Standing on someone's shield while you stab his friends edition
Previous Thread: >>126872330
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:
1. That's not a lot of units.
2. gridsquares/verbose battle reporting in a screenshot
3. the ellipsis
5. acting like you know anything about the game when it's obvious you don't
Also are there any other forums besides Deadura for dominions?
Growth 3 > Order 3 if you don't need the gold right away (ie, first 12 turns), and especially for blood nations like Mictlan. Also, why are you going for a blood bless at all if it's not B9?
>try out EA ulm
>sacreds are ok, but surprisingly squishy
>get some heroes
>the son of steel is barely better than a generic unit
>mages are shitty
>everything is so squishy
>no good priests
>try playing a random giant nation
>good magic, super powerful units, just cake walk everything
well it was hard to get 800+ units on the screen at once without zooming out to make everything really small
The collosi were left overs from the early game and i wasn't expecting to get hit by such a large army. What units do you think i should have been using?
He's playing SP. Big horde of trash units on one side, poorly scripted non mage supported 'units that kill trash units' on the other. Doesn't understand how game works because new, but posting up screenshots to amaze us at his battles with AI xibalba's vast hordes of mermen and ogres.
Because you're new and don't understand how the game works, and you're playing against the AI.
Players wreck giants, and the reason EA Ulm is low tier has nothing to do with it's priests, sacreds, or excellent infantry - it's the path combinations/lack of depth on it's mages that make it hard to use.
>Growth 3 > Order 3, especially for blood nations like Mictlan
I thought it was the other way around.
Order means less troops patrolling (and less population killed by patrolling). Growth won't replenish the population fast enough to keep up with bloodhunting.
>Also, why are you going for a blood bless at all if it's not B9?
+strength is pretty good for Mictlan's troops.
I don't think it's worth it here though, B5 is more than 3 scales of points.
You use the sacreds, with a bless, or an awake expander. And your expansion is shitty. Nazca is a sub-par nation without multibless supaya spam, at which point it becomes quite good but a one-trick pony exploiting a single broken unit, and one that gets hard-countered after a certain stage in research. And that is super boring to play.
Non-supaya nazca is surprisingly fun. You're a nation of flying skelespam, and other wreckface magic that costs you so much gold and rp to develop that it's rare as hell and might never actually reach the battlefield.
Supaya factory turn 3 :^)
But in all seriousness use your sacreds, they aren't amazong but with a dual bless they give zero fucks.
you are taking a double bless, right? Right??
So fort a fucking wastelands. Bery uses a variety of tactics to lay waste to whatever, and se'ir are an excellent tool in that arsenal. Shed, eh. Shed can take or leave.
Using Bery in SP is like using fine lockpicks to screw in a screw. Sure, they can do it, but why would you.
And? Terrain locking a summon does not make it any less "shits all over everything". It just means you build a fort on a wasteland and you make damn sure you beeline for a wasteland.
is staff of storms really worth it other than the auto storm? the lightning bolt seems pretty weak
the colossi were set to hold and attack, but they got surrounded before they could move. what would have been better orders?
Why no colossi though? I mean, spamming demons seem like a really easy strategy with any nation that has decent access to blood magic, but is it so good that it invalidates everything else?
What kind of magic do people tend to use? Most of the spells seem to be shitty single target or 1 area spells. Only a few of the spells really stand out because they have decent AOE like false fetters or earth meld. Stuff like armor of achiless seems really shitty.
Ok, so we set out to fort a fucking wastelands. And then it turns out that we don't have any on the map we're playing on. Or there are wastelands, but we're far away from them. Or we do get to the wastelands, but so does someone else, and the province we try to fort becomes a DMZ.
Now do you understand the problems that could arise from relying upon that strategy? Besides, Storm Demons kick ass. You need to reach a certain critical mass with them before they work on their own, but still. They're awesome. Fuck your berserking furries.
>d9n9 for tarts
Yeah, you should definitely take a sub par bless to wait for a possible lategame tactic that requires fuckloads of gems you probably won't have due to a sub par bless. That strategy is one that doesn't get the shit kicked out of you by most people.
The best supaya bless is b9f9. There are arguments for d9f9, and for d9f9n9. But the blood vengeance combined with the +atk turns supayas into blenders and shuts down evo based defenses to their antics. This ensures you'll overrun several nations in midgame, and thus, have the possibility of actually winning before counters to you come online.
Gasp, if there are no wastelands within range or on the map at all, you don't use se'ir. It doesn't mean that 'use se'ir' is bad advice.
Storm demons are an EXCELLENT unit. In a storm. When you have enough of them.
You know when se'ir are a BETTER unit? At all other times. You make se'ir until you can mass-produce storm demons in lategame, and have flying mage support and commanders for a flying demon army.
In the midgame, you are deploying se'ir, making them into marble liquid strong se'ir, or fog flying se'ir, or all of those things, and then you watch the se'ir rip apart literally everything. They have TWO MAGICAL NON ELEMENTAL ATTACKS EACH. It's almost worth taking a bless for them, if the map has actual wastelands on it (as most good maps do).
There's something to be said for order in blood nations, but growth will be more valuable later on when blood nations tend to do better. I think I would rather take G3 and have better income later on and just move to different provinces to bloodhunt instead of worrying about depopulating them.
Colossi aren't great, especially compared to other sacreds in EA, even if they do fine against indies. You're better off buying another mage than another few colossi, but this is the problem with Berytos in that they have bad troops all around. Spamming demons what you do since they are way superior to anything you can recruit (although recruiting chaff to shield your mages is fine, just don't recruit them to do more than that), but it takes a while before you can do it effectively. At the stage of the game you're at, you should have primarily demons and some chaff whilst your diverse and strong mages go to work.
>Gasp, if there are no wastelands within range or on the map at all, you don't use se'ir.
Aaand, guess what that means?
I'll give you a hint: it has something to do with their actual availability.
Who the fuck would just give Berytos a wasteland when they have a summon like that? You'd have to be dealing with someone who simply doesn't know about it, and again, you're banking on something that is very unreliable. You can't just assume that your opponent is ignorant.
If I was facing Berytos and saw that they were about to capture a wasteland province, I would stop them. I would not accept anything in exchange for that province. I would force them to fight me for it.
You're playing SP, and you don't really get how the game works at all. Storm stops flyers, and enables first-turn casts of Storm Power, the air boosting spell. If you don't have a Storm Staff, enemy flyers can and will hit you if you are attacking them (first turn defensive advantage) - with a storm staff, they walk along the ground. The lightning bolt effect has nothing to do with anything and you should have your storm staff on a large, powerful unit that is hopefully a mage, in the back, and buffing itself to protect against stray arrows/explosions, so you don't lose your air gem investment.
Colossi are a decent sacred, but not for the price. Without a bless, you should only buy them as bodyguards if you expect assassination on important mages. Even with a bless, you stop buying them fairly quickly and rely on berytos excellent mages to win fights.
Read this: http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/another-magic-primer
and this: http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/basic-magic-a-primer
Mages can teleport in, kill thousands of enemy units, and then go the fuck back home. Mages can summon giants who wade through lesser mages, troops, and whatever to wreck entire armies. Mages can link their shit together and explode entire battlefields, or individually hurl enough fireballs to blot out the sun. Mages can turn 100 shortbows into enough firepower to wipe out 300 armoured troops. Troops become chaff (useless units used as speed bumps) as the game and research progresses, some slower than others. Buffing troops turns them from chaff into actually useful assets, giving them the ability to fly to enemy mages, rout enemy troops, or just not take any losses while killing stuff. Regular humans generally are not worth the time to buff. Demons with buffs will kill literally everything.
>give berytos a wasteland
Yeah, cause every nation beelines for wastelands purely to stop berytos summoning se'ir. If that's how you plan your expansion, my guess is you lose every single game around early midgame.
>if I saw berytos
Okay. So in expansion, you have scouts inside other people's expansion zones, and armies ready to pounce?
>I would force them to fight me for it.
So you've crippled your expansion, marched your armies across the map to 'deny' a wasteland province to berytos, you're lucky enough that that is their ONLY possible wasteland, and now you're forcing them to.. kill your weakened, shitty self in order to get that wasteland plus whatever other land you've managed to get in a truncated expansion? Well, okay.
And if they can't do that for some reason, they now have to gasp, use one of their many other fantastic things to kill people with? And you've still fucked yourself to slightly weaken one of your multiple neighbours?
It depends, really, but the main thing is that colossi only have one attack and are size three, and don't have anything particuarly good aside from better than average stats. Compare them to Se'ir's, a national summon of Bertyos, which have three attacks each, have more hp, berserker 4 and unbreakable morale. They don't cost anything but blood slaves, which gives you more money to buy more mages (which will actually win you fights). They're not strictly bad considering them by themselves, but Berytos has much better stuff to use once they get a blood economy going.
Mouse over the little icon under the province name
It's not hard to understand, you dolt. At least not for a normal person with a properly functioning brain.
>If I was facing Berytos and saw that they were about to capture a wasteland province, I would stop them.
Does that sound like I intended to cover the map in scouts, and lock down each and every wasteland as a matter of general strategy? No, genius, it really doesn't. Because that's obviously not what I meant. Since you're having so much difficulty understanding this, I'll explain it to you: I was saying that *IF* I was up against Berytos, and I *HAPPENED* to notice that they were about to take a wasteland, I would stop them because that would give them access to a powerful spell.
Of course I'm not going to base my entire strategy around taking wasteland provinces, just in case one specific nation decided to use one of them to cast one specific spell. Why would you even assume that? It takes a special kind of moron to arrive at that conclusion.
I've posted twice. It's either 2 or 3 people who are disagreeing with you here, mate. And saying se'ir are a better buy than storm demons in most circumstances is not controversial, or the sign of an obsession. You're just wrong. Look at the stats of both units. Consider the possible buffs in play. Look at the research/mage turn/slave cost of summoning them.
Have you ever actually played bery? I have played a lot of bery. And you are just incorrect.
Why because I used anon number two's expression? Because I disagree with you? Or because you've lost the argument and are resorting to calling me a retard?
or because GASP se'ir are better than Storm Demons in almost every case, and the few that they aren't Shed are.
They're not there to stay alive, they murder everything else because they have 6 attacks per square and take buffs extremely well. Having a bunch of flying, ethereal high protection berserking Se'ir running into a front line will murder shit fast. 28 hp isn't exactly bad for a size 3 unit, either. Note that they're sacred as well, so you can take a bless for them if you want to make them more durable or more killy.
>Do I even need to refute you
Go sharpen your $20 ebay katana or something. You make it sound like I should be afraid of your stupid argument or something, like I'm in some sort of real, physical danger.
Most have no icon, that's just generic terrain. You'll see icons if it's a mountain, swamp, border mountain, wasteland, forest, farm or cave. There's differnt terrain for UW provinces as well.
The bottom line is look at the map, look at the coastal starts, and then consider how likely you will be to snag a wasteland. If it seems likely, bank on it. If it seems maybe, bank a little on it. If it doesn't, just make fiends of darkness or demon knights.
I understand you may have nothing going on m8, but I prefer not to have to write a bunch of words if I don't have to.
Since the bread seems to already get that you're wrong, i'm gonna save my fingers the effort.
Ulm's sacreds aren't good at all, you're supposed to use their troops and buff them.
Their mages are weak individually but really cheap and don't need a fort.
Giants are only mediocre troops (as a general rule, some are better or worse than average). They have good stats but size 4/5 is really bad and they cost a lot.
>just move to different provinces to bloodhunt instead of worrying about depopulating them.
Moving provinces regularly is a sign of poor bloodhunting. Every time you move province you waste a bunch of mage-turns which could have been spent getting more blood slaves or researching.
Besides, Mictlan can (and probably should) bloodhunt every province that's between 4000-8000 population by the time they hit midgame.
That means they're just a generic province with no type. Some provinces can even have 2 types.
There actually is a nation like that.
It was kinda like Pangaea in that it had Nature/Earth/Blood paths mainly, and also in that it had lots of freespawn. It had some pretty unique mechanics though.
It didn't have any recruitable troops or mages, but summoned everything with bloodslaves.
Their mages had two forms: an immature, mobile "princess form" (with B1 or something because of negative pathboosts), and a immobile (and permanent) "queen form" with N2B4E2 (I think).
Only the "queen form" produced freespawn and both quality and quantity depended on dominion strength. The freespawn didn't have popkill or anything, but they were size 4, came in the hundreds once you really got your factories going, and didn't have "need not eat", so you couldn't just turtle on them forever because they would starve to death within a year.
Furthermore, once you got Dominion to 10, the very, very slight domkill would slowly begin to outpace even Growth 3.
This all amounted to a very strong reason to spread as fast as you can once you get going, paired with a military that can facilitate that desire.
It was a lot of fun to play around with.
I wish I could remember what it was called ;_;
Moving every few turns is, but i've had good success with straight up depopulation. Saves on the micro, and you get more slaves overall than spread hunting, in the short term. And more slaves = more lands, or staving off an otherwise fatal invasion, so it's generally worth it.
w9 tigers are pretty okay. Mostly people use cascades and various tricks to carry through midgame. Tigers help with the expansion, which can be a bitch otherwise if you get unlucky with elephant use. Either full scales with a touch of prod, or w9, is generally what I see people using. You could probably try an awake expander, too. The problem with the nation is crappy troops and not good enough magic to fully counteract that. Bypassing that problem somehow is often what determines success. Summoned troops is what i'd look at, claymen perhaps.
Less attacks per square. More attacks on each individual giant. Means they get whittled down fast, and their defense stat/shield is weaker. Given that they cost as much as 3-5 humans, it's not a good trade.
Size 4/5 only fits one to a square. Size 2 fits 3 to a square. So a giant gets attacked at least 3 times for every attack it gets on a human. And if the giant has a short weapon, they have to deal with three repel attempts every time they make an attack.
You also need mages on blood hunting to get the slaves for them, troops on patrol to reduce blood hunt unrest (or scouts/commanders shuttling slaves around), mages researching to get spells to cast, mages walking around sitesearching.
Most mages don't spend their time walking around with armies. This is why you have lots of forts and lots of mages.
The main issue with summoning them is that they need a cap-only STR expensive mage on that duty. But later you switch over to cheaper mages with blood boosters if you need those brides in battle.
The thing about se'irim is that you don't need 500 mages in a battle where you have 40 se'irim. You buff them, send them on their way, and watch the carnage. They replace mages needed in battles, and they do so for 4 blood slaves each, and zero upkeep. A low gold cost, compared to the high cost of a Stormcaller.
Their blood summons ARE worth fucking with. Since their summons can blood hunt, and thus create more blood summons, and break them into blood.
The problem is, though, that bandars that go that path tend to die before it produces any results, because they're already a weak nation, and no bless/less gold to spend on cascades or whatever tends to get them eaten before it pays off.
Se'ir are fairly easy to summon, really. The ritual only needs B1 to cast, so you can set a few Berytian priests on it (which are pretty expensive for bloodhunters but aren't going be seeing combat much). It's an easier spell to cast than the summoning rituals that only summon 1 demon at a time. Later on you'll be moving towards the high end demon summoning spells which give you lots of demons per mage turn, so it's not so bad.
Death summons are good if you can afford them, they're extremely good if you can get gift of health and tartarians, which are extremely cheap, strong and durable casters that are a bit insane and usually have afflictions (which is what you need the gift of health for, to heal them so that they can cast spells).
Blood summons are the best in the game, it's the main feature of the school. Unique demons are tough and high level casters, normal demon units are better than almost every other regular unit.
Whoops, I mixed up Scapegoats with Summon Se'irim. Scapegoats only needs b1, so your little noncap blood mages can cast it, and you give ZERO FUCKS about their time. Compared to needing a cap mage to summon 1/turn of demon knights or fiends of darkness, it's a good deal. A great deal in fact. And the demon knights/fiends are worth summoning if you don't have a wasteland for se'ir. Well worth. Buffed knights/fiends are insanely powerful.
Woops, thought you were talking about them in general.
The monkey blood summons are good if you can get them, but it takes time and effort to get a blood economy going. Dakini especially are great for the price.
Say you put a giant against 3 humans.
The humans have 3 attacks, all of which aim for the giant. Since consecutive attacks reduce defense, the giant will have -2 defense for the second attack and -4 for the third attack. This gets even worse if the humans have more than 1 attack each.
Meanwhile the giant has something like 11 attack against a human's 10 defense. While he's going to kill for sure if he hits, it's only about a 50% chance of hitting and he only gets one chance per turn.
So the giants end up taking ages to kill the humans. During this time they take a lot more hits than their stats would indicate because of the defense reduction from multiple attacks.
>but i've had good success with straight up depopulation
We're in agreement then, I think that's the optimal strategy too.
I just don't think growth 3 will help to alleviate the population loss from that kind of bloodhunting. Order 3 won't help much either, but it will at least reduce the number of patrollers you need by a little.
Neither really helps. They both mitigate it slightly. You take either/both because you want gold to buy more mages to hunt more bloods to make more demons to kill more fools so you can hunt more bloods.
That should be safe, though having lots of non-forted temples is a bit risky.
Consider using a bit of preaching to help keep your dominion high and not so many non-forted temples.
Has anybody tried alternate strategies with Abysia? Something besides evospam? They get Prison of Fire at thaum 4, which is basically earth meld, but with fire magic. It binds enemies in place and lets your guys beat them up with impunity. At thaum 5 you get Raging Hearts, a powerful unrest ritual, which has a range of 5 and costs 10 fire gems. In my experience Raging Hearts creates about 50 unrest per casting, so with 3 castings you can reliably shut down mage and troop production in an enemy fort, as well as killing that province's gold income. 30 fire gems to shut down a fort (a fort that could easily be an enemy capital, given the spell's range) is a meagre price to pay for Abysia. Hell, the range on that spell might as well be 6, because at construction 2 you can make a Staff of Flame Focus for 5 fire gems.
Prison of fire looks nice, but it's nearly half the AoE of earth meld (3 vs 5). It's also easier to break out of (morale vs 20 compared to strength vs 22). Worst, thaum doesn't lead to many other useful fire spells, whereas alteration has a wide array of vital earth magic spells.
I've never tried Raging Hearts, but 150 unrest will only shut down an enemy province for a short time if the enemy is smart and starts patrolling away unrest. It could have some use in an extended war, but actually killing their troops and armies is a lot more valuable then preventing them from making more.
What about Inner Furnace (ench 5) and Heat from Hell (ench 6)? Both are easily castable with EA Abysia's Anointed of Rhuax, but I can't say how effective they really are. Ench 6 also gives you Eternal Pyre, the fire gemgen.
With MA and LA Abysia, I focus on Ench 4 first. I spam a ton of indie archers, and they wreck face with flaming arrows, which only requires one mage for a big spike in offensive power. And my gold+prod scales means I can field a lot of indie archers. And there is great synergy with my tower shielded fire immune infantry. (also, if I do want more fire, ench 6 gives me great heat-fatigue spells)
Also, it leads into my next tactic, which is antimagic+bloodletting. Bloodletting is easy to spam with a tiny bit of construction (one blood booster+void eye/spell focus), you want construction for bloodhunting as LA abysia, and bloodletting means you can fuck up entire enemy armies that have been preparing for your fire magic instead. Then, for fire magic I spam a ton of fire jars and have anathements raid by summoning fire elementals.
LA Abysia gets F3 access on anathement dragons, and I'll probably swing by const 6 relatively early on for blood thorns, flaming skulls, and lanterns in any case. I mean, most cap recruitment is warlocks, but you only need 2ish fire mages to cast all the big spells you want, since you probably won't combine inner furnace and flaming arrows anyways, since you don't want to cook your archers.
Right, I forgot about their random paths. As for Inner Furnace/Heat from Hell, when would you use them if buffed indie archers are such a big part of your strategy?
Later on. One of the smarter things to do in dominions is to rotate strategies. Flaming arrows is a great early-midgame strategy, but by the time people start to hit research 6 a number of counters come online. It's still helpful, but not something to lean on. So you want to rotate in other strategies so they don't know what to expect. Heat from hell/impspam/innerfurnace is a great combo to switch in. (not only will imps tie enemies up to give heat from hell longer to work, but inner furnace will affect previously summoned imps).
Also, I'm going to add an additonal note:
People who keep using their midgame strategies for longer than a single war, and don't have something new within 10 turns of deploying their last trick are asking to get their asses kicked. It's one of the biggest issues I see mediocre players struggle with.
Why is blood so much better than conjuration.
There is literally no reason to go conjuration if you have access to blood because blood summons are so much better. Assuming you dont need the weird utility spells in conjuration (which should be in other schools anyway)
>why is blood better
>no reason to go to conjuration if you have access to blood
now you're just saying stupid things. One fundamental reason is that you can't spend all the gems you're accumulating on blood summons, but you can spend them on Living Foo, Elemental Royalty, Tarts, Summon Foo Elemental, Ivy Kings (for that mass regen buff), etc, etc, etc. Blood is generally a better spell, but that doesn't mean there is no reason to go to conj, since that is a better source of mages and lets you use more resources.
thats what armor is for, so that the puny humans can't hurt your giants. And if you stack a fire bless, you won't have any problems hitting.
Also 3x humans per square is a huge disadvantage when enemy mages are throwing those 1 AOE spells that can't hurt giants but kill humans in 1-2 hits.
Unlike gems, which just passively accumulate once you've found some sites, you need to sacrifice mage turns and potential gold income in order to acquire blood slaves. It's a bigger investment but has a bigger return.
I never left!
I often spam fire elementals as abysia. It helps. A lot. As does devil raid groups. MA gets flying demonleaders.
Bloodletting + Antimagic is another tactic that helps.
Fire elementals are better though, because you can do it with anathemant salamanders. Bloodletting needs a small pile of warlocks.
you should test this theory by joining mp as a giant nation. I'm sure you'll be proved right.
Heat From Hell and Firestorm are both okay, but they don't end fights very fast, and abysia lacks chaff generation. Even losing 50 humanbreds is painful, because those are 13g a pop.
Watching jaguars consume giants like a delicious meal is fantastic. Anakites evaporating like dew in the morning under the gentle caress of Arcoscephalian acid and magma casters is the aperitif served with the wine course. Niefel giants burning like twigs under the relentless fireball hail of advancing abysian artillery is the sweet scent of your girlfriend's perfume. Fomorian infantry falling beneath the hacking axes of TNN firbolg infantry is like the after-dinner mint - odd, a bit old-fashioned, but weirdly appropriate.
Noob to, although I played a few hours of SP
and lurked here for a month.
Here's an MP game with six more slots MA. Also you know basic MP stuff right ?
>thats what armor is for, so that the puny humans can't hurt your giants.
Good troops will hurt your giants through the armor, especially as they get tried from fighting in heavy armor.
Smart players put buffs on their troops and/or cast destroy armor to make it even worse for your giants.
>And if you stack a fire bless, you won't have any problems hitting.
Your cap-only sacreds might not have any issues, but the rest of your army still will.
>Also 3x humans per square is a huge disadvantage when enemy mages are throwing those 1 AOE spells that can't hurt giants but kill humans in 1-2 hits.
Giants do make better chaff, but when you want good troops rather than a big sack of HP you go elsewhere.
Pretty sure that guy is trolling.
Maybe there should be another noobs game. Not that they are very good, best way to learn is to watch people better than you turn you into a thin slurry.
they're the same game.
people might pay for it if they're desperate but it's not common. gems are usually 1:1 items you'll usually overpay for (by a lot if it's a booster)
This is a slow general, don't be impatient.
Yes, you can hide behind many skeletons.
Yes, although there are plenty of spells that can blow them all up
MA ermor gets endless skeletons
Forgot my picture, awe 6 total
Then i shall grind my enemys to dust with an endless horde of skeletons.
>gotta wait to download when i get off work.
>When you tell someone they're gonna have a bad time but they attack you anyway
Atlantis 2h file received
Shinuyama 2h file received
C'tis 2h file received
Ermor 2h file received
Ashdod 2h file received
Jotunheim 2h file received
Nazca 2h file received
Pelagia 2h file received
Pythium 2h file received
Ulm Waiting for 2h file
Vanheim 2h file received
Atlantis Waiting for 2h file
Shinuyama Waiting for 2h file
C'tis Waiting for 2h file
Ermor Waiting for 2h file
Ashdod Waiting for 2h file
Jotunheim Waiting for 2h file
Nazca Waiting for 2h file
Pelagia Waiting for 2h file
Pythium Waiting for 2h file
Ulm 2h file received
Vanheim Waiting for 2h file
How is this for an MA Caelum pretender? Can summon all national summons, given some gear that he can craft himself.
Why magic 3 instead of luck 3? cealum doesn't really need research that bad, their labrats are super cheap.
If you can get water 4 fire 4, you can craft elemental staffs, great boosters
All of Caelum's good summons are at high levels of research, and the summons themselves need high research to be utilized properly. In my opinion they're definitely a lategame nation, and Research 3 helps them reach this a little sooner.
Better? A water bracelet'll bring W to 4
I don't think aiming for all national summons is necessary at all.
Get something which can summon the F/D summons, those are the only ones you can't really get without your pretender.
Ahurani are available from a High Seraph with the +S helmet.
There are a variety of methods you can use to boost your astral magic for Yazads/Spentas.
There's literally no reason why Vanheim and Helheim couldn't have been one nation other than Shillwinter wanting to have even more nations based on Scandinavian mythology.
>Good troops will hurt your giants through the armor, especially as they get tried from fighting in heavy armor.
In most games, giants can wear much tougher armor and get tired less quickly because of their massively increased strength. Also a human sized sword doesn't do much when poking a giant the size of a mountain.
But doms doesn't have this for some reason.
Tremble before the bigass statue! Or at the very least, be mildly inconvenienced by it!
I can't actually see what's going on there though. Is it sieging the fort?
Since you use different mages for one and the other, they're not in competition, so its a useless point. Your WSD mage doesn't care that bloodhunting is faster (over the short term) because he can't bloodhunt. But he can sitesearch, and once he finds ~3 sites he'll produce a greater passive income than the same number of bloodhunters.
You could instead just drop F to 3 and either keep W at 3 or drop it to 2, since caelum has no native priests, and using fravashi to preach is naughty. (Flame helm +water robe +bracelet makes an f3w2 f4w4 you could also throw a flaming skull in if you only wanted F2)
Yes, its sieging the fort. Not really hurting much, since the indy statue will never storm the castle, and my units will never starve, but he is costing me something near 100gp per turn by reducing the income of the Province.
Not important enough to divert actual troops to deal with it though. Probably just gonna see how many Mind Hunts it takes to get to the center of a statue for funsies.
my first thought was Aztecs, but Mictlan already does that, maybe some kind of steppe nomads? They could sort of fit that range and are criminally underused by the setting. Make it an EA/MA race to fit into them conquering TC in the LA
A star gazing race that lets their spirit leave their body in order to explore the stars.
They want to go ever further traveling, for that use blood magic to extend their lives to the furthers, and death magic to keep at it once their body fails.
Allows astral summoning of ayys and whatnot.
I usually think of Gath, which has Astral/Blood/Death/Earth/Fire
Sometimes I think of LA Abysia, though. They've got blood/astral/fire/death.
Of course, Bogarus is all about dat astral/blood/death.
yes, but research uses the same resources, why devote RPs to conjuration when you have blood which allows you to easily spam better summons, at a much faster rate than conjuration can?
because you get different units and use your other magical resources. If you can summon elemental royalty, for instance, you can probably get a higher level caster than what you used to summon it (assuming that you can transfer the boosters over). For blood in particular, if your nation doesn't have units that are good at leading demons, then summoning a Bane, Bane Lord, or Mound King to ferry your demons about can be very useful. There are many examples of where summoning something with gems just does stuff that summoning things with blood slaves can't do as well.
I'm guessing this is a hero that worthy heroes added. Why don't his weapons gain bonus damge from strength?
Well it has the #nostr tag, so that'd have to be removed. I'm not a modder so I am not sure how.
I wouldn't be surprised if you had to do something clumsy like remake/clone Lugh and give him a remade Gae Assail without #nostr, to be honest.
Is the desura forum broken? I cant sign up because it claims im already registered, but at the same time i cant do a password reset (never get the email) or sign in with any of their options.
Desura is bankrupt, so yes, it's broken
None of their email functions work for shit, and I won't be surprised if the entire site goes down relatively soon.
IIRC their sever bills are due on the 4th (?) and they have no money, so who knows what'll happen then. Maybe the entire site goes down? I dunno.
How do you see how many units are defending a castle?
How do you tell what units a province can recruit, without going into the recruit screen? It looks like some provinces have special native units that can be recruited, but how do you tell without conquering them first? Is there a way to tell what kind of natives a province has before attacking it?
What kind of units are best to use as a prophet?
>How do you see how many units are defending a castle?
Send in one unit (like a scout or something) to attack.
>How do you tell what units a province can recruit, without going into the recruit screen? It looks like some provinces have special native units that can be recruited, but how do you tell without conquering them first? Is there a way to tell what kind of natives a province has before attacking it?
Usually, the type of units that are defending a neutral province before you take it are the same type of units you can recruit from that province. For example, a province guarded by lizards will almost certainly have recruitable Shamans.
>What kind of units are best to use as a prophet?
It depends. You can prophet a scout for stealth preaching, a flying unit for additional mobility (useful for capping thrones), a good commander so he can lead lots of sacreds and bless them, an undead unit so he can animate skeletons, etc. The sky is the limit.
when is it good to go H4?
The HP bonus from being a prophet seems most useful if you have a SC, but at the same time you want a H3 prophet (if you dont have access to H3 normally) to bless sacreds (assuming you are using them).
How much fatigue do you incur per melee attack? The fatigue menu doesnt say for some reason.
And is the defence penalty per attack from one squad, or per attack in one round? E.G. If 10 mooks in 4 squares attack your SC, does he get a defence penalty of -20 or -4?
their god tier sacreds encourage you to have a high as shit dom score and build temples everywhere so they make you have to blood sac to not get easy dominion supremacy.
plus the Aztecs are what everyone thinks of when they think of blood sacrifice anyway
The Dom Tarrasque is as OP as the DnD one, which is trivialized by competent level 5 wizards, and with any halfway intelligent level 7 wizard. Killing it can be a bit tricky, sure, but disabling it isn't tough.
The fighter gets fucked, of course, but that's par the course.
Misjudged the level of the spell that summons Allips. Level 5 wizards can only casually escape from the Tarrasque (Fly). 7th level is actually needed to deal with it, unless you count items . . . which I'm not.
In DnD, if the monster doesn't have spells or spell-likes, chances are it isn't spooky, no matter what its base stats say.
The edition for the example I gave is 3.5, in which a 7th level wizard can defeat it with 2 spells (Fly and Summon Allip). This leaves the Tarrasque incap'd for as long as that wizard is around, though the wizard can't actually kill it, because he needs Wish.
Best solution at that point is the Patrick Star solution of push it somewhere else, which given it weighs a little more than 1/2 lady liberty, isn't impossible, but isn't easy either.
Not sure about 4th, but the 5th edition tarrasque is pathetic. No regen, no wish needed to remove, literally dies to hordes of archers because crits don't even need to be confirmed. I am disappoint WoTC, I am disappoint. Would take the Dom Tarrasque over the shitty 5th edition one any day.
>Haven't played since Dom 4 came out
What does wish do apart from get you gems?
The d2 mages with skeletons will work. With the items it had on it, one being a reinvigorate 3 item, the militia would get stomped though.
beating militia does not an SC make though.
Oh but thanks for the advice though, this was my first multi game so I really just wanted to see how everything worked out and how to do it. I didn't really realize how important every turn was.
Nub from >>127223927 here. Just finished my first game, which was a 4-way with normal bots as Ur with some random pretender. Pretty gud, but i have a bunch of questions.
Is there a simpler way to micromanage priests? I am talking about things like summoning shit, forging shit, and then equipping forged shit and gems.
Also, gems - whats the best sink for these? At later stages i felt like i was swimming in them, and forging/summoning shit non-stop with a bunch of priests felt tedious, while transmuting them all into earth and then into gold felt inefficient as hell.
Summoned creatures - whats the best way to lead them? Dont know about other races, but Ur seems to lack a decent commander that can lead summons, besides the expensive "king" one.
Leading in general - how do i make my units not flee? Okay, i have my bannermen giving a +1 morale, but the armies led by regular commanders still have a tendency to run away instead of getting slaughtered as intended. Are there any other eaxily obtainable sources of +morale?
Sieging - i use large armies to siege, and as result they start suffering due to supply problems. I do not yet have access to that forgeable thing that gives supply. What do? Just ignore the bad effects and keep sieging?
Also, it seems like i have missed the start of a new multiplayer game, any other games starting soon? I wanna try playing is against humans.
>Is there a simpler way to micromanage priests?
There are hotkeys for autocasting rituals and forging items.
>Also, gems - whats the best sink for these?
It depends, but items, battlefield spells, good global spells and summons are all good uses for them. Generally you never transmute gems into gold or turn them into other gem types unless you really need to or are drowning in them.
>Summoned creatures - whats the best way to lead them?
Mages for magic creatures and undead, normal commanders with high leadership for everything else.
>Leading in general - how do i make my units not flee?
There are a few items that give inspirational bonuses to commanders who hold them. Putting less than 5 or less in a squad is also a bad idea because of how the morale calculations work, but that's probably not your problem.
Yes, sieging can be tricky. There are a few ways to do it more effectively, like summoning units that are good at sieging (flying units, those with siege bonuses as a trait, units with high strength). Also, try and forge some supply giving items, starving troops get a big morale penalty and also can get diseased, although if you're only using a few supplies more than the province can prove you can probably ignore it.
Before you play against humans, find a nation that you like and figure out how to expand with them, what pretender design they need, what their research goals are and how to use their mages effectively.
There is no simpler way to micromanage mages (I know they're also priests for Ur, but there are priests which are not mages), you can group them and/or set them to repeatedly cast a ritual/forge an item with M/O.
The latter questions are all solve the next one, use gems to summon commanders that can ead summoned troops, items can give +inspiration (wich give moral to led troops)/supply/siege bonus, also summoned birds are great at sieged due to the bonus from flying.
Also, if you haven't, use http://larzm42.github.io/dom4inspector it's great for searching through spells and items.
New games start regularly.
Scandinavia has more exploitable, more numerous, and more interesting mythology than most places. You might as well say that TNN and Fomoria should be the same nation, since they're both based on british celtic myth.
>Scandinavia has more exploitable, more numerous, and more interesting mythology than most places.
The game is pretty explicit that the GM is supposed to patch continuity holes like one bindable monster defeating the tarrasque. Also the allip/drowning methods to kill the tarrasque don't take into account the land speed. It outruns an allip extremely easily. The Tarrasque is also a 'stop it destroying the city' monster, not a 'fight it inside an impermeable cube/barren plain' monster.
Also, level 5 is when you can easily summon it with items, in core. 3 without items, noncore. 1 I think, with items, noncore.
The whole thing was originally a thought experiment on how dumb dnd is if the dungeon master doesn't actively make the world more realistic in response to shitty mechanical interactions or whatever. Not 'shut down player loopholes', make everything more realistic, from the business rules to how magic works to rewarding heroic play and devaluing loophole focused logistic play, etc.
>Scandinavia has more exploitable, more numerous, and more interesting mythology than most places.
You're retarded. Just because you're don't know anything about most of the major mythologies in the world doesn't mean the one you are vaguely familiar with is automatically better.
>You might as well say that TNN and Fomoria should be the same nation, since they're both based on british celtic myth.
Scandinavia has Niefelheim, Vanheim and Helheim. Nobody will complain about TNN and Fomoria for the same reason nobody will complain about Vanheim and Niefelheim. They're different enough to justify having two different nations dedicated to the same thing. But Helheim is just a worse version of Vanheim, with a huge overlap in themes, strategies and units. Having both Vanheim and Helheim in the game is completely redundant and there's literally no way to justify it besides "Illwinter is from Sweden so they like Swedish stories."
>Find a mine of superior iron in a province whilst playing as ulm
The game knows.
>mfw I've never joined a game outside of /v/anheim or /domg/
Maybe I should have a go and see what it's like, one day.
Except for the whole 'two different kinds of elves, eternally at war' thing. By this argument, Nazca and MA Caelum should be the same nation.
Also, you're ignorant. Scandinavia has, by volume, more mythological stories than any place in europe other than greece. Those myths are also accessible, studied, and have traction in the zeitgeist of western consciousness. This is a western game, written in english - if you want there to be as many japanese myths in the game as western myths, write it in japanese, and release it in japan.
There' 'literally' multiple reasons there are 3 scandinavian myth nations in EA, all of which make perfect logical business/game development/storywriting sense, none of which have bias. They're not even overpowered - Vanheim is fun to play, which is why good players tend to play it more often, but it's countered by any number of things - the true EA powerhouses are Lanka and Fomoria.
He said /v/anheim. That's the steam group. If you mean joining games on steam, don't, it's noob city.
The only two largish communities are desura and dom4mods.
The meta is hugely different. Coming from other communities to /domg/, there's a lot of differences. Domg likes big doomstacks, knows more about the game but less about how to apply it outside ideal circumstances, is a mixture of high-diplo and low-diplo players so gangbangs are common, is more about managing noobs and AIs than about fighting other skilled players, as usually by the time you get around to that there's a concrete advantage.
It's weird. Worse in some ways. The pace is faster, though.
>Except for the whole 'two different kinds of elves, eternally at war' thing.
Lanka and Kailasa are also two opposing nations of the same race, but they play nothing alike.
>By this argument, Nazca and MA Caelum should be the same nation.
Have you ever played Nazca? Or even looked at their lineup once? Just because they also have birds doesn't mean the two nations are anything alike.
>Scandinavia has, by volume, more mythological stories than any place in europe other than greece.
And yet, by variety, Illwinter has only managed to make two unique nations out of it. Then why not just keep it at those two? Why force another nation in the game when they obviously can't be arsed to differentiate them?
>There' 'literally' multiple reasons there are 3 scandinavian myth nations in EA
Multiple bullshit reasons, maybe. Nothing you have mentioned is an excuse for having Vanheim and Helheim be almost the same nation. Even if you wanted to have more Scandinavian nations, there's tons of material they could have used instead of "uhh, they're Vanheim except with a bit of death." You could do a Dwarven nation based on the Svartalfar instead of just having one unit of them. You could have fire giants to counter the ice giants. You could have -actual- elves based on the Ljosalfar. And so fucking forth.
You can make up bogus excuses all you want, but there simply is no good reason to have both Vanheim and Helheim. The fact that they are so much the same only makes it more blatant and less excusable.
>thinking someone has been btfo because they don't feel like continuing an argument with an autist
Is science in closer to a cure for Autism? Or are we just going to have to wait for genetic engineering of fetuses?
>How much fatigue do you incur per melee attack? The fatigue menu doesnt say for some reason.
>And is the defence penalty per attack from one squad, or per attack in one round? E.G. If 10 mooks in 4 squares attack your SC, does he get a defence penalty of -20 or -4?
Per attack in one round, -20.
I'm the guy, you're replying to, not him.
So your argument is that kristoffer osterman wasn't going for the whole 'brothers at knife's edge' theme with helheim and vanheim and their eternal war and their similarities aren't there to accentuate their differences and show the whole civil war aspect but rather laziness. This is vastly different to your earlier argument that it was scandinavian bias and had run out of other scandinavian mythology to make nations out of.
So, goalposts, shifted. But basically now your argument hinges on it being laziness rather than civil war portrayal, and this is a guy who has designed a breadth of nations found in zero other games. Which I find unlikely. He's portraying a long running elvish civil war between the elves who served the god of the underworld and those who live in the sunlit lands. It's an old trope not unique to (but part of) scandinavian literature. That's the obvious design goal, and the fluff reflects that. That you're too butthurt over the mechanical similarities to realize this doesn't surprise me, and while the nation could use a redesign mechanically, it almost makes me want to say to leave it just how it is, purely so you'll stay mad over trivial shit that is nothing compared to how interesting the fluff is.
They have one of the top win rates in EA, due to excellent paths on giant chassis that can take a lot of punishment in deploying them. They also sail, have cheap sacreds for what you get, and have cheap researchers and tstrikers. People also underestimate them, because if you try to play them as a standard troops + tstrikes nation they kinda suck.
Never trust burds!
My army was not bearing down on you, I had simply moved half of it out of a swamp because of supply problems. Don't you think I would have sent my whole army if I was planning on attacking you, instead of splitting it between two neighboring provinces?
And to think that I was planning to use indie water mages to expand underwater, and to learn to peacefully coexist with you.
Take note, TC and Yomi! You will share the world with this beast if you let his unwarranted aggression go unpunished! And that's if they can survive attacking us unscathed, which is highly doubtful.
I'm glad I didn't take the advice given in thread to take a booster-forging, late-game global-caster god
Well, BoT is down, I guess my evil twin's empire of undead shall no longer randomly kill people.
Also, the fate of the Pretender, if anyone wanted to know.
Quick noob question: was playing the friendly ape people. Unfortunately, 2 thrones were out of my reach: one on a island isolated by 2 kinda small rivers (in a hot province, so no ice) and the other one underwater.
I do not have lvl 3 priests, and my pretender can't breath under water.
I assume the only solution would be to have some item to breath underwater, but i have no idea how to get that.
Is there any other solution?
Also, how can i estimate how many troops i need to take a castle? Had the antlantean sieged and breached the gates, but my troops were repelled.
Where's your prophet? He can capture thrones.
Bandar Log also has some H3 astral summons that can do the job, like the Siddha. Your astral summons also break you into air magic, which can forge some water breathing items.
How much stuff you need to take to capture a castle depends entirely on what the opponent has, but assume that you need to be as overwhelming as possible, since castles are pretty nasty chokepoints if your units can't get over the walls easily.
>I assume the only solution would be to have some item to breath underwater, but i have no idea how to get that.
Ring of water breathing. W1, construction 2.
There are others, but that's the easiest.
>Is there any other solution?
You can summon an aquatic H3 priest underwater (which requires you to get underwater somehow anyway, but not necessarily with your pretender).
If your pretender has A2 or S3 they can teleport to the land throne. You can also give them Winged Shoes, which will let them fly over rivers.
>Also, how can i estimate how many troops i need to take a castle? Had the antlantean sieged and breached the gates, but my troops were repelled.
No easy way, it depends on too many things.
And he has Universal Healthcare too. Unfortunately, my only neighbors are BL, TC and Mictlan, and I'm diplomatically committed with all three. Good luck stopping Ashod.
My prophet was an ape as well, so non-aquatic.
>Ring of water breathing. W1, construction 2.
So to forge it, i would have to have a mage that has the needed points in those magic paths, or are there other prerequisites?
Thanks for your help!
To forge an item all you need is a mage with the magic levels needed, a lab, and the gem cost of that item.
Drop luck 3 and get O3 or G3 and it's okay for a dualbless. Maybe a point or two of sloth.
Not really sure that Vanheim really needs more than W9 to have their sacreds be killing machines, but you could probably rush someone fairly easily.
I don't know Vanheim at all, but I would take Order 3 Misfortune 1 and another positive scale. Though Luck 3 is awesome, as your only positive scale I don't think it's consistent enough. Also, can you recruit 8 sacred without production? (Again, IDK Vanheim). If not, I would drop a few points of dom for scales.
Aren't you eating two of them?
It's fine, I mean, it's not like I made a bee-line for Ermor's cap to stop BoT and that there's still hundreds upon thousands of Ermorian undead arround the place.
Son of Fenrir gets that 20 points cheaper and not immobile.
I don't like W9N9 as a bless, I think W9E9 would work much better for both Vanhere and for their mages/thugs.
T3L3 is a net 0 points.
You're both suggesting changes which cost 80-120 points. Where are they coming from?
Woops, I saw the L3 and didn't think about where the points were coming from.
I would probably follow this guy's suggestion >>127285192 and drop a dominion point or two, some sloth and get order instead. Or drop the N9, since it isn't really needed.
Currently I'm helping TC defeat Man in exchange for fealty, and BL is rallying the last of his troops for a last stand, but will soon be vanquished. Is Ashod attacking Mictlan? Part of our peace deal involved him retaking some lands I had captured, but he hasn't gotten around to it.
So buffing defence on SCs is pointless then?
Does the charcoal shield give permanent fire shield or does it only have the fire shield effect IF the attack hits the shield? It seems much worse than vine shield if its the latter.
>send a SC to participate in the arena
>it gets the shitty champion trident
>cant remove it
>way worse than a brand in every way
What the fuck is this thing for.
What's the best way to use a stealthy SC? Yea you can use it to raid, but that does nothing except annoy someone since you can't defend the newly taken provinces anyway.
Defense is more of a thug thing but should be respectable. SCs are about layered defenses.
Fire shield only hits those who hit it.
Arenas are just something to do for fun.
Use stealthy SCs to take out armies.
either go dom 9 for awe on a awake SC pretender or go dom 6 o 7 on everything else. The difference between dom 8 and 7 is too little for the cost.
IIRC vanheim would do better with E9 because they don't have any nature mages. W9/E9 doesn't synergize very well for crafting though, except for the staff of elemental mastery.
Off the top of my head, turmoil 3/luck 3 is pretty bad for most nations unless it's something like yomi.
why is defense more of a thug thing? what kind of layered defenses are we talking about? i was using SCs with fear, awe, decent protection, vine shields, temper flesh + ironskin + fire shield, and chaff was still racking up wounds on them.
By fire sheild, do you mean the charcoal shield?
Some of the arena items are really good though, the trident is just shitty. They all give quickness, which is a great buff, but kind of redundant when you have multiple champion items.
Arent all SCs used to take out armies anyway?
turmoil 3 luck 3 means I get lots of positive events though.
I went N9 because the tree starts at N3, that's a lot of free points. Also +8 health is a lot considering neither vanheres or the commanders have more than 20. 8 health is a big percentage boost.
Order's pointless, Vanheim's resource capped, not gold capped.
>So buffing defence on SCs is pointless then?
It's a bad way to defend yourself against normal troops, but it does have some use.
The main use of defense on SCs is to stop some dude with an eyegouger/axe of hatred/flesh eater from coming along and wrecking your expensive SC with an affliction.
>Yea you can use it to raid, but that does nothing except annoy someone since you can't defend the newly taken provinces anyway.
It forces the enemy to send troops to retake that province. If they don't send a proper army, use your stealthy SC to kill it and go back to taking provinces. If they did send a proper army, you had them wasting the time of a bunch of mages/troops for at least a few turns.
>The difference between dom 8 and 7 is too little for the cost.
It's an extra Vanhere per turn for 28 points.
>W9/E9 doesn't synergize very well for crafting though, except for the staff of elemental mastery.
That's F/W and A/E.
>Vanheim's resource capped, not gold capped.
No they aren't. Your non-cap mages are 285 gold each and your troops cost around 3 times as much as normal.
They've been resource capped every time I've played them. You guys really underestimate how much money turmoil 3 luck 3 can bring in.
>he actually trains vans mages
nigga just get some indies. And shit out quills.
Only attack his forces he doesn't have anything that can kill you there.
You should have a good scouting network and leave 1 PD in provinces you take so you can see what he's recapturing them with.
>They've been resource capped every time I've played them. You guys really underestimate how much money turmoil 3 luck 3 can bring in.
Then you're playing them wrong. Build more forts and get more mages if you're not using your gold.
>nigga just get some indies. And shit out quills.
Indies are useless in combat and can't blood hunt.
The fuck is wrong with you. Turmoil/luck is not RELIABLE gold, which is what you need as vanheim - you need to build your expensive ass mages and expensive-ass sacreds every single fucking turn.
>wasting air gems on quills as a nation incredibly hungry to use them in war
Right, you're a singleplayer hero. Why the fuck are you giving advice on vanheim when you have never played MP, you fucking useless fuck.
Okay lets say your SC takes a province while raiding. He immediately goes to another province right? Then your opponent just sends a few trash units to take that province back. All you are doing is annoying him and wasting a well equipped SC to temporarily take one of his provinces each turn.
Dom 8 is nice for a sacred-dependent nation.
>doesn't get n mages
All EA nations get n mages. They're called shaman, and they'll do for sitesearching (and forging with a thistle mace).
E9 is also simply a shittier bless than N9 in dom4.
There are a few things you should be doing.
First, avoid taking provinces next to significant concentrations of enemy forces. That means he needs to move troops from a distance or recruit new troops to take back your provinces. If he's leaving a decent army in each fort just to counter-raid, you've already done a massive amount with your stealthy SC.
Second, If he's just sending something like 10 useless units to take back a province, increasing PD can be enough to kill that force quite cheaply (15 PD is 120g, usually gets you at least 30 units). This leaves the province under your control for longer and forces him to send even more troops out to take it. Don't do this all the time or you'll waste gold, just surprise him with it from time to time.
If he's sending moderately sized forces which can't kill your SC but will easily deal with PD, use your SC to kill a bunch of troops.
If he's sending large armies with specialized anti-SC support, just go elsewhere and make him chase you (or teleport in a different SC which he doesn't have a counter to, bait and switch is fun)
A lot of this relies on predicting what your enemy is going to do, so sooner or later you'll lose your SC. That's ok, no SC lives forever and that's why you don't make them too expensive. Summon another and continue being a massive nuisance.
Scouting will help a lot with predicting your enemy, and the further he has to move to retake his provinces the more useful scouting is.
Turmoil Luck is fun on nations with efficient national summons and I especially like doing it on nations like Jomon or EA TC where you have good ways of using every gem that you get your mitts on.
i have some kimchi that was opened in my fridge, its like a year old yo. is it still good, was gonna put it in some ramen. No mold or anything just a bit fizzy.
also whats a good
and funrace thats present or has similarly played equivalents in all 3 ages.
There aren't any nations that really play the same across the eras, honestly, with the exception of Arco's mage lines, and even then the different supporting cast across the ages makes their battlemagic look different and you tend to employ different expansion parties too.
My favorite nation is Berytos, and while it doesn't have an MA equivalent, LA Gath actually plays somewhat similarly in my experience.
... shut up. Just, ugh. Shut up.
Switches from elemental powerhouse to sacred-focused, and then to a necromancy/crossbow nation
Thunderstrikes/Thundertrikes/suddenly skelspam+earth magic
recruit-everywhere stealthy troops, earth/nature magic for a raiding nation becomes
earth-only magic, forging, heaviest infantry nation
blood nation with stealthy spammable astral recruits
will you stop saying ugh, i recognize you as that poster from earlier that sperged out on a guy for posting a screenshot. you sound like one of those "UGH JUST STOP" tumblr kids.
im not anybody you are replying to.
>stop using this phrase, you must be the same person
UGH UGH UGH Fuck off. It's a common phrase. I don't even know what screenshot you're talking about, so no, you don't recognize shit. Also, it predates tumblr.
They're not similarly played, and the people I was replying to present them as being similarly played. All LA and MA caelum have in common is that they fly and the name, and that's still more in common than Ulm has age-to-age
>talking about bacon must be a reddit reference.
>using ugh must be a tumblr reference
While both have cult status on those sites, they're incredibly fucking common outside of those sites too. I used both in a sentence today when complaining about my bacon sandwich being soggy.
LA/MA caelum have plenty in common, both have iceprot infantry with magic weapons, both rely mainly on air magic, LA has more tricks than just "MORE THUNDER" but they are still going to rely heavily on Tstrike, they both have mages that produce resources, and they both have absolutely useless sacreds.
oh plus they both desperately want their summons, but only LA can summon any natively.
I can list more that they have in common if you'd like.
>Getting THIS upset you're losing a 5v1 war
This. I don't even know the context, I just found it hilarious that literally as soon as I mentioned the undertale wank that's somehow managed to seep into the threads, you show up unironically posting it.
So, I'm NOT arguing that an E9 bless is better for MA Agartha than an N9 bless. But I'm just curious if people think about which is better:
>N9, with Dom 6
>E9, with Dom 7, and +3 scales over the N9 bless
there's nothing wrong with going E9 on MAgartha, it's cheap and functional.
it's also good on your mages, and decentish on your statues (the +5 prot actually stacks properly on them but I'm not really sure how much better 27 is over 22 prot)
I've run N9 imprisoned and an E9 snake as Agartha, so there was already the big difference in awake expander vs pure scales which really threw off the test, but the awake build naturally did way better early since I had more stuff but the N9 opened up marble oracle SCs which can't regenerate without the bless. I really liked having those.
N9. Some people here really overvalue scales. The most you can hope for is a 5% increase in gold, and its usually significantly less. If you already have O3G3, are those 3 magic scales really going to be worth more than a nice bless? That's like having maybe 6 forts making mages instead of 5, and in exchange your sacreds are like 1/2 as good.
>LA Caelum relies mainly on air magic ... ice prot with magic weapons
LA Caelum should rarely recruit the icelance nerds. The fact that they both have them in their line up does not mean they play the same, because Ravens Guard are much, much better, so LA Caelum will almost never recruit ice lances (unless fighting lemuria). Comparing available units is useless unless you're comparing the units a nation actually uses.
LA Caelum is going to be shit if you treat air as your main path. Only 1/5 of any of your mages can thunderstrike, and that only with storm. You'll get an average of 1.2 stormcasters per year if you devote your capital to nothing else. This is not enough to base a strategy around. You should be using your earth magic instead.
MA Caelum gets thunderstrikers AND stormcasters in EVERY FORT IN THE GAME. This is more comparable to Cold Ragha than it is to LA Caelum.
Indeed, why don't we have more of a real skeleton in here.
It also seems like 'exactly where I need to be' means underwater. Hmmmmmmm.
The scale difference actually came out to 9% gold difference, from O2, P0, H3, G3, L3, M1. increase the Order by 1 and Prod by 2.
Of note: This was an idea being tossed around for a pretender for a disciple game, with Abysia being one of the disciples.
it's funny this got me thinking "man if someone avatar posted as skeletor that would be great actually, how come no one ever avatar posts as anything fun". but then i realized anyone who avatar posts likes to eat garbage frequently.
When you spend more time on 4chan, you'll discover that not only are the rules sporadically enforced, but if you get banned for avatarfagging then you'll get mocked if you post your ban screenshot.
I didn't expect the mercs to actually hold out.
Fuck, I'd still have a good portion if the rollback hadn't stopped me from paying them.
4 mages with a bunch of ethereal troops that tear weak shit to pieces is pretty good. Also Pan kind of sucks at usong his mages properly.
I'm surprised at how much survived though.
>earth... uh.. spectral mage?
alright here we go
shit's getting good
look you had one job, ONE JOB, and you fucked it up. dom4 Planeteers were there for you and you failed.
Also, pan, 400 maenads is never a good choice. Ever. You bring like, 50 maenads. To die screaming, while you do something actually worthwhile.
I use'em for air elementals, hand them out to tstrikers for more tstrikes, mass cloud trapeze so all my shit is where I want it when I want it to shit on someone, and obviously to enable storm, fog warriors, mass flight, and other buffs you should be putting up everybattle(tm). Also air hats, for more fog warriors casters, storm staffs if I expect defensive flyers, blah and bloop and so forth. Phantasmal Attack, Phantasmal Army.
But in the stage of that game that earlier shitter was talking about, when you're strapped for research, all your gems should be pretty much handed out to tstrikers so they can smash the enemy who has researched and deployed a vanhere counter. This won't happen in noob games, but in pretty much all other games, someone will show up with shit that ruins a vanhere's day, and you will show up with tstrike, and ruin his day instead. Then your mages go back to the lab, mostly, and a few carry the torch into his capital and set the capital on fire with said torch, ruining his last stand with fewer, but still numerous, tstrikes. This should give you a minimum of one conquered nation by midgame, ideally 2 (1 with vanhere, 1 with tstrike). Then vanhere go to mostly raiding duties until you have mass flight, at which point they go back on point.
Handing out air gems to 20 tstrikers for possibly multiple battles so instead of storm power-> tstrikex2 they go storm power-> tstrike x3 or x4 (in extremity you hand out more gems), or in emergency they can tstrike at all (no storm, no stormpower, but have tstrike, an extra gem per cast will let vanjarls shoot it twice before sleepytimes), will annihilate your gem supplies. Using gems for call of the winds/great eagles so you can actually siege down forts (or wall shakers if you're so inclined) in a reasonable timeframe etc will also consume your earlygame gems. Spending them on quills is a waste. Especially since it lowers your war potential instead of raising it.
They're fire resistant speed bumps. They're there to give your anathemants time to kill things with fireballs/heat from hell/firestorm. Yes, they cost too much for what they are, but you're Abysia - all your stuff costs too much, and it's why abysia rarely wins games (or even survives to midgame).
Are you guys seriously trying to say quadbless Ermor isn't OP as fuck? You can do all the theorycrafting you want, but I've personally won and seen many other wins happen with only a tribless Ermor.
You can't touch Ermor going with that strategy in early and mid game and by late game he'll have expanded so much that you can't touch him then either.
Yeah, it's not terrible or anything. But you want magic and domstrength to get freespawn, and gold to get the temples and castles required for the actually good freespawn. Without those, you need to be an incredibly top-tier player to mitigate a lack of quality units, and one extra bless doesn't really make up for it until you're able to transition to free-summoned lictors.
And it you're not relying on knights of the unholy sepulchre, which are freespawn, then there's not nearly as much point in going for water.
hey agartha, you might want to keep moving your troops along, currently theyre cutting off all access to ermor from my side so i just have to sit my priests here removing his shitty dominion.
You really want that poor little army of yours to die that badly, huh? What, are they costing you too much upkeep?
>install worthy heroes 5.4
>try a EA arco game
>get the old hoplite hero
>he literally has no abilities other than old age and inspiration +2
I thought this was mod was supposed to make shit heroes better?
tribless/quadbless ermor is extremely difficult to do poorly with.
Most of the wins on the spreadsheet are due to it. Like supayas, it's easymode, and if you're not in a game with gud players, they're going to struggle/fail to counter it. Even if you know the recondite ways to actually stop it, it's still awful as fuck to deal with.
Winning with it is less a matter of skill and more a matter of 'will you run into someone who knows how to stop you before you snowball'.
>if you're not in a game with gud players
>considering scrubs in your assessment of a strategy
Quadbless is vastly inferior to tribless regardless of the fact that if your enemies are slow you can do well with it.
I'm not even in your game, and you're an obnoxious fuck playing a nation that requires no skill in the easiest possible way (that will likely get patched out as soon as jk and ko are done with coe4), and bragging about how you've managed to kill people's units, poorly, with the easiest, and most powerful build you copied from the people who actually pioneered it, with shitty creepy fucking images that remind me that while nerds in general are okay they contain within their ranks nervously sweating shitbirds who are only stopped from date-raping underage girls by their suburban white fear of prison time.
Overall, you're a trash human being. Stop posting your shitty fucking awful images in the thread I read.
I was talking about either. Quadbless is not significantly different to tribless. It's more memey, a bit less efficient, overall both play the same/are the same on the receiving end.
>Also, pan, 400 maenads is never a good choice. Ever. You bring like, 50 maenads. To die screaming, while you do something actually worthwhile.
What's so bad about lots of maenads?
They work like skellyspam. Individually weak but they'll eventually wear down anything which isn't regenerating and fatigue-neutral.
I posted to this effect earlier in the thread mate. They're from an event that spawned them in an outlying province that I raided, so don't worry about them. They're going to keep moving until they die, so feel free to hit the fort that they're on.
People complained super hard about heroes being good, so there's still shit heroes in the mix, and a lot are nerfed from being actually notable.
Go look at some of the old desura discussions about it. A lot of shitty players whining incessantly about heroes that do anything good for a nation, and demanding everything be shit, predictable, and able to be put into their spreadsheets.
Skelespam doesn't count for your rout hp timer, and if you took turmoil, you are making up for the fact that on a gold hungry nation like pan you have less gold by having free chaff. Wasting huge piles of that chaff to try to wear down people (maenads die even faster than skeletons, because they aren't spread out and are vulnerable to arrow fire and literally everything else - even with Mass Protection they are still archer bait) loses you that advantage, makes anything you brought with that army more likely to rout, and is just generally not a good use of your time. Enough maenads to buy time for foul vapours or something, sure, in little scattered maenad pockets all over the field, but 400 maenads? That's just a free kill buffet for whoever wants it.
>hey guys what if we designed a nation that can drop almost all of their scales to -3 because they dont recruit troops with gold/resources like everyone else
>and they get tons of free points for it!
>it's like if we allowed players to pick a cold nation and start with the temperature scale at 0, so that they can adjust it to their preferred rating and get free points!
Has nobody told illwinter that this is retarded yet
Your self-deprecating self-satisfied guffawing shit isn't funny - it isn't interesting - it doesn't make you cool. It's autistic as fuck, and I don't mean that in the 4chins hurrr way, I mean you are actually on the fucking spectrum because you don't understand how human interaction works, and you're faking it and thinking you're winning, when in reality you are not winning and in fact pissing people off.
I am utterly terrified by the fact that you exist in real life and think this shit you're spouting is in any way an appropriate means to deal with literally anybody.
>Skelespam doesn't count for your rout hp timer
So? Everything you have (except mages, who just need to cast a couple turns of buffs then fuck off) will be berserk.
Hitting HP rout will do literally nothing to your army. You'll hit turn timer and have the enemy rout off the field before your troops will run away.
>maenads die even faster than skeletons, because they aren't spread out and are vulnerable to arrow fire and literally everything else - even with Mass Protection they are still archer bait
Every arrow that hits a maenad isn't hitting one of your actually valuable troops, and maenads don't cost you anything to produce more of. They also start in skirmish formation, which has large gaps where arrow fire can miss.
Most of the vanilla heroes were shit, and some were good. Since heroes were supposed to be a non-minor part of taking a Luck scale, Worthy Heroes set out to make getting a hero something you would actually notice happening. People complained about this a lot, and as a result, a lot of the worthy heroes heroes got nerfed. So a lot of heroes are still 'roughly the same as a national mage' or 'a random commander with 40 more leadership'. People hate shit being interesting or good because IMBALANCE!!!>!?!?!?!?!!!!!
Basically people elevate vanilla versions of things to being 'balanced' in their head, despite them not being balanced, and then lose their shit if anyone changes anything. Part of that whole deifying game developers/authors/directors thing people do.
Growing Fury/berserking only kicks in when the target is wounded. Unless you're Bloodletting your own troops, some of your stuff will not be morale immune.
Not to mention maenads get in the way of your better troops, leaving them to die to Magma Eruption or whatever, while the maenads scratch futilely at your enemy's armour while mewling at their feet.
Maenads cost you turmoil scales and pans to produce. That's a serious, hefty cost in gold. They are NOT free. They're a unit that has uses, but throwing a big horde of maenads at people is usually counterproductive. Even buffed, they won't kill anything worth killing. When a small army with encumbrance and no archery/battlefield kill is there and you have nothing better to hurl at them than maenads and you have enough maenads to seal the deal, then a horde c an work out. The rest of the time, not so much. Buying time for foul vapours/grip of winter/curse of stones is a job for 50 maenads, at the outside 100. Not 400. As pan learned, as many turns worth of maenad buildup, that he took turmoil scales for, just evaporated on a few merc squads.
>Growing Fury/berserking only kicks in when the target is wounded. Unless you're Bloodletting your own troops, some of your stuff will not be morale immune.
Growing Fury berserks every unit with berserker, starting about a turn after it's cast. Being hit is not required at all.
>Maenads cost you turmoil scales and pans to produce. That's a serious, hefty cost in gold. They are NOT free.
You want Pans anyway, because they're by far your best mage.
Turmoil scales are a cost, but they're not a per-maenad cost. It costs the same amount whether you lose 0 maenads or 2000 maenads. Turmoil scales also give you points for use elsewhere on your pretender. You're comparing -120 points of scales to +120 points.
>Not to mention maenads get in the way of your better troops, leaving them to die to Magma Eruption or whatever, while the maenads scratch futilely at your enemy's armour while mewling at their feet.
This is an issue which skellyspam shares.
>As pan learned, as many turns worth of maenad buildup, that he took turmoil scales for, just evaporated on a few merc squads.
Pan clearly didn't berserk them. I suspect a large portion of his maenads died while retreating from the scary ghosts rather than actually fighting, but I don't have access to the battle to prove it.
Caelum attacking then staling. I guess if I should have last minute resubmitted my turn to attack his raiders, but I'm pretty sure I can take his army anyway so I'm following my original plan.
It's one of the largest boards, if stuff like that is happening there, it says a lot about moderation about the site.
For the record you can get banned for starting a fantasy setting discussion thread on /tg/ and also for starting a thread about weapons on /k/. Sometimes you get banned for trying to talk about touhou or japanese specific stuff on /jp/ as well.
It's been happening a lot for the past 3 years or so.
Pan is a gold hungry nation. It wants Order, not turmoil. Taking turmoil instead is a massive income loss. The cost of each maenad is lost income/total amount of maenads, which makes them cheap, but not free. If you're taking a heavy bless, the turmoil is cheaper, as you can't afford both o3 and g3, making the maenads cheaper, but if you have a heavy bless, using too many maenads in fights can cause your wcs to not carry the fight as they should, making the maenads less valuable.
Skelespam is powerful because it creates staggered groups of units that largely mitigate archery and evos, and can't be RoS/earthquaked down as easily. Maenads don't have that advantage, while not being as numerous as ma ermor's longdead chaff. It takes a while to accrue 400 maenads, and they can will die to quite small armies without fatiguing those armies out. A huge horde of starving maenads, even berserked, will still tend to suck and die, be shot to pieces, or simply evaporate under a ros, quake, or firestorm.
They're a solid chaff unit for a nation that lacks siege strength and cheap chaff, trying to use them as a swarm or sub-par skelespam knockoff is a waste of resources.
No. You're reading way too much into someone being too busy/forgetful to put a turn in.
If you obsess over dominions games to this extent, you'll either burn out or turn into caldius, both things you should try to avoid.
>enemy army is a province
>move to attack it
>enemy army moves away before my army gets there
Why? This just allows infinite merry go round since a single stack can keep running away forever.
Tribless is where it is at. Quadbless fucks up the scales you actually need to have competitive research, so all you have is lictors, without any meaningful magic support. I've never seen a game won with more than tribless - there's a quick dropoff after that, just as most living nations dropoff quickly after two majors and a minor
This is not how I wanted this battle to go, but here it is anyway.
I hope you're ready for another 100 vanheres and jade maidens, Mictlan.
Seriously, what the fuck were you thinking when you attacked another bless nation instead of raiding a conventional one? Blood jagers are good, but they're one-trick ponies.
Who are you playing?
It's Abysia. He's been accusing me of being big since I was 11 provinces, and sent assassins against me despite not sharing a border with me for that same reason. He has no idea how to play and is saying things he's heard other people say in the hope it will earn him gudplayer bonus points. Since I called him on his shit and bragging in the thread, i'm sure his hatred has crystallized into the deep loathing of wounded pride.
As for thrones, I have one, and am currently eyeing another. Four is, unfortunately, a pipe dream. Other than the one you and mictlan are fighting over, the only other thrones are at least 5 provinces march away from my borders, and over impassable terrain (river connections, mountain connections).
Plus i'm not exactly a powerhouse, as my income's been pretty bad for most of the game.
Mictlan did initially come after me, but I fought him off. Attacking a SC god in it's own dominion with buffs and persistent skelespam/fire elemental spam is tough. I didn't win any battles, but I managed to push him back nonetheless. I believe after that he took some of pan. I'm kind of surprised he doesn't have ozelotls at this stage in the game, though. With a f9b9 bless they'd rip face.
A whiny, useless camper who has decided that instead of playing the game to win, they'll pick someone safely far away to organize a gangbang on and then claim victory if that person loses.
Oh, and I have two capitals - mine, and carthage's. That he thinks 'capitals' mean more than 'overall income' (Berytos was pretty small, like 7 provinces small) is yet another sign that he does not understand the game. Initially I was pissed off, now I only feel pity - it must suck being so insecure you have to pretend to be clued in and gud when you're a noob.
>I'm kind of surprised he doesn't have ozelotls
He has ozelotls, but not for long, as he seems to lack the ability to manage his commanders properly. The fuckup (of sorts) that happened on that image was solely because I forgot to use arrows/wind ride on the adjacent province. And even if he manages to bless them, I have corpse constructs and elemental spam to kill them.
You type like Abysia, Abysia has regularly shit the bed calling for other people to attack me (dogpile! dogpile!), I own one throne province and am looking to attack another (the island one owned by Arco), which is easily provable by anyone with scouts, and all other thrones are at least 5 provinces away, except for the one vanheim and mictlan are fighting over, which is out of my reach as I don't have a hope in hell of advancing into the teeth of EITHER nation's sacreds.
So you're the one either lying, or making shit up because you don't have scouts. Possibly because you're Abysia, and you were using assassins as scouts, and my augurs literally punched them all to death. (I really should have screened basic 1s1f augurs punching assassins to death, golden)
Or because you're immature and trying to organize a gangbang/dogpile by lying to people, and think your cunning ruses are in any way believable at this stage in the game.
Sorry, yes, I did see 15 ozelotls in that battle. I meant MORE ozelotls, generally mictlan is overflowing with flying jaguars at this stage in the game and even with storm up, they run quite quickly regardless.
From the way he handled his armies/my assassins, I get the feeling he's relatively new to mictlan/the game, and doesn't realize to bring extraneous commanders/scouts along with an army to counter seeking arrow etc, but he seemed to learn quickly from the various tricks I pulled, so likely a good player in the making.
Nevermind what I said. I'm not going to sneak a few armies into your general vicinity because you're a liar. I'm going to do it because you're a dick. Just like America, you think everyone that hates you is a sandnigger.
Don't forget to send me my payment for that elemental armor. Any gem type will do. When I'm finished with Micltan, I can start sending you air gems.
And yes, he has around 80(?) more. We'll see how it goes next turn. He might as well lose all of them if I'm successful.
>Nevermind what I said. I'm not going to sneak a few armies into your general vicinity because you're a liar. I'm going to do it because you're a dick. Just like America, you think everyone that hates you is a sandnigger.
While not every that hates America is a sandnigger it's certainly true that everyone who hates America is some sort of nigger.
If you really want people to attack Ermor, then tell them which nation you're playing. It's only polite. Just telling people to attack other people while being anonymous will not help you.
I'm sure I'm not going to attack Ermor, as he's proven to be a good ally and trade partner. I'd rather attack some faggot who's trying to be shady for no reason.
>sneak a few armies
Abysia, please. Stop implying you're vanheim - he's in the thread. The only other person anywhere near me with stealth units is Machaka, and they're embroiled in a huge war with Arco, and don't type like you do at all. It's just embarrassing at this point.
Will do. Although I don't know if i've received that armour yet? I vaguely remember not receiving it.
Okay, lets break up this discussion with some more nub questions.
So, i kept playing as Ur so i could get familiar with at least one race.
When trying to take a tier 2 (or was it 3?) throne, i met an enemy 200HP monolith. Predictably, my zerg rush attempt has failed miserably. So i got an even bigger army, somewehre around 600 units, and it got smashed again, losing like 200 before fleeing after 100 turns.
What would be the best way to deal with it? Its blocking a throne so i cant just leave it alone, and i dont have access to any blunt-weapon units except for one very basic unit.
What i have tried is mass-producing hammers and giving them out to my commanders, but how many do i need? I mean, they still need to survive getting close to it, and i assume i should remove my normal troops so they dont block the commander team?
Also, what if i tried to use magic? What kind of options do i have considering my priests/mages only have access to Water 2-3, Naure 2 and earth 1-2? Would i have to give out specific orders for it to work?
Oh, forgot to add, in the end,
An AI player killed the monolith and the next turn i swooped in and killed the AI's army, claimed the throne and won.
This does mean i couldnt try any of the tactics described above, but i want to be prepared next time.
Shatter, the spell, will work.
Also they always have some amount of astral magic, so if you make a bunch of S1s (indie lizard shamans work for any side) and make them cast magic duel then it'll eventually roll low and die.
Immobile pretenders are can be impossible to kill if you don't bring specific counters for them.
For Ur, smashers could work, but you could also bring a lot of earth mages there and have them cast shatter at the monolith. The problem with shatter is that it's ridiculously short range, but if you cleared out everything except the monolith then you can set your mages to attack a few times then cast shatter.
Atlantis it would be super nice of you to move that army out of the caves. Would be really annoying to have to seige it down, ya know, though the ogres, cave grubs, and whatever assorted indies you bought has no chance of actually winning.
Immobile units are a pain in the ass to deal with.
I think the easiest way for you would be to have every W1+ mage you have spamming Frozen Heart (Alteration 6). It ignores protection and the monolith doesn't have cold resistance. The only issue is the range isn't great, so make sure your mages are near the front of your army.
Another good option would be Weapons of Sharpness. It can only be cast by a strong earth mage, but it gives a group of units AP (armor piercing) for their weapons. This halves enemy protection and should let your troops kill it a lot faster.
Thanks for the advice. How would i make the mages close in and cast it instead of just cheerleading like they usually do?
Do I just fill the script with Shatter and they will automatically pick the susceptible target and go there to cast it?
I kinda assumed script only gives orders for the first 4 turns and then the general unit AI kicks in.
Also, another clarification:
What are the rules for commander routing? The rules explain how squads are routed, but hwat about commanders who may or may not have units under command? Does it matter for the squads morale if their commander dies in battle and vice versa?
>Thanks for the advice. How would i make the mages close in and cast it instead of just cheerleading like they usually do?
Tell them to attack a few times, then cast shatter. Something like, attack large enemy monsters x 2 then shatter x 3.
Increases his priest level by 1 but makes him diseased, if I'm reading the mod inspector right.
Get him a disease healing item quickly so he doesn't get afflictions or die from disease.
Who else didn't know about these 2 commander-selection hotkeys?
Well, now you know.
I'll run through it first before trying to become up-to-date. I was worried it'd be one of those "eh we'll tell you the extreme fundamentals" tutorials, like in Distant Worlds or Paradox.