature magic, not great sacreds), but just as many reasons for them being strong (firbolg troops, cheaper mages than other elves).
>Is there a way to set a mage to create the same item every turn, or cast the same ritual spell every turn?
Shift-M and Shift-O.
Deep Ones are cool.
I NEED to change my pretender, but i'm not in my computer right now because muh new year dinner
i'm really sorry for delaying it, but p-please wait for me ;_;
i swear i will never make you wait with the turns
Perhaps you should play more CS:GO.
First of all, It's Agartha, not Olm.
Second, ancient ones are really bad sacreds, they're just stacks of meat that have bad stats and cost a lot. MA Agartha spams the shit out of statues and its cheap as fuck elementals for troops, their recruitable troops are not good. If you need a sacred for expansion, use shard guards instead.
They're low tier. Their 'thing' used to be thugs, but dom4 nerfed thugs and now you need a bless or more gear to make it work and then it's still a lot weaker. Their mages are still elf-expensive and have extraneous paths, their troops have shit gear, firbolgs die in droves to archery and cost more than humans, nature is not a good path when combined with air and low earth/low water. They can kinda RoS with Ri's but that's evo 7 on a nation that doesn't evospam as well as half the other EA nations.
I don't get it.
That being said, White Centaurs really are good; they're the only reason Pangaea can hypothetically take 30+ provinces in the first year without an awake pretender.
They have stats that are far beyond superhuman, high protection for EA/decent protection for MA (and it only gets higher once they go berserk), two attacks a turn with good damage, elf-tier defense, and incredible mapmove/AP. They're even stealthy.
They are not the best sacred in the game, but they are exceptional.
White centaurs are a decent cavalry sacred. They're not noticeable superior to vans or equites.
Calling it 'one of the best sacreds in the game' is overstating. Vanhere are one of the best sacreds in the game. Jaguar Warriors are one of the best sacreds in the game (taking into account the cost and recruit everywhere). Compared individually, Niefel Giants are one of the best sacreds in the game. Ahiman Anakites rank up well on that scale, too (their crippling gold cost makes them not one of the best sacreds). Ozelotls are one of the best sacreds in the game. Wot5E are certainly up there (and will shred white centaurs). Etc.
White Centaurs are the ultimate expanders: just have the right kind of mix of stats to reliably take out virtually any indies without losses, their gold/resource cost balance is such that you can afford one expansion party every turn from the beginning, they have MM3 with Forest Survival and recuperation is a pretty big deal in this regard as well (the expansion parties don't dwindle down to crippled veterans: as long as no one dies, they can keep going and going). Belonging to a faction with a durable and affordable 120g priests that actually stay behind thanks to ranged weapons also helps. W9 also synergizes with Pangaea with their extant minor water access, cheap temples for pushing dominion to make Vengeful Waters better etc.
Now, when unbuffed, they're not as good as Vanheres cost-to-cost, they can't outfight Ahiman Anakites 1vs1 or have as great endgame impact as Ozelotls. But they fill a niche (expansion) better than arguably any other unit (while the pretender giving the bless is generally desirable and affordable for the faction) and in real practise Pangaea can patch up their #1 weakness (low protection) easily so they stay relevant for longer than a cap-only sacreds with their stats typically would.
A-are you a legendary gudplayer? Honest question; I value them so highly because they expand really well, and I have trouble getting even 15 provinces before year 2 with most nations.
You, though, don't seem to even consider expansion; presumably because you don't have much issue with it.
What are you rating your "top-picks" off of?
You should only really summon the human statues (attentive statues) and sentinels, which are the sacred statues that take an N9 bless well. The rest are a bit too expensive for what they give you, although marble oracles can be pretty serious thugs with the right gear.
>Tnn relies too much on thugs, which are bad now.
Thugs got worse in dom4, but mostly in ways that affected summoned thugs that focused on protection. Specifically: E9N4 is no longer viable, crits happen more often, afflictions are harder to heal, physical damage types weakened prot, fewer gems/slowed research.
Very few of these are issues for ultra-disposable recruitable thugs that are G2G with a bless, brand, and maybe vineshield/mistform.
Glamour/mistform thugs are mostly still fine. The amount of gear needed for TNN thugs hasn't changed, so I don't know why you'd claim that.
Glamour/Mistform thugs don't have the crit problem, and that also helps them avoid the affliction problem that other thugs have. Hell, the defense-cav changes actually made them better.
>They have nature crosspaths
This criticism doesn't make much sense. Nature isn't a good combat school, but its a great utility/flexibility school, which is what TNN uses it for.
>elf tier research
TNN has fir bolg druids with 9 research at 70 gold. That's as good or better than most nations, especially given that 2/3 of them are usable in combat.
>Some of your Ris can RoS
The fact that you're suggesting RoSing with Ris completely undercuts your credibility for two reasons.
First, Fir Bolg Druids cost 1/5 as much, can actually wear boots, and are more likely to be able to cast RoS.
Second, never recruit Ris. The Tuatha Sorceress costs 5% more, has more slots, and is a superior caster/forger. For thugging purposes, the Sidhe Lord is cheaper and equally effective.
>Fir bolg die in droves to archery and cost more than humans
They only die in droves to archery if you completely ignore your primary paths. Both Air and Nature magic have great archer countermeasures.
Seriously, have you even played TNN? Most of your claims are bullshit.
White centaurs are great. They hit substantially harder and are generally more resilient than either Vans or Equites. Yes, they lose/stall out in melee to Helhirdings/Vans and Wot5e, but they're far more flexible due to their durability and power.
I don't think that adding items with temp gems for other schools would change much. Just don't make them cost 5 gems. Those temp gems are there for convenience more than for anything else. Just make 20 death gems item that gives +1 temp gem and makes the wielder immune to decay for those wind of death spams and you're golden.
>Vans are stealthy
implying that centaurs aren't?
Great. Glamour is nice in melee, but its useless against literally everything else. That changes nothing I said. I noted vans are better in melee (glamour), but are otherwise less resilient (fragile as fuck for 70 gold) and don't hit nearly as hard. How does your point change anything?
Making paths symmetrical is boring as hell.
>earth blood stone
What's that? Its not in the manual or on the inspector.
Also how do i tell how many units a spell will effect? Most spells only seem to have a area effect of 1 (which doesnt scale), making them pretty shitty. Like flare is a level 3 fire spell with an AOE of 1...but killing one soldier per cast is just a waste of time.
Also what are some good magic path synergy options? And what's a optimum way to site search? Shitty mages dont really give you much choice, especially ones with only level 1 in a path so you cant even cast site searching spells or make boosters.
>fire will not get better if you give temp gems to other paths
no shit, temp gems is one of the only edges fire has on other paths.
Centaurs have twice the HP of Vans. So, no, they don't die to evos and arrows just the same. They are twice as hard to kill by those methods. They're also part of a nation that generates far more chaff.
this is why it is important for people like>>127056237
to not talk about the game before playing it.
Probably not. Its a really nice active defensive ability in misc. If you were to make it a shield/armor thing it'd be better, since you wouldn't be able to stack it with as much.
>So, no, they don't die to evos and arrows just the same
Twice as hard doesn't really mean much since archers and mages can be recruited pretty much everywhere and White Centaurs are limited to their cap. Regardless, it's not likely either Vans or Centaurs would be fighting something that can kill them.
Coastal dweller detected.
>K-Kings of the """""Deep"""""
>C-coral is better than b-basalt
>W-we to-totally overthrew the B-basalt Kings, we didn't flee to shallower waters while the Deep Ones fought the Illithids in the rubble of the Meteor
Not really, within the context of their faction. Unless you are facing fire arrows, Pangaea gets Wooden Warriors/Mass Protection up fairly quickly and considering their good HP and shields and berserking, they become quite durable, to an extent arrows are a soft counter at best.
What is objectively the WORST hero that isn't useful for anything?
Happy new year /domg/
>tfw you're attacking someone next turn
>Let's hope this year will have minimal suffering
The Red Tengu, probably.
>can't lead troops well
>can't thug well
>can't even scout
He's worse than useless because he prevents you from getting the other, actually good heroes that Jomon has
The Ape Oracle is a close second, but she can research, prevents bad events, and makes good events happen, which makes up for her only being N1.
>nothing to grumble about
If you get Kenji, it means you didn't get Ryutaro (a general with W2 who can lead 120 troops, or take 20 beneath the waves) or Hashi Saburo (a general with Inspirational 1 who can lead 120 troops).
The closest relateable heroes (that is: no magic, no priest levels, only capable of leading troops) have a minimum of 80 leadership. Most even have Inspirational 1.
He is objectively inferior to a Storm Demon.
>2% chance of getting a hero every turn, +/- your Luck/Misfortune scale
Don't worry anon, you're statistically likely to get a hero any turn now!
unless you took Misfortune you poor man
If you do that, you can't use them anymore. On that last month they're in your employment you can bid for them on the merc screen again, and if you win they stay with you for another three months. As a bonus, your bid counts for double when checking it against the bids of other nations to determine if they'll stay with you.
If you wanted to, you could, but I doubt many people do. The only time I've done it was for a Jade Sorceress company (Istania's Warriors, I think), and that was only for site-searching/booster forging.
Actually, at those odds, without any luck scales, the chance you haven't gotten a hero yet at turn 50 is 36.4%. At turn 51 that's reduced to 35.7%. Turn fifty two about 35%. So yeah. Don't get your hopes up, kiddo.
What happened to domgholiblazegame? I hope it gets replaced with another MA games, because I finally figured out the pretender Marignon needs to be top tier.
I'm surprised you can get 3 major blesses and still have a decent dominion score, much less a couple of positive scales.
Recruiting your sacreds will probably be a pain though.
>Three majors and a minor for flagellants/ knights of the chalice/hand of justice
It's not just "three majors and a minor," it's the synergy between the bleses. The counters to Flagellents (besides everything) are archers, and so S9 and B9 really help with that. Flaming weapons are good and thematic, and B9 will help with late game evo spam. And, to die it all together, some reinvig to keep those crazy fuckers swinging. I only wish I could figure in D9. Maybe a different pretender and cut S9?
thanks, i noticed that statues seem to get hp bonuses for some reason, although clicking on the hp number doesnt show me why. normal sacred units dont get any hp bonuses in the same province either. Whats going on?
There are always lizard shamans and amazons. And considering that you don't need a lot of stuff to expand, and the fact that you should almost always raid the very first player you meet, your chance to find useful indies is pretty high.
You can make firebrands yourself, as well as a charcoal shield and shield of gleaming gold.
You will almost certainly have N1 indies so vineshields are only a 30N empowerment (or a thistle mace trade) away.
Has anyone managed to run a decent vampire queen? She is incredibly expensive and the immortality is overrated when she doesnt bring much to the table.
Poor magic, incredibly low dominion, and super squishy.
I'm playing vamp queen as LA Ulm. Yeah, the fountain is much better, but at least I used her and vamps + earth priests for bloodletting + earthquake + lifelong protections. Still don't see how to make her +vamps in dominion viable. Dom9-10 is too expensive.
Mictlan, do you realize that you only brought, what, 7 commanders with you? And only 2 of them can cast divine blessing for your jagers?
Well, now it's time for me to show you why Legolas is a pretty accurate depiction of elven marksman.
Actually, cancel that order. I'm going to use up all my air gems for some fun stuff. Expect shipments after I'm done with Mictlan. I'm also crafting you that elemental armor I promised this turn.
Not that great after people know to stay away from forests.
Putting a strong thug with priest levels in a forest will deal with Herne fairly easily as well, assuming he doesn't happen to cast a resist or lose spell.
Blood vengeance is only effective in combat, m8. Elves are known for their talent of avoiding combat and being faggots in general.
And yes, there's basically nothing you can do to save your commanders now short of teleporting/moving more. I can shoot with my vandarotts and vanjarls right from my capital province. The only thing that can hinder me is blood vengeance from your prophet, but that's just one puny human. Besides, seeking arrow is not the only faggy air spell I know. But it can always hilariously backfire, so let's just see what happens next turn.
Glorious insights courtesy of google docs excel on the winning stats.
The more often a nation is picked, the more often it loses. Which kind of makes sense. I mean, imagine two games. Nation A joins both of them and wins one of them, while Nation B only joins one and wins that one. Nation A has a higher loss percentage simply because there can only be one winner and participating more often means more losses. Basically, it seems that diplomacy, skill and poor balancing all cancel each other out.
>Nation A has a higher loss percentage simply because there can only be one winner and participating more often means more losses. Basically, it seems that diplomacy, skill and poor balancing all cancel each other out.
You're misreading it. This isn't loss rate against pick rate (which would actually be useful), it's pick rate against number of losses, which doesn't tell you anything that isn't obvious.
really goddamn good, also a very different nation.
I really don't get "buffs" that are basically "what if we changed the way a nation is played significantly by giving them a massive power they didn't previously have. How are they now?"
They're better, dumbass. But they're not the same nation. The best way to buff abysia is to buff their use of fire magic and heavy infantry.
nah, it was fair. I'm just offhandedly trying to think of sort of 1-line-fixes for things and "apprentices everywhere!" was the first thing that came to mind because I like them having blood magic, even if they're "meant" to be fire people. It would definitely change em thematically.
Best thing would be a significant baseline price cut to most of their stuff (so they could actually field fire mages at less than 2X the cost of air mages) and maybe a resource bonus
or even cheaper forts. They just cost so much infrastructure-wise.
Also people should be braver about death scales on abysia.
Have any of you here actually read the bible in full? I've been thinking about doing it for a while now. Approached as a work of fiction I could see it being an entertaining read.
I think so, but that was part of a study in classical languages, so I wasn't paying much attention to the content. I might give it a readthrough to see what dominions stuff I can find.
> thugging Ris
ugh why would you even. You buy Ris because they are native mapmove 3 and die less to stray arrows and assassins and seeking arrows and enemy ros and whatever. It doesn't seem like much, but the 10 prot and better def actually do stack up. Most of the time you'll be using tsorcs for the extra A path, but Ris are surprisingly hard to kill compared to 0 prot 17def tsorcs.
>mistform thugs are fine
They really aren't. Due to the prot nerf, mistform takes enough damage to pop more often, and the 'takes 1 damage' threshold is hit more often. Vine shield also took a nerf, as did defence score, both resulting in more hits. The amount of PD/troops a mistform thug can take on is a lot lower than in dom3.
Nature, for tnn, enables thugs and a few buffs that mostly don't really help TNNs troop lineup. Thugs are weaker, and firbolg with barkskin are less arrow bait but not enough to really matter in EA, the land of things hitting you super hard or piercingly. By the time Mass Protection is an option, TNN could have Arrow Fend so the major use of it - negating shortbows - is meaningless.
The battlemages you buy are not that good rp/gold, and if you buy too many firbolgs you will not have enough battlemagic/thugs to turn the tide. Your research will be further hampered by high goldcost units, including firbolgs that cost 13g for prot 7 spear infantry.
Firbolgs are most useful in the earlygame, due to low rescost and decent stats. That gets hard countered by shortbows. In the midgame, when you're putting up Arrow Fend, firbolgs can't push the edges of the enemy line due to superior numbers anymore (enemies have battlemagic and good troop numbers), and will die in melee. No nation with shitty human troops will be relying on them to win fights in midgame. They will be relying on magic. At most you can defeat an army relying on Flaming Arrows, and even then Arrow Fend is not 100% and barkskin gives fire vulnerability.
This is why you always armour your important spellcasters. Most paths have armour you can forge! It's a good idea to spend a few gems to save a guy worth a lot more than a few gems (or an army!).
here's how you fix abysia
1. Abysians cost 15g, not 20.
2. Humanbreds cost 8-10g, not 15.
3. Salamanders and Dragons don't get charged for the Holy path (lowering their cost by a bit more than a third).
4. Less fucking oldage. Start them younger or something to preserve the lore, but they learn faster or whatever.
5. Mapmove 2.
6. Anointed of Rhuax 3E, Anathemant Dragons 1F + 200% FE + 10% FE
7. Warlocks 2B1S + 200% SBEF, so they can natively summon actual demons.
8. Give demonbreds actual stats, actual armour, less shitness.
Solve some gold issues, make the fire guys actually okay at fire. Give them access to the magma spells and earth buffs. Make warlocks less HUR ASTRAL BLOOD and more of a range of blood related stuff. In LA make the Dragons F/D instead of F/E, but same proportions, so they are more of a banefires dealio.
Is there any chance of me getting an extension? I'm feeling really under the weather right now, I don't know if I can even get out of bed, let alone do my turn. Even just using my phone like I'm doing right now is difficult.
>Sailing doesn't help with arrow
Sailing lets you practically teleport to any adjacent coastal province and Vanheim has Mist/Storm if they need to fight arrows. Fog Warriors is their trump card though.