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/domg/ - Dominions General

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Thread replies: 720
Thread images: 72

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Ermor edition.

Dominions is a fantasy turn-based war 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 war game.

>Steamgroup
Join the steamgroup for multiplayer
http://steamcommunity.com/groups/vanheimageofvidya

>Group chatroom
steam://friends/joinchat/103582791434709795

>Our work-in-"""progress""" wiki
http://dom4.wikia.com/wiki/Dominions_4_Wiki

>Our pastebin (NEEDS UPDATING NERDS)
http://pastebin.com/uTZnjYwm

>Dom4 Manual
http://jaffa.illwinter.com/dom4/manual_dom4.pdf

>Dom4 Inspector
This is a community resource that has every unit, spell, and item in the game in an accessible database.
http://larzm42.github.io/dom4inspector/

>Play by email guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=202096551

>Debug Mod:
For testing battle formations and spells
https://www.dropbox.com/s/eo3qbjlixfghvs4/Debug.zip?dl=0

>Where do I get it?
It is available on Gamersgate and Steam. Desura is kill.

>THE BASICS
>Read the manual
>Read the wiki
>Read the pastebin
>Watch some LPs by Sy, Maerlande, or Nuclearmonkee
>Jump into MP feet first; ask for pretender advice in the thread

Submit completed games here:
https://docs.google.com/forms/d/1jHX_ZoJi6zIvDq6ANdp-W1Y89W5_fmShuDyHmAj5qC4/viewform

Results Here:
https://docs.google.com/spreadsheets/d/1dlrvyEqLFYIaXRc49TheMmfdoP8jEh1m5rZJHJAzDWQ/edit?usp=sharing

Fuck you, /rsg/.

Previous Pantokrator: >>174739867
>>
>>175186929
what's the best nation to make arrows rain?
>>
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>>175187112
Machaka.
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>>175187112
Vanarus
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>>175187323
too bad that I can't stand EA and MA MAchaka is crap

Btw, are there some viable strategies with MA Machaka? I can see nothing good coming from spiders
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>>175185805

My hunch is that Ghost King really needs Awe.
>>
>>175186929
>Didn't add new links

Sigh. At least this idiot didn't forget the "fuck you /rsg/"

>Noob questions answered
http://web.archive.org/web/20150430021604/http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/core-mp-concepts-that-i-wish-somebody-had-told-me-about/

>Pretender designer
http://bsielski.github.io/pretenders/

>Debugger guide and download
http://forum.shrapnelgames.com/showthread.php?t=36453&highlight=debug

Don't forget it for the next new thread you Rejectors!
>>
>>175186929

Pretender thoughts and general tips for Vanarus?
>>
So Steam has broken and I can't run Dominions. Trying to fix it, but if I stale in any of the following games, that is why:

HehNothingPersonnel Berytos
EAChineseNewYears Pangea
MAdman Nazca
aBoneToPick Nazca
JobbingToXibalba Vanheim
TheWheelHasTurnedOnceAgain Man
MasterTheCircle Phuidh
TeachingFeeling Asphodel
>>
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Alright, I felt like I've gotten all the suggestions I can, so with the new thread, we have the roster poll for our VGL team.

https://pastebin.com/65x6ssJ7

Let's hope we'll hear our goalhorn a lot this summer!
>>
>>175189231
can't you just run it from its folder?
>>
>>175189231
Open it from your folder.
>>
>>175187642
N9 Black Hunters are fun memes but I wouldn't call it a good strat.
>>
>>175189865
Is this a pretender?
>>
>>175189231
you really don't want to stale
>>
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hi guys
relatively noob here

how do I MA Ashdod?

thank you
>>
>>175191010
Oh christ
>>
>>175191121
N9E4 or N9E9, gold scales, rush a neighbour in year1, snowball from there.

>>175189115
https://boards.fireden.net/vg/thread/170169391/#q170328064
ctrl+f vanarus
>>
>>175191121
also https://boards.fireden.net/vg/thread/167795667/#168010653
>>
THE WHEEL HAS TURNED ONCE AGAIN
>>
>>175189590
>>175189643
Well good golly that worked just fine! Thanks folks!
>>
>>175188948
that's the dom3 debug mod
https://drive.google.com/file/d/0B3IGmBe9vPavc0dkdVFReUs5RGs/view
is the dom4 debug mod
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>>175193549
>works both ways if you catch my drift
>>
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>>175193856
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>>175194357
Try it dom3 mod works on dom4. Also that link doesn't explain how to implement it for noobs who don't recognize the file types. The map doesn't work however.
>>
>>175187112
If bolts count LA Man.
>>
>>175196867
>not LA Ulm
Dont even need to buy blockers for them.
>>
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Reminder to never ever get diplomacy'd by malakal
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>>175199290

This alliance has worked very well for him though, gave him lots of gems and helped expand.
>>
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Reminder to join http://www.llamaserver.net/gameinfo.cgi?game=MagusAssistance
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>>175200871
11 players is probably fine, maybe we'll start without ermor
>>
>>175201135
The map has 12 starting positions for land nations though. It would be really unbalanced if someone got ~6 free provs because he doesn't have a neighbour he's supposed to have.
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>>175200871
>that pic
F
>>
>>175200871
>>175201135
>>175201424
I want to join as MA Atlantis, but I'm having a hard time hitting 12 provinces without an awake
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>>175203040
doesn't MA Atlantis have kinda shit sacreds, you can afford an awake
>>
>>175203137
MA Atlantis has kinda shit everything.
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>>175203137
I want to take the god that gives me W/D/S dormant for better scales
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>>175203040
Use lobsters.

You have a whole lake for yourself on that map.
>>
>>175203704
Yeah, but it's really slow clearing them with reef warriors and I don't want to use lobsters that are going to be stuck in the lake
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>>175203815
>I don't want to use troops that expand easily
>I have trouble expanding!
I can't help you, anon.
>>
also I want coasts for the cheap research mages, since someone said I need to spam those
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>>175203938
I also said you need lobsters. It should be obvious you need coastal forts no matter the mages to get a foothold on land, but atlantis just so happens to have 45 gold researchers which is nice.
>>
How does the Hall of Fame work? How can this guy who hasn't even killed anybody have beeen up there with thugs who have killed hundreds of enemies?
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>>175205636
He was probably just leading troops for a long ass time
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>>175205708
I guess you can become famous among the troops for trying to suicide yourself in every battle, if they mistake it for leading a charge.
>>
>>175205636
He's last on that list. So even if the guys in front of him racked a lot of kills, there aren't any more guys of that caliber to bypass him.

Also note that Melee kills push you up the list faster than just ones by spells. So frying a 1000 longdead with Firestorm won't get you to the top in itself (those kills still matter, but not by nearly as much). After melee kills it looks into experience (you get XP for fighting in melee, but also for just participating in a battle).
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This nigga been trying hard
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>>175207337
won't immortals heal afflictions?
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>>175207337
Basically col. stinkmeaner.
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>>175207337
>Morale 17
At least he hasn't given in yet!
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>>175207558
Eventually he will, but with that many it'd take a while to.

>>175207619
I'm really happy he still has an arm for his crutch even though he's lost both eyes and has zero combat skills
>>
Gaeni
those icthyids are in my capring, you can use it for UW shenanigans but I'll need it back
>>
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>>175189375
Six respones so far. I'm going to bed now, but the poll will stay open for a few days. If you haven't taken the poll yet, I'd appreciate it if you did.
>>
>>175191307
>>175191995

Good stuff here. Thanks!
>>
>>175209338
That's no problem. I'll leave it with no PD, and even send you a rent check each turn.
>>
>>175203815
>>175203903
>>175203938
Okay, well, I got it to work, but I have a bunch of troops sitting around collecting wages that can't leave my pond, and this triggers my autism in just the worst way.
>>
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Take your turns.
>>
>>175209338
>>175211438
Actually, you know what, it's fine. I don't need the ichtyids.
>>
How does the negative dominion hit of the Heretic trait work? Looking particularly at a few of the mages of Machaka, who have the heretic trait. Is it something that only effects the province they are in? Or does it also cause checks in all surrounding slots?

I'm assuming I should try and locate the ones who will be researching mostly in a single prov?
>>
>>175215848
It's like a preacher that works against any candle present in the province, be it yours or not.

Ideally you want them in enemy candles working those down, or in a neutral candle province where they at least won't eat yours. But if it's deep in your dominion it doesn't matter if they're in the same or in different provinces, they got candles to eat regardless.
>>
Man I hate icthyids
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>>175220218
FUCK YOU
>>
>>175220218
You came to the wrong general motherfucker
>>
Do spells that leave damaging clouds on the battlefield trigger blood vengeance? I'm thinking fire cloud and that one death cloud spell.
>>
>>175220218
What the fug, seriously? What's wrong with you?
>>
>>175220325
>>175220654
>>175221093
Come at me degenerates, I'm eating fish fingers for dinner.
>>
>>175220793
I've heard both.
>>
>ichtyids
>"""""good"""""
>do not even have their own nation
Ichtyid lovers on suicide watch.
>>
>>175221773
>crystal and garnet amazons don't have their own nation
>this means they're bad
>>
>>175221773
EA Pelagia has national ichtyids
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>>175222186
>being not even a secondary, but a TERITARY race of a nation
Ichtyids get cucked once again!
>>
>>175222337
Fir bolgs are 4th tier for Fomoria (fomorian giants, fomorian cursed, nemedians, then fir bolg)
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>>175222434
That's what they get for being worse than ichtyids.
>>
>>175222434
>Ichtyids are literally worse than elves
Its like pottery, fishfags on suicide watch
>>
>>175220793
They trigger it. Only cloud that doesn't is Poison Cloud, which has nothing to do with being a cloud but with being poison.
>>
Newbie question here, could you explain this ichtyid meme? Why are people so passionate about ichtyids here? To me they're just random troups in neutral provinces... are they even worth recruiting if you can recruit them and already have amphibious troups?
>>
>>175222981
They are better than most of MA Atlantis's troops but that isnt saying much. They are stronger than you would expect though with their nets and I have seen them kill multiple awake monster gods.
>>
>>175222981
It's kind of a forced meme from a handful of people saying I LOVE ICHTYIDS instead of just some variant of 'ded' when bumping the thread off page 10.
>>
>>175222981
They're remarkably good with their nets, and super cute
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>>175223728
And I love them
>>
Hey guys let's talk about sequence order. Does magic movement cause stealth units to unstealth and attack the province? If so can you block troop movement with magic movement?
>>
>>175227497
If a stealth unit is already in the province set to attack, it will join in magic phase combat (if that's what you're asking). Otherwise, stealthed units set to attack join normal phase combat. Stealthy units set to hide, sneak into a different province or sneak and attack a different province do not join magic phase attacks. It is possible to block troop movement with magic movement by cutting off units moving 2 or more spaces through friendly territory or by routing some of the friendly commanders. If a unit is normally stealthy but set to Attack, it is not stealthed and follows normal, not-stealthy mechanics.
>>
>>175227497
Yes, if you launch a magic phase attack and have stealthed units in that province attack, both the magicers and stealthers will attack as one.

Yes, if you take over a province the enemy was moving through (but not into) it'll negate their move.
>>
Fun fact - stealthed units in a province set to attack used to always count as a magic phase attack. The change made Raiel sad.
>>
>>175197287
Recruit Defenders and your crossbowmen ARE the blockers.
>>
>>175227998
Which means you had to buy as many blockers as ranged units.
Loser.
>>
ded
>>
>>175231258

Well, then, why don't we perk things up a bit by someone posting a link to ripped version's download site so I can try this shit out
>>
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What turns would you say the divisions between early, middle, and late happen, in general?
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>>175233150
Middle starts when some blesswhore's army gets crushed by Theurge Teamwork.
Late starts when somebody munches an army with a supercombatant.
>>
>>175233458
No, middle starts when the first person goes AI because they got blessrushed and are too shitty to stop it.

Late starts when quadbless mictlan's lands are running on a skeleton economy.
>>
>>175233150
I tend to define game phases by when the last phase's tech stops working.
>>175233458 is about right, but late game is more about battlefield clear to me than SCs, since SCs die to solid mage support.

The other thing though is that there's no real, like, single early middle or late game phase. Some armies get stopped dead by rigor mortis + skelly spam and that'd mark a transitory period for someone who had won their first war off of E buffs on elite units, but fire elementals ignore it and the nation that rushed conj wouldn't consider it more than a reminder to always bring enough gems to burn through the skelly spammers.
>>
Next to Evo 5/Const 2, how fast should EA Caelum research Parting of the Soul? Is it worth it to dip that far into Thaum before Fog Warriors against other nations who have evo spam?
>>
>>175237169
You should get conj 5 before either, and if you tell me you're using cons to build quills, I will ask you politely, but firmly, to stop doing that.
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>>175237169

No, its not very good.
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>>175240813
It is really good, actually. Just high research
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>>175240713
I'm not him, but are you implying that building quills is bad? I'm not even asking about Caelum in particular
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>>175241041
It's bad for any national that uses air gems in combat, which is any nation that has A2+ mages.
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>>175241041
quills are fine for, like, Ulm and Yomi, but nations like Caelum, Fomoria, and Elves want every air gem they can lay their hands on to win wars.
>>
>>175241080
>>175241157
I see, that's clear now, thanks!
>>
Any tips on UNLIMITED BOARWORKS? I read the guide but I want domg's TRUE WISDOM.
>>
>>175240713
>>175237169

always constr2 first and always mass quills in early and midgame.
it's just so good and it actually doesn't delay tstrike spam.

just don't overcraft them, because soon 70% of your mages will be out to fight and quills can be your way to not fight behind on research while doing that.
>>
>>175242336
no, smallson, you do NOT have the air gems for quills and elemental spam and elementals win you wars. You're paying 5 of one of the rarest gem types which you need a ton of for 6 RP. SIX RESEARCH POINTS. If you are suggesting to build them on Caelum, you're either being ignorant or actively malicious.
>>
>>175242815
Not them but 6 RP/turn is a lot of RP over time. You're basically getting a 5 gem half-of-a-lab-rat with no upkeep.
>>
>>175242925
if they were W gems, sure, Caelum can spend them. But they're air gems, and you need them for every fight.
>>
>>175242995
>playing birds
>>
>>175242995
IDK man, I think its one of those cases where
>it depends
particularly on the size of the map and the aggressiveness of your opponents.

Caelum proper produces 4 air gems a turn. Assuming you went magic 2/3, you should have const 2 at about the late fall of year 1, at which point, blowing 30 air gems in a single turn nets you 36 rp from here until the end of the game. Obviously Caelum shouldn't spend every air gem it gets on quills, but that kind of boost really pays off over the course of the game.
>>
>>175243069
We're specifically discussing strats for playing birds. If you're playing Yomi or Ulm or EA Pelagia, then sure, turn your quills into research.

>>175243154
If your opponents are passive shitters, you can actively shit on them. You can do this by summoning 30 more air elementals instead of the equivalent of 300 gold in RP
>>
>>175243154
The other person who responded to them here. I think that the more Magic you have the less you can justify spending gems on quills. If I went Magic 3 there's no way I'd pay for quills. Magic 0? Sure.
>>
>>>175243289
>Magic 0? Sure.
So you value air gems at 10 gold?
>>
>>175243424
Well, only early on. RP items are worth far more when you have less mages. As you enter the midgame you should stop crafting quills because you have better uses for gems now.
>>
>>175243262
>>175243289

Fair points, I'm wrong here. Thanks for the help.
>>
>>175243510
Except you'll have 30 fewer gems to use because you wasted them on a whopping three mages worth of RP
>>
>>175242815
it's all about momentum. by the time you have elementals you will have won a war with thunderstrikes and you'll have rebuilt your air gem treasury, but RP let you get way more stuff during that time so you can start a second and third war earlier.
>>
>>175243575
To allow you to hit core research goals faster, which can allow you to fight effectively a few turns earlier. Doing this is not automatically a good idea but I don't think it's always a bad one either. It's the same reason why you sometimes summon shit animals with your nature gems. An early boost can allow you to snowball or survive.
>>
My computer is mcfucked, I'll need at best a day extension or at worst a tempsub for EANoMeme Lanka and Ragnorak Mictlan.
>>
>>175243660
>by the time you have elementals you will have won a war with thunderstrike
T-strike requires conj 3, evo 5 and a big ball of mages to use effectively. It's weak against resistance spells, not very useful against raiding, and really is only strong against enemy deathballs that also failed to set up evo baits.

Elemental spam requires conj 5 and works great in both large and small fights. It synergizes well with a lance rush, since it breaks up the enemy formation to leave a larger surface area for your lancers to hit. It's really only weak against fire elemental spam and nations that can field large numbers of magic weapons on units that can survive trample or have size 6 blockers, and even then the formation is a lot harder to set up than evo bait.

The only opponents I'd get T-strike against over air elementals are Fomoria and Abysia.

Against just about any other enemy, going Cons 2 to spend your gems on RP and then going to T-strike will make you significantly weaker at every stage of the game. Early because your magic is less effective and later because you will very quickly want to use every air gem for fights regardless of which spell you got first.
>>
>>175186929


Please help me like this game. I want to like this game but the game itself is making it really difficult for me.
>>
>>175244034
Actually, there's some other nations that I might do t-strike against first, like if hinnom masses dawn guards or atlantis fields a pile of living pillars.
>>
>>175244113
If it hits you and tells you that you're worthless, just remember the good times that you had and that it's you against the world.
>>
>>175244252
I haven't had any good times with it yet but when I write down what I think is cool about it I read it and say, "This is the game of my dreams."

but then I play it and I contract AIDS every time help me, please, /domg/. Is there a UI mod? Anything? Something to make this less all so awful?
>>
>>175244034
This guy is right. Most of playing Caelum effectively, because your troops are dogshit in fights, is making the right call with how much to bring to a fight.

Elementals allow you to raid, defend, and counter mid-sized early-game army blobs with far less mages than going the T-Strike route does.

If you go magic scales, which I always think you should with Caelums cheap utility researchers, the trek from Conj 5 -> Evo 5 and then Alteration or Thaum or whatever isn't that bad. Caelum has gems in spads, and your Harab's can sitesearch fairly well for death and air, which you will be using lots of.
>>
>>175203040
Are you Atlantis from Frog and Toad?

Use lobsters
>>
>>175244034
>>175244373
This is a very good point. I never realized that Air Elementals are this good.
>>
>>175244571
>he never had his dreams crushed by a hidden elf army with 50 a gems worth of elemental spam.

I envy you.
>>
>>175244329
What problems are you having with it first of all?
>>
>>175245553
It's really just the god awful UI and map. I love the unit art, it's charming-- the battles have so much character and I get into it. But the moment it goes back to the actual map I want to fucking learn how to actually mod it myself at this point because those castles and shit are just awful looking.
>>
>>175244034
On one hand I agree that elementals will work far better than thunderstrike in any single fight.

On the other, Storm+Thunderstrike means you can fight battles without burning dozens of air gems on elementals. It is very easy to run out of gems doing that, and then your armies will be doing thunderstrike too, just now you can't mix in air elementals if you need them.

Primarily using thunderstrike on armies it will work against lets you save air gems for things which thunderstrike will not work against, or for later in the game when you can make better use of them.

>going Cons 2 to spend your gems on RP and then going to T-strike will make you significantly weaker at every stage of the game.
I don't agree with construction 2 for quills first, but I disagree on conj vs evo.

Evo gets anti-rush combat milestones earlier than conj - evo2 lightning bolt and evo4 thunderstrike. Both are (in my opinion) better against rushes than size 3 air elementals, and much lower research than size 6 air elementals.

Evo5+Conj3 is not too much higher than Conj5 in terms of research either, only about 17% more RP.
>>
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>>175245620
I dont think there is a lot you can do about that. There are custom maps with varying degrees of prettiness, but I dont think you can change the way forts and stuff look.
>>
>>175244772
People always go on and on about T.Strike, saying it is the reason to play birds.
>>
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http://www.llamaserver.net/gameinfo.cgi?game=MagusAssistance
>>
how do you manage not getting stuck in the chokepoint when sieging a fort without flyers?
also, what's a good spell to protect your mages from any stray arrows aimed at your front melee guys?
>>
>>175247354
Theres a ton of items made with air paths that give protection from arrows.

Anything that offers increased protection or invunerability will also keep you safe. Earth and Death are what I'm thinking of off the top of my head.

Other than that, accept that you might lose a mage or two in a fight if you want them near the front of the lines.
>>
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>>175220218
>>
>>175245620
>those castles and shit are just awful looking
I'm sorry anon, I think the only fix for this is for you to get good taste.
>>
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So how exactly does one use a spell like one of Pangea's songs? I'm not sure I fully get how range 0 with AoE 15 works. Do they have to be in melee in order to cast these? Use their own square as the origin and then target things inside the 15 square effect?

I ask because I can never seem to script casting correctly and they either go off script or enter melee and then go off script. I can't find it in the manual, either.

I thought having research 0 versions of an Aoe 15 Tangle Vines, Panic, and 31+ stun damage would be pretty neat to use during expansion but this does not seem to be the case.
>>
>>175248104
Range 0 = lands on the square the caster is sitting on

AoE 15 = hits 15 squares around the landing point (including that square), in a somewhat random fashion. Every affected square must be connected, and it seems to have some degree of priority for closer squares.

>So how exactly does one use a spell like one of Pangea's songs?
In my experience, you generally don't.

The range is terrible (you basically need to be directly in melee for it to work), and while the effects are good, needing to be right up in melee is very bad for mages. It can also be quite unreliable because of how AoE spreading works.

If you do want to try use it, get your commander into the middle of the fight (preferably with a guard of troops so he doesn't instantly die), and then tell him to cast a song once or twice while he's in melee.
>>
>>175247354
>how do you manage not getting stuck in the chokepoint when sieging a fort without flyers?
put elites on flanks, script to attack rear and buff them with body ethereal
>>
>>175247354
>what's a good spell to protect your mages from any stray arrows aimed at your front melee guys?
arrow fend at ench6
air shield at 0 research, but it only affects caster
>>
Pythium, can we speak?
>>
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Nice horror spam, Mictlan.
It's a shame it cost you 2850 gold and you only managed to kill 1 hierophant and 4 centars in return.

Don't worry though. The population felt it would be wrong to let me pay for new centaurs from my own pocket so they gave me money for new centaurs + tip.
>>
>>175242153
I'm thinking of going N9W9 Magic 3 Dom 7. Not sure what to give up for that though.
>>
>>175227926
It'll stop their move also if they're moving into that province from a farther away, non-adjacent province. Basically it has to be a legal move that you could normally make when giving orders.
>>
>>175249964

This the famous A9 Mictlan? Give that guy a break, he obviously is very new.

And he brought only trash troops.
>>
>>175252747
It is him.
I'm also pretty new myself.
>>
>>175244373
>Caelian troops are dogshit in fights

Stupid meme. Caelian troops are just fine - Spirehorn lancers are good for what they are, but die easily enough to a big army they can't surround.

But every era of Caelum does have some proper fighting troops as well. For EA, the Mairya sacreds with a decent bless. For MA, the Storm Guard - they're only good in Cold, but that's not a huge limiting factor. Low attack density, but that Prot 20!

Also on research - you don't need to get to Conj5 to get elementals. Already at Conj3 you get the lesser ones, which are obviously worse, but still very usable for the time. If you spend 5 or 10 gems on those to fend off a rush army it's a sweet investment. Best thing is that it's research-wise right on the way to the proper elementals.
>>
Is it worth going W9 as Gath for an extra Se'ir attack?
>>
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>>175205636
>>175207050
Apparently he took offense to that from beyond the grave. Anyway the guy who wanted to die and had died just pulled hundred more experience out of his ass.
>>
>>175254957
Dying seems to have made him more experienced than everybody else.
>>
So where does routing take place in turn sequence? And if routing happens after enemy movement (22. other movement) does that mean that you can cut off enemy armies' routes to oblivion if you take their last connecting province? But if it happens before enemy movement (including the army that is routing) does it return back to their connecting friendly province as friendly movement?

I can think of 2 scenarios:
1. Route caused by defeat on enemy province.
2. Route caused by defeat on friendly province.

For case 1 if your army routes I want to know if that "route" movement counts as "friendly movement" or "enemy movement" if the last connecting province is simultaneously attacked by the enemy (hence why it's "enemy movement bc it's towards a province that's already conquered).
For case 2 the movement would have to happen on "enemy movement" (22. other movement) bc the route cannot happen without the enemy coming in, in the first place.
>>
>>175259249
>routing happens after enemy movement
this

>you can cut off enemy armies' routes to oblivion if you take their last connecting province
yes
>>
>>175259509
What about defeat in friendly province? I would assume that the Other movement phase already happened and so if you were attacked in both your province and your last connecting province your routing army will disappear to oblivion.

What about sieged castles and stealthy units like elves?

If the last connecting province is a fort you own, but it's under siege by the enemy does it count as "enemy province"? And what about stealthy units such as elves or scouts? I assume they still follow the same rules as normal armies (as many of my scouts disappeared to oblivion when they patroled and routed).
>>
>>175259249
As far as I can tell, rout happens directly after the battle.

As I found out to my dismay, normal movement is not fast enough to cut off retreat when you teleport an SC onto the enemy.
>>
>>175261816
1. All magic movement
2. All magic phase initiated battles
3. Routing resulting from magic battles
4. Normal movement
5. Normal battles
6. Routing from normalmovement battles
>>
>>175261346
Whether a province was controlled by whom doesn't matter at all for routing purposes. You shouldn't think of movement between friendly provinces and into hostile provinces as separate, it all happens functionally at the same time, ie before battles.

You can only retreat to a sieged fort when the battle was outside said fort, in that same province.

Stealth indeed doesnt matter when routing.
>>
>>175254705
Seirs are just a small part of your sacreds as Gath. But w9 isnt bad for the recruitables either, but not sure if its ideal. Would have to try whether Malakhs are usable with it, the extra defense should help a bit even if not as much as N9 would help them.

It would also get you a new path which is nice, then you'd have everything except A when the god wakes. Cant recall if they have a good chassis for W, that matters a lot too.

Try it for yourself if you can get a smart build. It doesnt matter whether its doable in the abstract if you cant make it work for you personally.

Especially I wouldnt count too much on Seir when theyre Wasteland only. Even if you get a wasteland, it's a big disadvantage to have them available at specific spot(s) only.
>>
Would I be horribly wrong in assuming that a melee range AoE 3 has roughly 1 in 4 chance of hitting yourself?
>>
>>175263152
Wait what's the difference between friendly movement and other movement? I thought something like attack enemy province counted as other movement, therefore is slower than friendly movement; ie your reinforcements will always arrive before the enemy if both move on the same turn (without magic).
>>
Hi admin, Ulm here.
Could you postpone next turn by 72 hours? I will be going on pilgrimage this weekend and I wont be back until Monday at 12:00 (+01 timezone).
If not then feel free to find sub for me.
>>
Rank your best elemental royalty /domg/

I like Banefire and Air for their sicks buffs and saving me 2 armor slots for soul vortex and invulnerability.

And is it just me or can water royalty not cast liquid body on herself? Wth why?
>>
>>175266802
Air's where it's at, especially with permanent storm up. Make great SCs with ethereal, mirror image, mistform, flight and capacity to trapeze. 0 enc. too. Make great support with Fog Warriors, Mass Flight and Shimmering Fields.
>>
>>175266802
>>175267246
The best scenario is when you're the endgame villain who summons all of the royalties.
>>
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Gentlemen,
how do I LA Atlantis?
>>
>>175266802
water royalty already has the positive effects from liquid body. If the game let you cast it, all it would do is lower their strength.
>>
>>175246516
People are dumb. T-strike is nice, but it's something you use in blob v blob fights that Caelum can choose to not fight
>>
>>175263691
>It would also get you a new path which is nice, then you'd have everything except A when the god wakes. Cant recall if they have a good chassis for W, that matters a lot too.

Gath has Frost Father who gets both A and W.
>>
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>Runescape actually has abundant potential for a great /domg/ mod but nobody knows both games' lore and mechanics well enough to make the mod
>The suggestion itself is seen as silly
>>
>>175269153
I played Runescape when I was, like, eight and it's hard for me to take it seriously now.
>>
>>175267517
Run Prod scales. Spam your land troops, since they're p great for their cost. Your sacreds are also really good and don't require tons of resources, might be worth taking a bless for them (W9 is probably the best one, though N9 is better for shrouded communion slaves). Get into water ASAP. Kill R'lyeh if needed (you should have no problem doing it, your nation hard counters squids). Recruit Forgiving Dads from your UW castles - they're your main battlecasters, communion slaves, forgers and sitesearchers. On land - spam Tungaliks, they're okay researchers with low upkeep. Angakoks are your big casters for spells like Darkness, Rigor Mortis, Wind of Death, Stygian Rains, Wailing Winds & high-path Air spells like Arrow Fend, Mass Flight and Fog Warriors (after plugging them into communions with crystal matrices). Other spells you want to use are mostly stuff your troops are largely immune to - Sailor's Death, Falling Frost or Grip of Winter. Atlantis has very good diversity (+ communions) and mobile armies (amphibiousness + sailing + mapmove 2 on heavy infantry), which means you can counter most things your opponents will throw at you easily. And if things go really badly - you can always go full cancer with Burden of Time/Foul Air/Vengeful Waters and wait in your cozy sea until everyone else quits.

Here's an old (and surprisingly good) Desura guide: http://www.mediafire.com/file/ji71w66inj79zcv/LA+Atlantis+Guide.odt Just take advice in there with a grain of salt and avoid obviously retarded strategies like thugging Tungaliks.
>>
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>>175189375
We're at nine responses so far. I'm going to keep the poll open throughout the weekend. If you haven't already taken the poll, please feel free to do so.
>>
>>175272270
You should also point out that if you're near Lemuria early on, you can pretty trivially wipe them out with basically no opposition.
And should, since early Lemuria won't have completely blighted their provinces and gotten their big fuck-yous online.

Well, unless they diplomonster you. But seriously, if Lemuria is diplomonstering you've already lost.
>>
>>175272689
Just remember to spread out your troops so you don't lose all of your provinces to squads of 20-40 ghosts and then get your armies wiped by rigor mortis.
>>
>>175272689
This is true, although with no N magic, you may have some supplies problems (unless you're attacking in year1, when spooks have not yet killed all the pop in their lands). And honestly - whatever cancerous global Lemuria does, it will be much, much more annoying for other nations than yours. So, uh, try not to get diploed into removing Lemuria while someone else kills Jomon/Pythium/Marignon/another rushbait nation and wins the game, either.
>>
>>175269153
it wouldn't be that hard.
Spriting is literally the hardest part of you don't fuck with events.

The only problem is I could only think of three real nations to flesh out, with maybe one or two more from GWs.

Saradomin gets order and patrol bonuses and shit, with plenty of dope ass rituals for things
Zamarok is essentially Lanka; with giants, ogres, undead and ancient magick
Guthix gets some sort of balance mechanic? And nature and druids and shit and then he dies
>>
>>175247991


I can't stomach this game's look. It's just god awful. Literally nobody has even considered modding the UI?
>>
>>175248104
>>175248493
I've seen one super memey use where an unkitted dryad used a spell and some songs to clear a barbarian province, but if one of those awe rolls missed it would have been ded.
>>
>>175279391
there's a way to change the UI a small amount.
It used to be in the OP, it might be in the pastebin
>>
>>175245620
Turn off the castle sprites using map filters?
>>
>>175282149

I like visual information sometimes. That's why I play games with visual representations.

It's just an unfortunate circumstance that a small margin of the visual representations given to us by the developers are sort of immersion and enjoyment breaking for me :(.

All this game does is hurt me and all I want to do is love it.
>>
>>175269153

agreed tee bee ayche
>>
>>175283185
Email illwinter and tell them you want that capability. They might be able to implement it, and are almost always very responsive
>>
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>>175287617
why must you hurt me in this way
>>
How does the spell from Atlas of Creation work?
Do you need a lab in the current province to cast it? Because that would make it pretty inconvenient.
>>
>>175293354
Yes, you have to be in-province.
It's still damn good. Think of it as being able to turn a dirt-cheap scout into a 10-in-everything site searcher.
>>
>>175293582
My question was if there needs to be A LAB in the province, since you usually cast rituals from A LAB.
>>
>>175283185
desu you deserve to be hurt. Dominions has God-tier art style, even if the actual resolution is shit.

The UI is just kinda meh. It's nothing jarring, but it's nothing polished either. I actually quite like it -- I think it suits the game pretty well. It's not on par with Solium Infernum though.
>>
>>175294181
Learn how item spells work, man. We're not Emmanuel.
>>
>>175294181
No, item-casting doesn't need a lab
>>
>>175294283
I think the Dominions 4 default UI elements with the yellow borders and such like is ugly. Dominions 3 and 2 were superior and I think they actually looked nice (the usability of course was inferior).

Luckily that's one aspect of UI that is easy to mod (with an exception of unit card background).
>>
I need a small extention of 4 or so hours. My small business has been slammed with client meetings, and I thought I had my lunch to take my turn today, but wont get more than a few minutes before the next meeting. Sorry for being slow, life's gotten very busy

Thanks.
>>
>>175296915
NORMIES

REEEEEEEEE
>>
Do different sources of Maste Smith stack?
>>
>>175298068
Yup.
Ulm can forge 1 gem items.
>>
>>175294283
I really wish they allowed better sprite resolutions
>>
>>175297015
>small buisiness owners
>normies

pick one

https://www.youtube.com/watch?v=SkqbHQqLwMU
>>
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>>175296915
Learning with the pros?
>>
>>175265531
Will do if I don't forget.
>>
>>175298839
Do you sell digital penises in second life?
>>
>>175297015
Dominions is mostly played by normies. PBEM works well for those with a full time schedule that still like gaming. Several of the high profile players have spouses and children.
>>
>>175301364
Like who?
>>
>>175301496
Maerlande ;_;
>>
>>175301869
>Maerlande
>spouse
Anon...
>>
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http://www.llamaserver.net/gameinfo.cgi?game=MagusAssistance
Come on, we need just 2 more landlubbers.
>>
>>175301496
Nuklearmonkee and Raiel both also have kids.
>>
>>175301924
Hence the spoiler
>>
>>175301496
not a high profile player, but I've got a wife. There are a few of us, anon
>>
How do I kill my own aquatic units to stop paying their upkeep? Bane Venoms don't work. Only thing I've found so far is starvation, but that requires getting lucky with a dead province.
>>
>>175302337
If you have water neighbors, work out a deal where you suicide armies into a supercombatant or truckload of PD. They get experience, you get killed units, everybody wins.

Alternatively, have a landlubber send in a thug or SC to clean out a province, retake it next turn when they withdraw. They get a turn of income, you get fewer aquatics.
>>
>>175302337
you ask one fellow neighbour to raid one of your provinces with an UW thug. you should setup item trades and diplomacy anyway.

this also allows him to get experience ona thug which is helpful and can lead him to the leaderboards.
>>
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>>175302917
>non-hostile uw neighbors

things_that_never_happen.jpg
>>
>>175301364
that one guy had a wife and a mistress
>>
>>175302127
Does Sy, though? A-asking for a friend.
>>
>>175303641
He has a gf.
>>
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>>175303728
>>
holy fuck dragons do your turn
>>
>>175303835
Send pics, maybe I can make him reconsider.
>>
>>175294283

I hate literally only the buildings and the UI. Everything else is great. Fantastic game. Love it.


But the building sprites. I just can't be doing with it.
>>
>>175303728
"no"
>>
>>175304087
yes
>>
>>175304148
"no"

"no"

"no"
>>
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>>175303934
O-okay.
>>
>>175304308
Nah, don't think he likes immobile pretenders.
>>
I want to hold hands with Sy!
>>
ded sy
>>
>>175303728
F
>>
>>175298938
Funny you should have this because I have the biggest dirt on malakal you wouldn't forgive. And if he keep that up I will use it.
>>
>>175309159
Use it now!
>>
>>175309159
t. malakal
>>
>>175309418
In good time my sweet...in good time.
>>
Can anyone get a hold of Kurple for the extention? Id really appreciate it.
>>
>>175310446
Only if you wire me your revenues of this meeting.
>>
>>175311158
Sure thing post your aba and routing numbers, full name, otherwise it wont go through
>>
>>175301869
>Maerlande
>high profile
>>
>game delayed on turn 7
this is a good sign.
>>
>>175311504
He's reasonably tall.
>>
>>175265491

>Wait what's the difference between friendly movement and other movement?
There is no practical difference
>>
>>175312080
Then where does enemy movement come into? 21. Friendly movement?

Then does that mean there can be two battles at the same province in the same turn if there is a defending army and a friendly army that reinforces but doesn't there there in time? Or those reinforcements and enemy army arrive at the same turn?

What is "other movement"? The manual vaguely goes over like 2 things.
>>
>>175312359
http://dom4.wikia.com/wiki/Movement
Basically, the person saying they're the same is misleading. Defensive movement in the same movement phase resolves before offensive movement.
>>
>>175312536
That page doesn't explain if there is a difference between friendly movement towards a friendly province and enemy movement. Or about bumping armies. And other nick nacks that's been asked.
>>
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>>175302032
joined as mighty man
>>
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>>
>>175320271
That makes 12 land and 1 UW, then, enough to start us off?
>>
>>175320371
11 land, 2 uw
>>
>>175320459
oh right Ys
>>
Is the bane lord gud? Or should I stick to banes?
>>
>>175320589
they're 2 very different chassis
one is the cheapest available non-national thug, the other is a reasonable commander of undead with some perks
>>
>>175320589
Neither are really all that efficient. Bane Lord has a niche use where you don't have a native thug chassis and need to clear stupid amounts of PD which can't scratch him.

Bane's basically used to lead undead/demons since, unlike mound kings, he doesn't die if he gets tickled too hard. Mound kings are cheaper by enough that most people use them anyways.
>>
>>175320778
>>175320667
What would you two people suggest for a nation strong in death magic remove lots of elfs very quickly. Elfs of the wooded variety in a early age. Asking for my friend here
>>
If on what many S1 mages faces an enemy with no S mages and one intends to only cast stellar cascades is it generally better to cast 'light of the northern star' then use cascades or communion up + 'power of the spheres' then cascades?
>>
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>>175189375
>>175210409
I'm a bit disheartened to see that we've only got nine responses so far. Still, I'll keep the poll open for the weekend. The current standings are:
8 100 PD
7 16 Stale Strat
7 2000 ghosts in a fort
7 Burden of Time
7 Diplomonster
7 erf snek
7 Forester Bob
7 Innovative Strategy
7 itdepends
7 t. Malakal
7 Quadbless Mictlan
6 Giant Man-Eating Jews
6 Illfraud
6 >stabbed by a methhead
5 6 Months of SP
5 Heroic Obesity
5 Mage Support
5 Turn 1 Rain of Stones
5 Ulm - Waiting Fort Turn File
4 Bogus the Troll
4 I love Ichthyids
4 Remove Elves
4 Turnbullying
4 Useless Kick
3 Angry Stone Face
3 Hosting Delayed by 168 Hours
3 In That Case I'll Be Going AI As Well
3 Pankoman
2 Skeleton Economics
2 Tribless Awake Bull
2 misf3 IRL
1 Drowned in Sea of Woe
1 Horse Tribe Chief
0 Non-meme summod
>>
>>175322413
its better to cast light of the northern star and power of the spheres. Ideall you have one mage cast each, that way your slaves will get the levels from light and all your slaves get the power of the spheres but only one master gets power of the spheres. this helps reduce the s level difference between them, thus making your slaves take less fatigue per cast.
>>
>>175322601
I want to replace innovative strategy with both "Intermediate Player With An Innovative Strategy" and "Innovative Full Scales Lemuria Dog" to rep both kinds of innovation
>>
>>175322832
those are both way too long anon
>>
>>175322413
a) Always use a communion
b) You don't need to put all of your S1 mages into that communion
>>
>>175322413
Ideal is probably communion up 8 masters, 4 slaves and have the rest cast on their own with LotNS.

I usually prefer to use that communion for something that I don't already have a bunch of people casting, though.
>>
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I've seen some shit.
>>
>>175322601
I'd like to help you but I don't know any of these players
>>
>>175325125
Vote against all of them then, and mention that in the last text section.
>>
>>175325125
newfag
>>
>tfw ur tribless troops are just goofy
>tfw you swallow somebody before the end of the first year
>>
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>>175327079
>tfw you just tell your opponent which of his provinces you're going to take and he doesn't object
>tfw you take those and some more
>>
>>175327079
Is that from Circle?
>>
>>175328347
no
>>
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>MagusAssistance now has 13 players
>The max player count has been changed to 14
>>
>>175328868
because it has room for 12 land and 2 water, so it has 11 land and 2 water right now
>>
>>175328868
Admin didn't think we'd get a second water nation. Then first time atlantis came through
>>
Whats some shit I can do with A 1 to make it useful?
>>
Noob here in need of a redpill:

If the '-' after spell fatigue is the 1/(1+x) Magic level bonus reduction, what's the '+' after spell Damage (or range) mean?
(1+x)/1 Magic level bonus?
What about any multiple '+'?
>>
>>175331907
stormpower->lightning bolt
stormpower->spend 2 gems on an air elemental or 1 on a t-strike
orb lightning at short range (like frozen heart, but worse)
Reign of Stonefalls
>>
>>175333498
+ is +1
++ is +2
>>
>>175333582

So, +1 (or +2) per Magic level bonus, okay.
Thanks!
>>
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>>175186929
Is the AI still terrible to the point it forces you to MP if you want to enjoy the game?
>>
>>175337306
>want to enjoy the game

Masochist detected.

At this point, the only thing I enjoy are the AAR's.
>>
>>175337393
ill take that as "no work whatsoever has been done on the AI, we just kept adding spells and units that the AI cant use properly"

gotcha
>>
>>175337458
They did improve the AI in one of the recent patches. It's still ass.
>>
>>175337458

IMHO, between no balance, shit AI, useless spells&units and excessive micromanagement, you have to play 24 hour multiplayer turns just to stay sane.
>>
>>175189375
What is
>stabbed by a methhead
referencing?
>>
>>175338352
Amuys literally was stabbed by a methhed and postponed a turn for a game he was admining while in the hospital
>>
>>175337306
>>175337458
The complexities of this game isn't even captured by the average /domg/ goer let alone AI. If you want to see how innovative strategies and deep layers dom4 has to offer play MP. AI won't do you justice.
>>
>>175337306
I play MP on domg because the AI is too hard for me.
>>
>>175337306
The main reason I play MP these days is because I cant stand the single player loading times anymore.
>>
>>175339645
do you play on a TI82?
>>
>>175337306
The AI is still terrible, and I suspect it will be terrible forevermore.

The only possible case it'd get better is if illwinter gives modders the ability to write their own AIs, and even then I suspect it'd mostly just use a handful of generically good strategies rather than anything truly clever.
>>
>>175339706
The loading times get longer as the game goes on and I just cant go back to it after doing blitz's and shit.
>>
>>175339781
>implement deep learning AI with integrated speech synthesis and a steam accout to mimick Malakal's diplomonstering

End up making the game unplayable because every time someone goes AI they turn into Malakal.
>>
>>175338545
my god
>>
>>175342018
Yeah, what a dick move. Fucking junkies should play their turns no matter what.
>>
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http://www.llamaserver.net/gameinfo.cgi?game=MagusAssistance
One more!
>>
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>>175345696
THE WHEEL HAS TURNED ONCE AGAIN
>>
>>175338545
Who is Amuys?

I swear I recognise his name.
>>
>>175346584
he was admining some game and got stabbed by a methhead
>>
>>175346669
thanks
>>
>>175346584
A modder.
>>
>>175345696
THE WHEEL HAS TURNED ONCE AGAIN.
This is a time of great strife and suffering. This is a time of magic unequaled. This is - the Ascension Wars!
>>
>Want to find a game
>Don't want to play on /domg/ because of all of the stalelords
>No games on invision
rip
>>
Okay is it me or are Mage Engineers extremely underrated? A1E2 125g mages with +30 Siege. They're old but a few priestess can help them live for basically forever. If you spam them your forts become nigh-unassailable. Cracking forts becomes trivial. You can cast all of the good E stuff plus RoS out of the box.
>>
>>175351169
>125g
725g. Only 1/5 of 125g Mage Engineers are A1E2. And most randoms are useless.

That said, A1E1s are already p good. Thing is, one Mage Engineer is half an Oread, and Oreades are extremely good battlemages, able to do anything a Mage Engineer can on the battlefield, while also giving you high N and A access. You can rarely afford to spend your capital's recruitment turns on anything else.
>>
>>175352526
*625g, obviously. I need a nap.
>>
>>175345696
I'm tempted to change from Ys to Ermor since it feels wrong to not have Ermor
>>
>>175353064
Do it, then we can start.
>>
>>175353064
Go for tri bless awake or quad bless imprisoned.
>>
>>175351169
They're nice, but Oreiads have higher paths in the same things, and also are your main access to nature. If I'm on a budget (or specifically want a throwaway guy to RoS) I'll get Mage Engineers, otherwise I'd rather have more Oreiads instead.

I might consider grabbing Mage Engineers if I specifically want F/A or S/A crosspaths too, since those can occasionally be helpful.

>with +30 Siege
>If you spam them your forts become nigh-unassailable. Cracking forts becomes trivial.
Just grab standard Engineers. They're 40g, +25 siege attack/defense, and most importantly don't take up a capital recruitment slot.

>>175352526
>And most randoms are useless.
Only in summod. Just their base A1E1 is valuable in vanilla.
>>
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>>175353064
Lets get this show on the road.
>>
>>175353163
ermor joined without me, guess im best elves then
>>
Do you give your unblessed Sidhe Lord thugs anything or do you just send them naked?
>>
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This just happened to me: my candles spread on the other side of the map. I never sent any unit there. How did it happen?
>>
>>175359392
events
>>
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MagusAssistance memes.
>>
>>175221773
>what is lentia
>>
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>>175360921
>Humakt
>>
>>175359392
There's an event which changes dominion in a province to some random other player's dominion.
>>
>>175359392
I remember that map

three hundred billion turns of singleplayer

good times
>>
>>175360921
>>175361379

Props to Humakt guy
>>
Aside from being size 3 rather than 2 and getting a bit of flying fatigue Raptorian Warriors seem decent. Is Caelum having bad units a meme?
>>
>>175364926
wait, what? the 10 gold, 12 resource short sworders? They're indy infantry tier. Spire Horn Warriors are WAY better - magic weapon, lance hit, lower res cost
>>
>>175365554
The lance is nice but 5 less prot and 2 less def is serious.
>>
>>175365961
if you expect size 3 guys with human light infantry stats to hold up in a sustained fight, you're in for a bad time.
>>
>>175366084
I'm not saying you're definitely wrong. In some cases a lance alpha strike is worth more. 10g fliers with mediocre stats are nice though, and unlike the lancers they don't implode if you sneeze at them.
>>
>>175364926
Lancers with plate cuirasses are very good for their cost. Definitely the best raiders you have. If you want to buff your burds though, recruit dual-wielders.
>>
>>175364926
How good Caelum's troops are depends on whether you're just talking tactical value, or including the strategic aspect of having them able to fly anywhere.

Tactically, they're humans, but shittier because they're 2 to a square rather than 3. That's pretty fucking bad.

Lance charge and flying are the only things which make them not complete trash in a direct fight.

Strategically they're pretty good despite limited combat ability, simply because they're flying.
>>
>>175364926
Size 3 is a pretty huge handicap under some conditions. In small enough battles flying and surrounding the enemy ensures all of your guys get hits in but larger battles the enemy can have substantially higher force concentration even if you get a surround.

Moreover, aside from Raven Guards of LA, the combat stats are almost militia-tier. Iceclads might have good protection but they don't have the attack, defence or damage to stand toe-to-toe with elite infantries of other nations. Caelum does well against low-defence low-medium armour opponents with their lance infantries tough: For example, a modest group (say, 30-40 troops) can expand against most indies without losses because they break the opponent with the lance charge and they'll of course do just as well against similar non-elite troops against players as well. And Caelum is one of the few nations with access to magical weapons and that can also be a huge boon.
>>
>>175296915

What is your small business?
>>
>>175337306

It has gotten a lot better but it's still built around blobs.
>>
RIP Ulm's earth snake
>>
>>175372239

Can we chat in the steam chat?
>>
>>175372493
T. Malakal
>>
>>175366084
>>175367983
>>175368145
>>175368349
Makes sense I guess. Plus you get to repel/don't get repelled when using lances. 6 prot is just so fucking low though. I feel sick just thinking about it.
>>
>>175337393
There are AARs? Who makes them? I only see boring YouTube shit usually.
>>
>>175337393
At this point I can't even find a game because Desura is deaaaad.
>>
>>175374795

pdf's on Google, LPArchive has a pair, SA has lots (but 10bux entrance fee) - I'm sure there are even more, but haven't found them yet.
>>
>>175374795
As far as I know the only person making them even somewhat regularly is cruxador (on wordpress) and other than that all you can find is a bunch of one-offs.
>>
>>175375991
Any day I get to smother myself in Cruxador's posts is a good day!
>>
>>175345696
THE WHEEL HAS TURNED ONCE AGAIN
>>
>>175345696
The wheel's turned like three times dude. Maybe four, if we assume it turned before EA.

That's not very impressive Mr. YHWH-God.
>>
Diplomancy tips and tricks?
>>
>>175381402

Always do it a lot to everyone. #1 tip.
>>
>>175381402
1. check the sticky about dom3 guides on diplo. same applies dom4. war never changes.

2. always tell the truth, but not the full truth.

learn the rest from t.malakal sempai
>>
>>175382559
To be fair, at least when dealing with a certain kind of player in certain kinds of situations, there can be such a thing as too much diplomacy. Certainly if you come out as aggressive, controlling or patronizing. I didn't ever learn what the other players were thinking at the time but as far as I can tell, one of the key factors in several of the games I've won or lost was diplomancy backfiring ("I'm in a kingmaking position and I'd rather ally with this guy who has been friendly and trustworthy with me during the whole game rather than this whiny cunt that has constantly tryied to manipulate me").

However, while it can go too far in some situations and against some players, active diplomacy IS a necessity.
>>
>>175381402
Also check this out:
>http://www.diplomacy-archive.com/resources/strategy/negotiation.htm
>>
What's a good ballpark for the price of gems and items?
>>
Is there any spell or item that lets an aquatic unit go on land?
>>
>>175385460
price and deman ma boy. Haven't you been listening to skeleton economics? The usual trade for gems is 1:1 unless you're in a superior position to demand a "tax" on trading. gold is whatever since you can alchmize 10gold for 1 e/f gem + mage turn you do the math.
>>
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>>175322601
It looks like this general gets a lot more active during the weekend, at least considering we now have 17 votes. The current standings are:
16 100 PD
13 erf snek
13 Forester Bob
13 Innovative Strategy
12 2000 ghosts in a fort
12 Burden of Time
12 Giant Man-Eating Jews
12 Heroic Obesity
12 Illfraud
12 Quadbless Mictlan
11 16 Stale Strat
11 itdepends
11 Mage Support
11 >stabbed by a methhead
10 6 Months of SP
10 Remove Elves
10 t. Malakal
10 Ulm - Waiting Fort Turn File
10 Useless Kick
9 Diplomonster
9 Hosting Delayed by 168 Hours
9 In That Case I'll Be Going AI As Well
8 Bogus the Troll
8 Skeleton Economics
8 Turn 1 Rain of Stones
7 Angry Stone Face
7 Pankoman
7 Turnbullying
6 Tribless Awake Bull
5 Horse Tribe Chief
5 I love Ichthyids
5 misf3 IRL
4 Drowned in Sea of Woe
2 Non-meme summod

Incidentally, there's virtual divegrass going on RIGHT NOW if you want to know how it looks. You can find the link at implyingrigged.info
>>
>>175385674

Amulet of the Fish, W1
>>
How do you kill a stack of 30 watchers?
>>
>>175392057
A thug chassis of your choice with a smasher, duskdagger or other suitable weapon and enough shock resist to ignore the lightnings?
>>
>>175392057
storm spool, boots of quickness, 2 smashers, 0 enc
>>
>>175392676
Storm spool alone won't cut it unless the chassis has res. Add in a copper plate, shock ring or such.
>>
>>175392651
>>175392676
>>175393030
What about without thugging?
>>
>>175393214
Spam shatter.
>>
>>175393214
Kill their leader with assassins or remote assassination spells?
>>
>>175393214
Depends on what you have. If you can mass a thousand cheap expendable units that hit hard enough to overcome their prot (possibly with buffs) you can just mob them. The lightning attack has limited ammo so you're looking at most 300 losses.
>>
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Is there any way to delete or kill a specific unit?
In a SP game enemy pretender has this bug and I would like to continue my game.
>>
>>175398416
Edit the mod file that broke the range on his attack.
>>
yo EAChineseNewYears game i need a delay for maybe an extra 2 days, i have no internet at new house and i still have to finish up exam
>>
Would a "more indies" mod be appreciated or used? Rolling over militia and deer tribes for the 50th time isn't exciting.
>>
>>175401174
Depends on the indies. I would NOT appreciate new heavy cav/bone tribe/barbarians.
>>
>>175401756
Same ratio of "fucking bone tribe" to 10 militia provinces, hopefully. Just more variety, indies actually worth using.
>>
>>175402316
But the whole point of fighting indies is redundant because the only reason you fight them is to fight players. Might as well play single player with indie strength9 with another human player and set him to patrol infinity.
>>
>>175405724
You can recruit indie troops, though. Not many of them are worth using now - bats and raptors as a non-flying nation, heavy infantry if your nation hates shields, maybe bone tribe or lizards for some cheap damage dealers and... that's it, basically. It may be fun having more worthwhile indie troops here and there.
>>
>>175407609
Archers and crossbows can be worth it too, obviously.
>>
Could you make a scenario with set indie types, but basically make custom armies with your own scripting? Might be fun to make a gauntlet style SP map where you have to claim a throne before year 3 or else you lose, but to get to it you have to fight what are essentially player controlled armies that can't react to your scripting, so you have to counter them, but once you do you can beat them easily
>>
>>175407609
>>175407710
And amphibious troups for a land nation, right?
>>
>>175408092
You could do it by setting it up as a two-player game, using P2's first turn to script everything, and then having P2 chain-stale.
Indies won't accept scripts though, their only tactic is "big blobs of doom".
>>
>>175408672
Actually, you can make indie troops guide a specific commander. Not a mindblowing tactic, but still better than blobbing, I guess.
>>
>>175408138
Yeah, but you rarely want to keep them after taking UW provs you wanted, so...
>>
>>175408672
So the 2nd player will be the DM and the 1st player the player?
>>
>>175409051
Just use them as regular chaff in your next war
>>
EA_Zel died
Here's a LA alexa's mod nations game
http://www.llamaserver.net/gameinfo.cgi?game=Vilium
>>
>>175385674
We need more items beside
>>175387254
There is tons of items to UW from land, but only one for aquatic to breath in land.
Step it up, Illfraud!
>>
>>175418097
shambler skin / robe of the sea do both
>>
>>175419728
there arent any items that let units go though, only commanders. There should be a ritual like the one that lets all units enter the water but in reverse, and at least one or two items. I can get them being higher up on the construction tiers but something.
>>
>>175380794
No anon you're wrong. The wheel doesn't turn inbetween every age. MA is "what if the ascension war didn't happen until a while after EA" and LA is "what if the ascension war didn't happen until a long while after EA"
>>
>>175420345
Wait seriously? That might solve a lot of things...but what about all the shifts in terms of what is and isn't heresy?

Also it's strange how reducing the turns from four to one makes them much more awe-inspiring.
>>
>>175420345
That's true, but still, it doesn't change the fact that this universe is eternal, and that within eternity, there was an infinite number of successive ascension wars and pantokrators, each leading eventually to the complete downfall and reboot of civilization from any age to EA.
>>
>>175421070
And thus the wheel turns again with each time a pantokrator rises and falls.
>>
>>175420525
>what about all the shifts in terms of what is and isn't heresy
Not everything is due to the machinations of the Pantokrator or pretender gods. A lot of it is just local developments, magic fading, or Ermor taking over and the consequences from that.
>>175421070
The Pantokrator remakes the world every time he ascends though, so it's more of a retcon to pre-EA and EA is the earliest possible time that an Ascension War can occur
>>
>2017
>still can't give the "causes good events" tag to units except through copying units that already have it
But why.
>>
>>175421623
>The Pantokrator remakes the world every time he ascends though
Yeah, this is the big thing. Ascension means literal omnipotence within the universe that he conquered. Pankoman makes the sun rise and set and puts whatever he wants into the world.
>>
>>175407609
Shark tribe if you are UW.
>>
Hey guys. I have a buddy that I used to play this with, and we're starting to get back into it. Anyone got any tips for MA Agartha? Specifically Pretender focus? There's a link in the wiki but Desura just links me to a weird page.
>>
>>175421973
>literal omnipotence
Is it? I thought it was the kind of "effective omnipotence" that one gets through infinite wishes/empowerment, given that he can still be killed by doom horrors or whatever happens at the end of his reign.
>>
>>175422432
We don't know why Pantokrators disappear; doom horrors are a hypothesis (and indeed, to be true it would require the Pantokrator to not be really omnipotent), but it is also plausible that Pantokrators in the end leave willingly, and it even seems to me that it is what the victory screen implies.
>>
>>175422432
You become a doom horror at the end, the doom horrors were the previous pankos
>>
>>175422417
You definitely want an N9D9 bless.
>>
>>175422417
I'm newbie myself, but knowing that MA Agartha is entirely based around summoning golems and that expansing is not a real problem to that nation, I would either choose an imprisonned pillar with excellent scales or some rainbow pretender with alright scales.
>>
>>175422417
You want N9.
>>
>>175423375
to specify a bit more, what I mean by "good scales" would in this case be at least Order 3, Growth 3 and some Magic. I think you'll need the money. Taking Misfortune is also a good idea because you have fortune-tellers (including the pillar itself if it's your pretender)
>>
>>175422417
You know, all this talk of having friends interests me in starting another disciple game.
>>
>>175422417
Take n9 for sure, you can add in d9 for some extra fun. magic 3 is good to grab so you can get up to summoning statues sooner since thats MA agarthas whole thing.
>>
>>175423314
>>175423375
>>175423562
>>175423602
>>175423701

Thanks for the jumping off point guys. Am I gimping myself by going in as Agartha straight away? My friend loves to just mass together a shit ton of armies and stomp me before I can get my bearings on magic to do anything worthwhile. Is Agartha a decent counter to this strat?
>>
>>175423683
I'd like very much to play in a disciple game with at least 3 team of 4, one of these days. I hope it would keep diplomacy existing while making players feel less alone (free for all is harsh).
>>
>>175423912
What age? What mods?
>>
>>175423881
You can spam earthquakes like no tomorrow if he just masses huge armies.
>>
>>175423986
EA or MA, that's for sure. I have a slight preference for EA but that's not like my preferences matter.

The concept itself is already pretty memey, so it would probably be best not to go too heavy on mods. Just the bare minimum, like Worthy Heroes.

I'm a newb though, and in addition I never played in a disciple game (except in single player), so I don't even know how it works other than gameplay-wise. I probably wouldn't have my place in a game from this general.
>>
>>175423881
Agartha can summon troops that can't really be killed by mundane means.
>>
>>175423314
>>175423701
>D9 agartha
Why would you do this?

What does N9D9 give that makes it superior to N9E9 or N9B9, or even just N9 with more scales?
>>
>>175425087
I can't speak for the other anon, but I know nothing about the game but was sad that anon wasn't getting any replies so I posted something I thought was horribly wrong in the hopes that someone else might "correct" me.
>>
>>175425087
n9d9 is the cheapest dualbless.
it gives their statues a larger effective HP pool
it gives their expansion sacred worm thingies a little bit more killy power.
and it gives you deep D access you wouldn't necessarily have otherwise
>>
>>175423986
Use an all age mod for maximum fun, EA otherwise.

>>175425087
The effective 10 hp from d9 is nice, as are death weapons. Really the statues are great with n9+anything. I like doing f9 or w9 sometimes too, or even both for an innovative strategy. That's what really matters in life.

>>175423881
If he masses together a shit ton of armies you can easily stop him as almost any nation. The only nation than can mass a shit ton of armies and not be stomped flat is Ermor.
>>
>>175425660
>All age mod
>tfw a whole team of 4 pick only nations that are related to each other through the ages, like for example EA Ermor, MA Ermor, Sceleria and Lemuria
>>
>>175425201

Thank you kind misinformation anon

>>175425660

I know I can stop him as anybody if I was gud, but he has a pretty good idea of how to use formations and stuff, and loves to use construction and or flaming arrows spam, so not even things like ghosts stop him. I like the flavor of a bunch of statues and golems though, so that's why I thought maybe Agartha. C'tis was also on my radar due to miasma and disease for his armyspam.
>>
>>175425982
With MA Pythium, you can easily destroy most human armies thanks to easy astral communions and stellar cascades, you should look it up
>>
>>175425830
This should be the whole concept of the game.

Available teams:

Arcoscephale Arcoscephale Arcoscephale
Ulm Ulm Ulm
T'ien Ch'i T'ien Ch'i T'ien Ch'i
Agartha Agartha Agartha
Abysia Abysia Abysia
Caelum Caelum Caelum
C'tis C'tis C'tis
Pangaea Pangaea Pangaea
Atlantis Atlantis Atlantis
R'lyeh R'lyeh R'lyeh
>>
>>175425830
>tfw you can have MA and LA c'tis with EA and LA xibalba with MA c'tis dominion
itd be the best worst thing ever, along with the lemuria/ermor/scelaria/asphodel combo
>>
>>175426610
forgot Xibalba Xibalba Xibalba
>>
>>175426884
Why not add Therodos and LA R'lyeh to your doom popkill dominion combo?
>>
Here's some polls.
>What Age
http://www.strawpoll.me/12861508
>What Mods
http://www.strawpoll.me/12861554
>How Many Teams
http://www.strawpoll.me/12861621
>How Many Per Team
http://www.strawpoll.me/12861561
>How Should Teams Be Picked
http://www.strawpoll.me/12861624
>>
>>175426610
I.d be down to join this
>>
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I'm still working on Item Units stuff
>>
All right, so >>175426610 sounds like a great gimmick, anyone who specifically wouldn't play it?

Of course, we'd make Ermor Ermor Lemuria and the like available, I'd just have to read the lore again.
>>
>>175428501
Sounds good to me.

I just see some complications that could arise from splinter nations such as Ragha, Man and Pythium.
>>
>>175429172
Four-man teams could solve this by allowing in a fourth for splinters or related nations, like Asphodel.
>>
>>175429278
That doesn't solve all problems, for example what if there's a team Abysia AND a team Caelum? Who gets Ragha?

That's still pretty situational though
>>
>>175429423
We'll cross that bridge when we reach it, I guess.
>>
>>175425201
Pretty clever.

>>175425627
>n9d9 is the cheapest dualbless.
Not by much. 45 points over E9N9, 69 points over B9N9. 1-2 scales might be the deciding factor if they were close in utility, but they're not.

It's also 163 points more expensive than N9E5, and 243 points more expensive than just N9. Agartha gets a lot of benefit out of those extra scales, so I'm not convinced a doublebless (let alone N9D9 specifically) is worth dropping so many.

>it gives their statues a larger effective HP pool
They already have over 30 hp, with 10% bonus per candle.

>it gives their expansion sacred worm thingies a little bit more killy power.
I've never had issues with their damage, 24 is already pretty good.

When I see them having trouble killing things, it's usually because they don't attack fast enough or because they can't hit at all.

>and it gives you deep D access you wouldn't necessarily have otherwise
Is that useful for anything outside Tarts? Agartha gets native D2, so they can get most death stuff already.

E9 also gives some really powerful options for Agartha, with access to EBDW and high efficiency hall of statues casting (<1 gem sentinels).

B9 does not really get much.

>>175425660
>as are death weapons
I've not really seen death weapons do that much. AN damage is nice, but it's low and most of the time seems to get completely shut down by MR.
>>
>>175428501
Ermor Ermor lemuria is a terrible idea though because EA ermor wouldn't be able to make any troops. You'd have to group some of them up by lore and others by mechanics. Therodos, Ermor, Lemuria would work great since they all go together really well, but if you had a non popkill faction in there they would be totally fucked
>>
http://www.llamaserver.net/gameinfo.cgi?game=TheFinalEpic

Fuck it, game's up as a placeholder. I'll post it in vanheim later maybe. Settings will be finalized when I see the polls.
>>
>>175429725
>http://www.llamaserver.net/gameinfo.cgi?game=TheFinalEpic
You will have to host a direct connect game in order for AllNations to work.
>>
>>175429929
whatever happened to that direct connect thing someone made a while back?
>>
>>175429725
Shouldn't be the all nations mod this one? http://z7.invisionfree.com/Dom3mods/index.php?showtopic=3220
>>
>>175430857
I blame llama's shitty sorting, one minute.
>>
>>175430857
>>175430931
Now that thread mentions llama incompatibility and doesn't have the latest version on its list. Should I use the older version or just upload the new one and hope it works?
>>
>>175431524
I use One Age 1.15 in my single player games, for now it works well, so I think you should try, yes
>>
>>175431745
The filename doesn't matter, correct? It's all defined inside of the mod itself?
>>
>>175431914
I don't want to say something stupid, so I'll just say I don't know, sorry.
>>
>>175432168
I opened up the .dm and it defines the mod name and such inside, so I assume it works. Settings updated.
>>
>>175427216
Carthage must be destroyed.
>>
>>175429423
I would give team abysia ragha because they are fucking abysia. Caelum is already way better on their own.
>>
Did some testing, and OneAge is apparently incompatible with llama, unless there's a workaround I don't know about.

Due to the fact that it simply puts all nations into the middle age and doesn't modify them at all, it both creates and uses completely normal pretender files. Pretender files marked as EA or LA, for their respective nations, which llama rejects for being the wrong age. (MA files are allowed as normal.)

And no, you can't change the era after adding some pretenders.

If anyone has a workaround, please inform me.
>>
>>175440542
Could you individually remove the EA and LA gods and add them back in or something?
>>
>>175440542
I'd try contacting llama first, and asking him if there's a way to turn this
>Pretender files marked as EA or LA, for their respective nations, which llama rejects for being the wrong age.
off for a specific game.

Otherwise, I think you could make a modnation which is identical to an EA or LA nation and that would work. It'd be a massive amount of work compared to the original OneAge mod, though.
>>
>>175441117
Contacting llama could be possible if there's any precedent, sure.

The modnat solution has the issue of mod compatibility, I think.
>>
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>test expansion in SP successfully
>join MP game
>suddenly not-shit indies with twice the numbers of SP

Every time.
>>
>>175440813
From what I understand, the problem isn't with the pretender gods, it's with the nation ID.

Nation 5 will always create pretender files called 'ea_arcoscephale'.

>>175441285
>if there's any precedent
Haven't other admins contacted him before when their games were messing up?

I remember world war domg had to contact him for some reason to get the game running.

>The modnat solution has the issue of mod compatibility, I think.
Right, summod and WH would probably break.
>>
>>175441529
Only other thing I can think of is making mod copies of every nation.
>>
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Bug nation when?
>>
Nazca are you here?
>>
>>175447362
Totally
>>
I don't believe you but anyway here goes.
I'll take the province north east of where we bumped and if you try and take it you'll be in a perfect position to be bless rushed so do what you wish but you've been warned.
>>
I might be too autistic for Dominions I didn't think that was possible but it is true. Ever since I crunched the numbers on research efficiency I refuse to play nations who don't get at least 1 RP per 4.5 gold (with scales). I don't play nations that can't play around turn 1 RoS traps. I don't play nations that can't raid or thug. I don't play nations without powerful battle magic.

At least I'll always have Early Age Arcoscephale and Caelum ;_;
>>
>>175449616
calm down sunshine
>>
>>175451023
>too autistic
>not taking into account whether researchers are sacred
>or research booster access
>play around RoS traps, picking Arco as a good candidate
>thugging as Arco and Caelum
>whatever you think good battlemagic is
>>
>>175451023
Research efficiency is possibly the worst idea in the game. You buy the best battlemage you can, every single time, and have them research when you aren't at war or are putting an army together. Turn 1 RoS is literally only useful against people who mageblob, it's not a necessity. Anyone can raid. If they can expand, they can raid, and everyone can expand. Thugging is...eh, it's a tool, but not one I would consider a "must have" on a nation. And most nations have powerful battle magic, if you know what spells are the best to cast with their paths.

You literally are too autistic to play
>>
I'm calm but I want that province and I'm not going to ignore a chance to get an early advantage if an opportunity arises.
>>
>>175451023
More like not autistic enough.
>>
>>175451023
Sounds like to bought into the memes too much.

Also, how the fuck did crunching the numbers let you arrive at the conclusion that EA Arco is good.
>>
>>175452650
Notice that a lot of the nations with markedly high winrates (MA Pan, MA Ermor ...) also have notoriously shitty research.

Research speed is literally a meme. Just don't engage in decisive battles until you have the tech you need. Who cares it it takes you 5 more turns. Just raid and play for time.
>>
>>175452739
are you? You seem a little flustered. One prov more or less, I don't really mind, go ahead c:
>>
>>175452650
>nature
>good magic
Nice try C'tis
>>
>>175454317
>mass prot
>relief
>howl
>foul vapours+serpents blessing
>stream of life against thugs/SCs
>storm of thorns
>swarm in assassinations
>creeping doom+raise dead
Nature just requires a different mindset that isn't
>SKELESPAM
>ELESPAM
>EVOSPAM
>CASCADE SPAM
>>
>>175454513
>stream of life
>thugs/SCs
>magic resistance negates
Sure thing Njeed
>>
>>175454628
t. Someone that has never tried to SC against Pan
>>
>>175454317

>tfw you always read C'tis as C-tits ...

Somebody stop me!
>>
>>175452650
>Research efficiency is possibly the worst idea in the game. You buy the best battlemage you can, every single time, and have them research when you aren't at war or are putting an army together.
Not all your mages need to or should be in combat at any one time.

Having a decent fraction of cheap researchers sitting at home has a number of valuable benefits, and lets you get a research advantage if you're not currently in a war or planning to go to war soon.

Moreover, a bunch of nations just have terrible research efficiency on their combat mages. If you only recruit the expensive combat dudes you'll get far behind in research, which is a major disadvantage.

>Anyone can raid. If they can expand, they can raid, and everyone can expand.
Raiding without stealth or flying/sailing is barely worth calling raiding, desu.

The enemy can see you coming from miles away, so the only way you'll take those provinces is if they are unable to defend them properly.
>>
>>175454785
Pan DOES have a number of options that are good at killing SCs. Streams are not one of them.
>>
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>>175456767
C-tits aren't big enough, anyway.
>>
how do you stop helhirdings
>>
>>175459372
tangle vines, earth meld, fire elementals
>>
>>175459372
nets, false fetters, bonds of fire
>>
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what's the most underrated nation in dom4, guys?

LA Lemuria here
>>
>>175459225

idk, anon ... these look pretty awkward, hefty & in need of someone to lug them around ...
lemme see if she needs a friendly hand (or two)
>>
>>175459881
Chinks.
>>
>>175459881
MA Ulm. People keep presenting it as shit. All of the Dom3 guides call it shit. It's actually really good.
>>
>>175460943
Well, it WAS shit in Dom3. I don't think people consider it shit in Dom4, it's more that lots of noobs trying to 'innovative thug' play it for their first game, get bored, and die of stale.
>>
>>175461748
Why was it so much worse in Dom3?
>>
>>175460727
this
>>
>>175461894
Not him, but the prevalent SC meta would heavily penalize lack of diversity, I imagine.
>>
>>175461894

What can E magic and troops do to SCs with way better spells and items protecting them? Nothing.

They also cant into blood or gem gens. Trash tier.

They're not much better nowadays mind you, extremely easy to counter.
>>
>>175456938
>Not all your mages need to or should be in combat at any one time.
Yes, but recruiting, say, Berytian Sages when I could have Storm Callers is a Bad Idea. Storm Callers cost more gold/RP, but are also useful in battle. Meaning they can help take provinces and forts. Which means I get more gold. Which means I get more Storm Callers. And eventually I win because a single Storm Caller costs as much as 2.5 sages, but is infinitely more useful than any sage simply because they have deep access to two useful battle magic paths. And I would rather have 10 storm callers than 25 sages any day of the week, even though they provide less RP/gold.
>Having a decent fraction of cheap researchers sitting at home has a number of valuable benefits, and lets you get a research advantage if you're not currently in a war or planning to go to war soon.
Why aren't you in a war? When in this game is it ever preferable to NOT be in a war? Am I being memed? A research advantage is only useful if you can use it THE TURN you hit a goal. Using my Berytos example, if I hit my Conj 5 goal, but have like 2 storm callers because I was recruiting Sages instead, then going to war would be a terrible idea because I wouldn't have critical mass of elemental summoners. If you are strapped for cash, sure, get a cheaper mage, but if you can afford a better mage then why aren't you buying it? What the fuck else are you going to spend a mage's worth of money on that is as good as a mage?
>Moreover, a bunch of nations just have terrible research efficiency on their combat mages.
Who gives a fuck, so long as they don't have like RP 0. The only time a battlemage isn't on the move is when you're building up another army. Remember, army web, not doomstack, nothing, doomstack, nothing. You're not paying the dipshit to sit around and read, you're paying him to kill shit, or make sure that your guys don't get killed.
>>
>>175462848
m8
m8
m8
Ulm is easily top-tier now
>>
>>175456938
> If you only recruit the expensive combat dudes you'll get far behind in research, which is a major disadvantage.
No I won't? So long as every fort I have is pumping a mage out every turn, I'll be fine for research. If I run out of money, it's because I've been losing a war, in which case I'm certainly not going to be buying some 2 path chump with shitty crosspaths, and probably have bigger problems than worrying about how efficient my researchers are.
>Raiding without stealth or flying/sailing is barely worth calling raiding, desu.
It's taking provinces with minimal investment, so that if he diverts any kind of force towards it, it is a win for you because he's got one less army to combat your actual armies. A raiding party is just an army with no, or minimal mages, or in some cases (Ktonian reanimators or High Seraphs) is just a mage that can bring friends along in exchange for gems.
>The enemy can see you coming from miles away, so the only way you'll take those provinces is if they are unable to defend them properly.
And that is fine! They can see me, i don't give a shit, I'm still taking their 10 PD provinces with troops that won't hurt me if I lose them, while I've taken his income away for a few turns. Which means he might've been unable to afford a mage. And I may have been able to recruit some better quality troops because I'm already spending all my money on mages. If I'm not constantly running at 0 gold and 0 gems, I'm doing something wrong. And if I have several armies that are supported by not-too-many of my best mages, with gems and a scout with a spare reserve so I can refuel and respec in the field, he HAS to answer that, even if he doesn't have the research to effectively counter me yet. He HAS to bring his research mages out because otherwise /I will kill them all because I have conquered all his provinces while he sat in a fort and researched/
>>
>>175461894
A number of reasons. For example, the fatigue formula made the troops inferior in prolonged fight.
>>
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>>175463062
having super-research is only good to make your dick hard when you see the graphs

eventually you are maxed out on every school that matters and you have a bunch of useless commanders littering your forts
>>
>>175463613
Or you hit X 7 and BTFO your opponent with a spell they can't do shit about because they're still cavemen with a bless.
>>
>>175460943
wha-no, Ulm is widely considered one of the best MA nations, at least in early and midgame. Late game they drop off a little, but early game their troops roll anything that isn't a super sacred, and midgame their cheap ass mages lob great evos and summon size 6 regenerating tramplers while also being able to buff the already good prot of their recruitable troops. Late game they suffer from a lack of deep deep access to paths that aren't earth, but they are fully capable of winning in midgame if left unchecked
>>
>>175463852
You literally don't understand what you are talking about, go back to playing SP
>>
>>175463854
Back in Dom3, when midgame was a lot less important, that made it a lot more shit. Especially since StR wasn't a thing.
>>
>>175464001
Yeah but the original post he was replying to was in dom4. In dom3, sure, they were meh, but now they are great and are in no way underrated.

They might be a little bit overrated if anything
>>
>>175463852
going full autism with research only nets you a couple of turns overhead over someone that doesn't do that

you can get the same effect by beelineing for some critical school

consider now what happens if your opponent sees what you are doing and avoids big battles for a couple of turns. now he has the same big spell and more useful combat mages then you and he btfos you
>>
>>175463971
I have 2 MP games under my belt I'm a noob but by Pankoman I'm a dedicated one
For real though the one game I won I won by getting army wipers before my opponent could research counters. Granted, a better player would probably avoid fielding large armies against me, but still.
>>
>>175463408

Nah, they only excel at fighting enemies that dont use magic.

>>175463854

Considered by who?

Any A nation can easily deal with Ulm with t-strike. Any D nation can deal with Ulm with shadow blast or darkness or skeles. B nations with bloodletting.

The rest has bigger issues but that includes powerhouse nations like Pan that can just use raiding and masses of troops.
>>
>>175464186
Exactly, mageblobbing isn't a good idea. You want as many mages as you need per army and no more. How many that is D E P E N D S. What you do want though, is as many mage supported armies as you can muster. You want to outmaneuver his armies as much as possible. You want to kill his armies when you can. You want to always take provinces away from him, starving him of gold and gems, and eventually, through sheer attrition, you win. A big RoS win is fun, but it's not the be all and end all of the game
>>
What is the most Kino nation of each era?
>>
>>175470727

EA Sauromatia or EA Pangaea
MA Vanarus or MA Nazca
LA Agartha or LA Pythium
>>
>>175463062
>And I would rather have 10 storm callers than 25 sages any day of the week, even though they provide less RP/gold.
I'm not saying you should recruit only research mages. That would be even dumber than going purely expensive combat mages.

However, if you recruit some cheap researchers you can get lots better research for minimal loss of combat ability, because you can often afford 3 or more researchers for the price of one strong combat mage.

>Why aren't you in a war? When in this game is it ever preferable to NOT be in a war?
If you're larger than others, going to war with someone leaves you open to attack by neighbors who don't want you getting bigger.

If you already have more land, you get more research and gems than other players. If they're not doing anything your advantage just grows over time. Once they start committing to wars you can safely pick someone to eat, knowing your neighbors can't easily decide you look tasty while your main forces are elsewhere.

>The only time a battlemage isn't on the move is when you're building up another army.
Wait, so where do you get your research from at all?

You're always at war, and when you're at war you send all your battlemages to the fighting. How long are you having mages sit around waiting for an army?

>>175463496
>So long as every fort I have is pumping a mage out every turn, I'll be fine for research
If you are spending less per-mage, you can have more forts.

>It's taking provinces with minimal investment, so that if he diverts any kind of force towards it, it is a win for you because he's got one less army to combat your actual armies.
Except, if he sees it coming, he can send a smaller force and buy 30g of PD. Then he wins the engagement because he got 20 troops for the price of 3 and got to see roughly what you were bringing ahead of time.

At best, you can make him commit an equal force to counter yours.
>>
>>175471190
>nazca
>kino

it's literally the BvS of MA
>>
>>175471438
30 pd is 465 gold.
>>
>>175465440
Unrelated to that, do you consider it worthwile to recruit cheap rec-anywhere research mages while you use your forts to buy the useful ones? What paths would they need to make that worthwhile?
>>
>>175472246
30 gold, not 30PD.

30 gold gets you about 8PD, I was thinking 10, but still pretty close. Most PD gives at least 2 units per point.
>>
hi guys
I put 100 PD on most crucial provinces, like forts or thrones
is that wrong? and why?
>>
>>175472343
Foreign rec you mean? Depends on the nation and the mage. A nation like Vanarus loves recruiting its forest-rec mages, and LA Ulm straight up relies on massing their foreign rec mages. Indies...that REALLY depends on the indie mage. Some are useful for breaking into a path, like N1 tribe shamans, or N1S1 lizard shamans. Amazons are always worth, unless you already have the paths they have on offer.
>>
>>175474997
yes. it's not cost effective
>>
>>175474997
In singleplayer that's fine. PD is a very effective defense against the AI, though you could probably get away with less than 100.

In multiplayer, that will barely slow down an enemy.
>>
>>175475495
False. In multiplayer it will usually slow down an enemy, unless you're in the late game. But it will bankrupt you.
>>
>>175471438
>I'm not saying you should recruit only research mages.
You may as well be only recruiting research mages, because you have less than the maximum amount of strong combat mages. Have you noticed that higher path amounts result in higher RP? Let's take MA Agartha as an example: You could recruit attendants of the oracles, or golem crafters. Attendants are E1H1 and are useless in combat. Crafters are F1E2W1H1 and are incredible in combat, but cost more. However, Crafters also have far more RP than an E1H1 so why the fuck would you ever recruit an Attendant even in an "I want more research" situation? Show me a nation that prefers recruitment of a weaker mage over a stronger one.
>However, if you recruit some cheap researchers you can get lots better research for minimal loss of combat ability
>minimal loss of combat ability
No, you have wasted a fort turn on an inferior mage because you're worried about your perfect 4.5 gold/RP ratio
>If you're larger than others, going to war with someone leaves you open to attack by neighbors who don't want you getting bigger.
Not on /domg/, and even then if you're the biggest fish you can fight a 3 or 4 front war no problem, because you have more resources than anyone else. t. someone who has done this and won.
>Wait, so where do you get your research from at all?
Let's say it takes 4 turns to get enough troops for an army from 1 fort. That's 4 turns where I am recruiting a mage from that fort, that is researching. Assuming, let's say, 12 RP avg for a standard battlemage, that's 36+24+12=72 RP total over those for turns. Per fort. I generally go for about 4 forts+cap, so that is 360 RP/Turn, not including ritual casters that are waiting for gems, mages that have lost their troops and are refuelling, valuable crosspaths that I don't want to risk just yet, etc. I typically end up with ~500 RP/turn in midgame, which is enough to get to where I need to be and respec quickly.
>>
>>175471438
>you can have more forts
So you fort every single province? Good god I hope I fight you soon so I can take all your shittily defended infrastructure while your wimpy researchers do nothing. And while I am sure the few battlemages you /do/ recruit will be very dangerous, mine will be dangerous enough. And I will have 10x as many. Good luck!
>Except, if he sees it coming, he can send a smaller force and buy 30g of PD
And I'm sure he will perfectly detect which province you're going to attack! No, this is /domg/ where no one buys scouts. 10PD is 55 gold, and if he sent an army there AND bought PD, you've won on a strategic level. Because he has spent money on something that is not a mage, on something that will get taken by an actual army and not a raiding party. A raiding party is there to annoy him, to vulture poorly defended provinces, to close off avenues of troop movement, to catch sitesearchers, to deny gold and gems, not to beat any armies of his. If you lose a raiding party, whatever, they had no mages, who gives a fuck.

I think you undervalue fort turns, and overvalue gold, and some nebulous concept of "efficiency". Gold, just like gems, just like troops, just like everything in this game, is there to be spent. Spend it wisely (i.e. on the best things you can get), and quickly (i.e. don't waste fort turns on a sub par mage), and you win. Simple as that.
>>
>>175476365
>>175476923
I'm not him, but reading your comments, I realize I've probably been playing wrong. As MA Pythium, I've got access to three different kinds of mage:
70 gold 7 research 1S1P Theurg acolytes;
215 gold 13 research 1A1W2S2P Theurgs;
390 gold STR cap-only 2A1W3S3P +100% 1F/A/W/S +10% 1F/A/W/S Arch Theurgs.

According to you, does it mean I should always buy Arch Theurgs in my cap and Theurgs in other forts?
>>
>>175478763
Forgot to say Arch Theurgs are 19 research
>>
>>175478763
Also, by P I meant H (Priest)
>>
>Late Spring in the two thousand and seventeenth year of the Ascension Wars
>arguing with Rejakor
It's like we've learned nothing.
>>
>>175478763
Okay, so Pythium and any other nation with S1 is weird. You might actual recruit nothing but the S1H1 acolytes to spam Stellar Cascades, or to serve as Communion Slaves for higher level Theurgs. I'm not a huge fan of nations where the communion slave chassis is not also the communion master chassis, like Arco, so I would say that it would depend on what you need the mages for at that time, and you would recruit the necessary one.

So for instance, if you needed Fog Warriors, you would recruit an Arch Theurg to be the master, and then some Acolytes to be his communion slaves. Hopefully FW and whatever off script shit he casts won't kill them via communion fatigue, because they don't have A, but that's the general idea

I have, however, thought of one nation that only recruits weaker mages: Marverni. Dem 40g cascaders are better than Druids, but that isn't because they're more efficient researchers, it's because as battlemages they are effective and cheap, so you can spam them easier than Druids. Until your opponent can drop Howl, Relief or some other Cascade counter, then you recruit Druids, I guess
>>
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>>175479179
>Late Spring in the two thousand and seventeenth year of the Ascension Wars

I wish the Prophet Muhammad (pbuh) would return and claim all the thrones for Allah already. All the other gods have obviously gone AI.
>>
>>175479179
Which one is Rejakor?
>>
>>175479364
Doesn't MA pythium have recruitable communion slave units?
>>
>>175479438
His power has already left the world. Allah needs to declare a new one.

>>175479492
The guy making the good point that you want to recruit battle mages, but making it obtusely and ignoring that it's not 100% always optimal
>>
>>175479562
That it does! Always forget about them. Worth noting that they have no paths, though, so they tend to die, but they're troops so who gives a fuck.
>>175479616
Hey now, right in my very first post in this chain I said that you can recruit a research slave if you are strapped for cash. Can't think of any other reason to recruit a worse mage when I can recruit a better one though
>>
>>175479851
Would you still buy Theurg acolytes then?
>>
>>175481932
I'm sure that he would. He's not a retard, he's just really bad about this kind of argument.
>>
Hey Nazca and Asphodel, I'm capturing 85 next turn if that's cool.
>>
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>>175482304
>>
>>175482304
I think I might be moving troops in there, but I'm phoneposting so I can't change my turn. At least you're more polite than Pan
>>
what ratio of high seraphs v regular seraphs should I recruit as MA Caelum?

also, what troops should I buy outside my cap as nief? Just javelins?
>>
>>175483115

Depends on your income.

More gold means get more high seraphs, less gold means more regular.
>>
>>175486215
high seraphs cost 2.5 more gold/turn than regular seraphs. There's basically no price difference.It's strictly 1 StR big mage v 2 regular mages
>>
>>175487674

You need more forts to get high seraphs and have a functional t-strike force so they're generally more expensive.
>>
>>175488441
Right, look, the gold/turn is identical. If you have more forts, then you can have as many high seraphs OR you can have twice as many regular seraphs. It is strictly a 2:1 thing in both cost per mage and in fort turns per mage. Do you have just one high seraph per crew for storm and regular seraphs for t-striking / elementaling or do you go for mostly high seraphs who can cast at least twice as many T-strikes before being exhausted and do other big A stuff.
>>
I love ichtyids!
>>
>atlantians have nation-specific soulless but generic skeletons
Do the frogs have no bones?
>>
>>175492641

You asking for real?
>>
>>175492854
It was an intentionally ridiculous question meant to illustrate how odd it is that Illwinter went through the trouble of giving Atlantians special Soulless but didn't give them skeletons too.
>>
>>175493027

Oh ok.
>>
whats the point of the magic enhanced combined with summon mod if you are required to have both in the first place?
>>
>>175494961
compatibility
if you want both in the same game, either you're going to have problems, or you have to use the combined mod
>>
>>175494961
The combined mod removes things in both mods that conflict or work at cross purposes.

Also, you aren't "required" to have both mods, the combined mod just doesn't include any sprites. You need both original mods downloaded to have the sprites for all the new creatures
>>
>>175497067
>>175495857
gotcha, thanks
>>
What do people think about MA Atlantis now that it has Witnesses and Deep Seers? For a nation that isn't Pangaea, I think they can do buffs/evocations pretty well.

They have E2 for protection & strength buffs, S2 for body ethereal/MR/luck, W3-5 for quickness/wave warriors/evocations/elementals, and F2 so they can switch to fire/acid damage when someone comes prepared for cold. They can also do communions, though I don't see much reason for it.

Their national troops are average/above average, but they have the paths for some useful-looking summons, like claymen, green lions, and gelatinious cubes, which are all enc 0 so they'd benefit from quickness more than most.

The greatest issue is 0 nature magic and limited mages because UW.
>>
>>175498338
>Their national troops are average/above average
No, they're not, and this is genuinely a problem. Their troops are quite literally the worst in the era.
>>
>>175498463
I don't think I'd say worst in the era outright, but they're at least contenders for the title. By no means 'above average' though - that's EA/LA
>>
>>175471794

Explain.
>>
>>175499293
No, they ARE the worst. Machakans beat them at the same price point with hoplites. Oceania has mermidons. Every single other nation has better units for actually fighting.
>>
Patata is a completely shit nation

just wanted to drop that here
>>
>>175499483
Nasca alone has enough gimmick to for 5 nations.
>>
>>175499714
*Patala
>>
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>>175498463
Really? This was mostly theorycrafting based on comparing their stats to the stats of the similarly-priced infantry of other (non-stellar, id est: not Pangaea, Ulm, Asphodel, Oceania, etc.) nations, but I also played 1 year of expansion with them and found that their coral spears are surprisingly good.
>>
>>175499917
Patala is a Potato.
>>
>>175482304
I have no interest in 85, feel free.
>>
>>175499714
>>175499917
>t. White One
>>
>>175476268

I've used massive amounts of PD as a surprise difficulty in blitz games but you get an equal level of surprise from staling for 16 turns and then scripting your army.
>>
>>175500875
The 16-stale strat is pretty advanced, I wouldn't recommend it to a newbie. You need to be a real 5-Dimensional chess player to pull off a strat that advanced.
>>
>>175498338

Deep Seers are CUTE

I would love an underwater nation that is just straight water-breathing humans.
>>
Which popkill nation has the best freesapwn troops? Ermor? Asphodel? One of the ethereal ones?
>>
>>175501539
Asphodel. Ermor/Therodos have better summons though.
>>
>>175501539
Aspoodle generally speaking has the best freespawn units, however Ermor gets more of its good units. Freespawn ghosts are about as effective at killing as tickling with feathers.
>>
>>175500239
Their best units on land are reef warriors. Reef warriors lose to their gold / res cost of mainline battle units from literally every other nation.
>>
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>>175498463
get like 30 war lobsters with some N2(-powered) mage casting Enlarge behind them and trample everything for two years straight.

They also have nice morale unlike elephants
>>
>>175501539
Asphodel has the best, but Ermor has the most, and quantity is a quality in its own right.

>>175501940
>Freespawn ghosts are about as effective at killing as tickling with feathers.
Therodian Hoplites are pretty good, and dead romans are good against anything with short ranged weapons, like jaguar warriors. This is mostly just on account of repel. Repelling attacks gives them enough longevity for the other dude to fail MR rolls, and the repel damage itself isn't MRN, so it always does that little tickle. Since ethereal negates damage rather than hits they can often avoid the damage that the dude just hurt himself to deal.

>>175502569
Good luck bringing aquatic units onto land.
>>
>>175502715
>>Freespawn ghosts are about as effective at killing as tickling with feathers.
>Therodian Hoplites are pretty good, and dead romans are good against anything with short ranged weapons, like jaguar warriors. This is mostly just on account of repel. Repelling attacks gives them enough longevity for the other dude to fail MR rolls, and the repel damage itself isn't MRN, so it always does that little tickle. Since ethereal negates damage rather than hits they can often avoid the damage that the dude just hurt himself to deal.
The real problem with ghosts isn't that ghosts suck at fighting units, but more that there are so many different kinds of magic that destroy them and that many of these (flaming arrows and fire elementals in particular) are both go-to tactics anyways for the nations that get access to them AND destroy ghosts extra hard
>>
>>175501178
It's like being a chess player that never washes so that playing against him becomes physicially unsufferable and you win from your opponent's surrender
Does Kasparov has a good resistence to pheromones? No? Then he's a subpar chess player.
>>
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Is scales Machaka the best Machaka?

I seemingly can't find a single bless I think works for them that doesn't also gimp them in scales. The ability for their main battlemages to kill their own dominion encourages going with a shitty one, but their ability to rush Alt/Ench to 5 by the end of year 1 with some luck and magic 3 is really really tempting. Also, Machaka is super gold hungry, with a lot of troops that are 1-3 resources. 2 Prod makes making Rhino line-holders a more distinct possibility, and the +income is nice on top of it. Plus it cuts down on your troops starving right outside your forts.

Some people recommend a high air Supercombatant, so you can forge winged boots, storm staves, and cast fog warriors/etc, and the air shield bless makes their sacreds more usable in a nation that already gets countered by arrows, but I'm not seeing how you are supposed to make it work with no Air sitesearchers.

Any advice? This is the build I was going to do, utilizing rapid expansion and early wars to make sure the Boudas and Hyena(?) witch doctors don't fuck up the mag3 too much. You can start a war around turn 12 pretty comfortably, and their expansion with war lions/rhinos is pretty good.

Just looking for feedback.
>>
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what are the best nations (any age) to get a A9 blessing on except Mictlan?
>>
>>175504721
A9D9 Kalisia is pretty fun.
>>
>>175504142
>"scales"
>no growth
>>
>>175504850
Whoops, meant to take heat 0 and growth 2
>>
>>175504949

Order luck is a waste of points most of the time.
>>
>>175504142
Take an awake monolith. that way, you can beat at least one other player.

>>175505471
I want this "common wisdom" to go and stay gone. Order/Luck is absolutely okay. The -chance thing from order is very, very minor.
>>
>>175505471
If you want to go full scales, order does unlock some very nice events.
>>
>>175505739

Compared to what, getting 100% useful points in magic on your pretender opening up paths you may never get otherwise? Its not even close.
>>
Is a 40 men army with 6 H2 or 3 priests enough to kill 5 Storm Demons? I wanted to spam Smite Demon, is it gonna work?

Also, can I use Astral communion to make my H4 prophet H5, then use Divine channeling and make my H1 priests H2 to spam a lot more Smite Demon?
>>
So, despite guides saying to go blood hunting and fire, LA Marignon is pretty cool with an Astral 7 pretender?
>>
>>175507707

>conj9
>144 pearls

Yea, nah.
>>
>>175506959
Machaka really wants a high air pretender, but without the ability to search for air gems, I'm not sure how you make use of it. You could make 1-2 storm staves or winged boots all game.

Machaka can get high fire, death, and nature and really really wants to forge items as a budget-ulm with their boudas.

Going high luck with high magic and order gives you a ton of gem events.
>>
>>175504142
>prod and no growth
Good luck affording enough troops to ever utilize all those resources
>>
>tfw no pretender waifu to hit you with her foul vapors
Why even live /domg/?
>>
>>175514206
BRAAAAAAAAAAAAAAAAAAAAAAAAAAP
>>
>>175514452
You disgust me you BRAAAAAAAAPPPPPPPP pft pft BrrrAP
>>
>>175514452
>>175514959
https://youtu.be/2T1YrR_fBK4?t=3m42s>>175507707

>>175507707
The astral angel summons are really good but you'll have to be really careful with those gems to afford 144 gems, and conjuration 9 will take forever to get to. You'd basically just have to rush up to evo 6 then never do anything but conjuration and hope you don't get into too big a war so your mages can research. Blood is just more reliable and consistent. I usually prefer s through just because even if blood is better the angels are super cool
>>
>>175507707
Fallen Angels are cooler
>>
>>175482908
I guess I can site search with my mage commander this turn so we don't bump. Do you mind letting me have it if you do move into it? I think I need to ring the mountain range to have any sort of position.
>>
How the fug do I siege as Yomi

The entire nation's fighting strat relies on expensive thugs and by the time I'm done killing a player's attempts at defending against invasion, all of my chaff like skeletons, goblins, and shikome have all died
>>
>>175519128
Recruit more chaff
>>
>>175519128
summon shit.
flying shit or regular shit just put a fuckload of bodies on top of it.
>>
where does the CoE4 community hang out?

the forums on steam are pretty active so I imagine there is a more central place
>>
>>175524576
back when I used to play there was a steam group that did pick up games
>>
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Kill elvish thugs how?
>>
>>175529175
Shhh don't struggle, just take it.
t.malakal
>>
>>175531893
what is there to understand of this meme
>>
>>175529175
Elementals.
Elephants.
Two or three evo mages.
Mind Hunt.
Mind Blast.
Shitload of archers.
Just throw a hundred dual-wielding madman in there.

Plenty of options.
>>
>>175519128
Wall shakers and gate cleavers my man
>>
tangle vines
>>
How di I Gath, /domg/?
I can't seem to make them work
>>
>>175536345
N9 for sure, and then either E or scales

Gath has a huge toolkit - you've got blood thugs and efficient S1N1 mages and E/D mages. Your cap mages can do flaming arrows with F, all the good E magic with E2 (or thug), and antimagic/other nice stuff with S2 (or magic phase thug).

You use indy crossbows with sacred front liners and buff magic, then go se'ir. You have angels for light thugging, and between gear, lanterns, and combat applications, you can spend every gem type effectively.
>>
>>175529175
>malakal wonders why people are ganging up on him
>>
>>175529175
I usually use cheaply forged magic bows set to fire->cavalry.
>>
>>175542031
I tried that with a few black bows, bows of accuracy, and a bow of war or two. With the vine shields, they rarely ever hit before 15 pd in a few cases would rout. That + the N9 bless and mistform make it difficult.

He started equipping his guys with Silver Hauberks as a response.

I've tried setting dudes to frozen heart, but with them at the back of the field set to hold x5, they mages have to spend 2-3 turns running out to meet them.

Maybe I'm a baddie, but I've caught a few of them, and mostly it was luck.
>>
>>175507707
The problem is that LA Mari has no access to Ermorian deadlands for their pearly needs.
>>
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>>
>>175476365
>Show me a nation that prefers recruitment of a weaker mage over a stronger one.
Shinuyama? I haven't tried researching with 400 gold mages, but I'd be astonished if you could make it work.

Uba are pretty terrible combat mages, but they are affordable.

>However, Crafters also have far more RP than an E1H1 so why the fuck would you ever recruit an Attendant even in an "I want more research" situation?
Gold should be your limiting factor, not recruitment slots. Equal gold of Attendants gives twice as much research in magic 3.

If all you're using it for is research, an Attendant is better.

>That's 4 turns where I am recruiting a mage from that fort, that is researching.
Why are you sitting your expensive, useful, combat mages around in forts for 4 turns? Move them up to the front immediately and fold them into existing armies or form new armies when you get there.

Having 4 turns of good combat mages sitting around in forts researching is a lot worse for your combat ability than spending a few turns on dedicated researchers.

>Not on /domg/
Fair point, but I don't think it's reasonable to base good strategy off assuming your opponents will do dumb things.

>>175476923
>So you fort every single province?
>And I will have 10x as many. Good luck!
I just said I'm not suggesting you mainly recruit researchers. 7 battlemages and 8 researchers vs your 10 battlemages would be a more reasonable comparison. Do you not believe it is possible to make your mages at least 30% more effective from higher research?

>you've won on a strategic level. Because he has spent money on something that is not a mage
>If you lose a raiding party, whatever, they had no mages, who gives a fuck.
You're contradicting yourself. You say he's losing because he spent gold on non-mage things, but you just spent gold on a non-mage raiding party.

>I think you undervalue fort turns, and overvalue gold
Maybe. I think most people on /domg/ instead overvalue aggressive play.
>>
What is the best way to solve lack of supply for troops?
I basically have 1200 giants with glutton running around together and no matter where they go, supplies are never enough
>>
>>175550236
You shouldn't need 1200 giants in one place, ever. Split your suicidestack before somebody wipes the whole thing.
>>
>>175549003
>Shinu
Ok, I grant you that one. One of the reasons Shinu is a terrible nation.
>Gold should cap you
Forting every single province is a bad idea
>Why are you sitting combat mages around and not moving them to the front
But I do do that when I need to? It's just that it is sometimes useful to have them research a bit before I launch them. It's not like it's a "I have not had this guy research for 4 turns I cannot move him out", it's just what I generally do.
>7 battlemages and 8 researchers vs your 10 battlemages would be a more reasonable comparison.
15 fort turns vs 10, not just gold. Fort turns are limited unless you are forting every single province, and once again, that is not feasible and is a bad strat.
>You just spent gold on a non-mage raiding party
One that most likely gained more than enough gold in raiding to warrant its cost. If it dies on first contact with the enemy, yes, that is a loss, but if it takes 3-4 provinces it's probably paid itself off. It's not like I'm churning raiding parties out constantly, I just get an indie commander and put leftover troops on them. Two or three active at any one time is fine. That's like 1k gold's worth of troops, total, and they will make me more than that (depending on nation, opponent, PD levels, etc. Though if he increases PD to deal with a raiding party, that's a win on a strategic level, because he has wasted money on something that a mage supported army will kill effortlessly)
>Maybe. I think most people on /domg/ instead overvalue aggressive play.
Aggressive play wins games. Passive play allows you the opportunity to be a stumbling block on an aggressive player's road to victory.
>>
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Turn 2 stale probably means blind expand + dead pretendo.
>>
>>175550794
That or he's already setting up his 16 stale strat. I think Shinu might be the most dangerous player in MagusAssistance because of that, be careful guys
>>
>>175550925

Spooky
>>
>>175544020

Just bee yourself my man :^)
>>
>>175550723
>Forting every single province is a bad idea
You don't need to fort anywhere near every province to hit gold cap.

>But I do do that when I need to?
You've been talking for the last 4 posts about how vital it is to get as many mages as possible out in the field and how you should be constantly fighting. Leaving mages at home to research would interfere with that a lot.

Say you want 1000RP worth of spells. Going back to your example of Berytos, you could spend 56 mage-turns from storm-callers, useful mages who you'd much rather have out on the field doing things. Or, you could spend 72 turns from cheap sages, who can research 24/7 without having to travel around and cost much less.

Whenever you choose to do it, the fact remains that your storm callers will need to collectively spend a lot of turns sitting around being not very useful to get those RP. Why not recruit some cheap guys who are good at sitting around doing research and free up some of those 56 mage-turns on your storm callers?

>One that most likely gained more than enough gold in raiding to warrant its cost.
Similarly, raising PD to counter-raid prevents you from losing gold and removes troops which cost the enemy gold to make. Sending more actual troops or losing the province will cost you a lot more gold than 10PD will.

>because he has wasted money on something that a mage supported army will kill effortlessly
The PD is just cheap troops to help kill the raiding party. It could vanish after that turn and it'd have still done its job.

Forcing your enemy to commit slightly more next time he wants to try take that province is a bonus.

>Aggressive play wins games.
Aggressive play at the right time wins games. Aggressive play at the wrong time gets all your provinces taken in three turns by your neighbor.

You should absolutely go for fights as soon as you think you can win with a reasonable margin of safety, but the right time to fight is not always right now.
>>
>>175555546
t.malakal
>>
I want to cancer dominion people to death as MA C'tis. How can I make attacking me plain dumb?
>>
>>175555557
nigga you really are more autistic than me, I'm done
>>
>>175556857

C'tis is rush bait as is, if you want to do that you would have to somehow survive long enough to put defensive globals up. Good luck with that.
>>
>>175557487
I thought C'tis was a bad first target for things that die to cancer due to the cancer?
>>
>>175557576

Thats why you kill C'tis before he amasses candles. Plus its MA where there are several nations that just dont care - Sceleria, Ermor and Asphodel come to mind.
>>
>>175557630
Sceleria cares. Their leaders are living.
Asphodel could rush with undead but it might be difficult given their low numbers.
Nazca wouldn't give two shits after they got their supapaya factories up.
>>
>>175560293

Both Asphodel and Pangea have recuperating sacreds that dont give a fuck about disease. Some other troops too actually.

And Scelerian mages would care but not mound kings summoned to lead thousands of skeletons. C'tis has no way to deal with massed skeletons.
>>
>>175560658
They have all but the most effective way to deal with massed skellingtons.
Ndws are all the skeleton killing paths you ever need.
>>
>>175560658
Doesn't C'tis have recruitable H3s and lots of death magic?
>>
>>175560846
>>175560932

Say Sceleria sends 2k skeletons after you, what you going to banish them? Wither bones? A normal nation will just EQ and be done with it, C'tis is tuck using piece meal solutions.
>>
>>175561074
I dont know man, plenty of nations dont have earthquake or H3s.
>>
>C'tis actually grows in power through the ages
Lizards a best
>>
>>175561219
>tfw when i can't play EA C'tis effectively
>>
>>175557404
Thanks for helping keep the thread alive. It was fun arguing with you.

Hopefully someone found some of our discussion informative.

>>175561074
Skellyspam should be pretty good against 2k unsupported skeletons, if you're on the defensive.

After turn limit the mound kings rout and the skeletons dissolve. You just need enough skellyspam to prevent the enemy from making headway.
>>
>>175561219
C'tis has real problem with climate change. From jugnles to marshes to deserts.
>>
>>175561624
There's no real reason to. It's MA C'tis with all the best parts stripped out in favor of maximum skellyspam. They don't even get rec-anywhere H3s.
>>
>>175544020
Counter thug! Give those smiths every equipment available and send them in to bash those weak elves to death.
>>
>>175561074
ctis probably could evospam them all to death.
You underestimate the number of marshmallows they end up with
>>
>>175565941

Death evos dont work on undead.
>>
>>175529175
>malakal makes a question on how to kill his own thugs
>just so he can counter any strategy people get from here that he did not think of
mind=blown
>>
>>175568383
Truly he is the 5th dimensional chess player and we are merely playing checkers
>>
>>175568383
>>175568551

Outplayed
>>
>>175568383
or maybe he made this post so no one would give any real advice thinking they were helping malakal.
He creates a whirlwind of doubt causing you to question whether you are malakal or a lesser version of him feeding him your wisdom gold and privinces.
>>
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>>
I'm taking 36 soon, and I'm willing to pay for it. It's a goddamn swamp, I can't imagine you need it that much.
>>
Clack clack clackity clack
Pythium has stayed twice. Anyone want to sub in or set him AI.
My assumption is that he has failed his expansion, I would hate to set him AI since it's turn 8 but I don't see a great deal of choice.
>>
>>175576676
I assume this is directed at me? I have no need for swamps, just forests.
>>
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>>175189375
>>175385951
So I kinda forget to announce the poll closing, so I guess it's still open. I blame capitalism. Anyway, I'll keep it open until midnight GMT tonight. The current standings:
19 100 PD
16 Forester Bob
15 erf snek
15 Giant Man-Eating Jews
15 Quadbless Mictlan
14 2000 ghosts in a fort
14 Heroic Obesity
14 Innovative Strategy
13 16 Stale Strat
13 Illfraud
13 Mage Support
13 >stabbed by a methhead
12 Burden of Time
12 itdepends
12 Remove Elves
12 t. Malakal
12 Ulm - Waiting Fort Turn File
12 Useless Kick
11 6 Months of SP
11 In That Case I'll Be Going AI As Well
10 Hosting Delayed by 168 Hours
10 Skeleton Economics
9 Bogus the Troll
9 Diplomonster
9 Turn 1 Rain of Stones
8 Pankoman
6 misf3 IRL
7 Angry Stone Face
7 Tribless Awake Bull
7 Turnbullying
5 Horse Tribe Chief
5 I love Ichthyids
4 Drowned in Sea of Woe
3 Non-meme summod

I am surprised at 100 PD's popularity, but it's entirely legit and not vote-stuffing. It looks like our starting goalkeeper this season will not be 2000 ghosts in a fort.
>>
>>175577004
More to Ys, who currently owns it, but I assure you that I'm a better neighbor, i'm not a fucking elf.
>>
Does magic penetration apply only to spells, or is it to any MRN effect that the unit has?

Is there any way to boost BV/damage reflection?
>>
>>175577365
I mean that's kind of a given, we can't really invade each other.
>>
>>175577185
Can I suggest "enchantress casts foul vapors" for the next poll?
It's not a meme it just makes me giggle.
>>
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>>175578040
>Not even /domg/ is sage from BRAAAP-posting.
>>
>>175576796
I have the time for a new game, go in the steam chat
>>
>>175577650
>Is there any way to boost BV/damage reflection?
Feeblemind. Nether darts spam with prec-boosted mages is probably your best bet.
>>
>>175568383
>>175568551
>>175572418
>>175574382
All of these are me.
>>
>>175576676
I'm currently making 20 gold per turn, so what are you offering?
>>
>>175579995
one dollar via paypal
>>
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So i have been debating taking a Neteret of Many Names half rainbow/half SC build. I think it would be fun. With Alt 4, Enchantment 2, Construction 4, Conj 3 you have a ready made SC that can cast:
>Personal Regeneration
>Mistform
>Body Ethereal
>Summon Earth power/resist magic
>Temper Flesh
If you get in an early war with someone with no astral to magic duel you, you basically have an early game SC. Is this a really fun/effective build or am I missing an obvious counter? Honestly wouldn't know how to stop that without the usual anti SC methods or a magic duel.

The nation to take her on is up for debate, I just nabbed lizzards because with the D3 I can cast soul vortex at Alt 6 and later on in the game with a combo of 2 of skull helmet/power of the sphere/2 lizzards communion cast Soul Drain.
>>
>>175580557
What exactly are your mages going to be doing with Alt 4, Enchantment 2, Construction 4, Conj 3?
>>
>>175580557
not rushing Horde of skelingtons? That's enc 5 bud
>>
>>175578954
I'm at work. I didn't expect such a quick response.
[email protected]
>>
>>175580557
well the obvious counter is that with a bunch of S2-3 mages intercepting her she will die mid-late game to most nations and that's a sad fate for a SC that could still bring good thing later on.

My first doubt about her is if you will be able to make her useful as the first war comes up. you know, research, items,buffs, protection, encumbrance...how will she looks like and at which turn?

i am not a fan of cramming more magical buffs paths on a SC that will have to be overequipped anyway. you could drop soul drain, which comes up later, and take F2 which CTIS lack and lets you use fire shield against skeleton.
i'd say it's better to have a SC that can counter horde of skeleton spam rather than one that kills Chaff it already knows how to kill faster.
>>
>>175581407
>>175581645
Lizzards are just a placeholder nation. I would realistically rush Ench 5 like lizzards normally want then snag the alt 4 and construction 4. The summon earth power reinvig can be replaced items.

>>175581862
I'm aware she's vulnerable to Magic Duel, I was thinking I would pick a neighbor with no national astral then gank them. She obviously wouldn't be leading the charge, normal armies would lead. She would hang back and forge her gear and sitesearch high frequency provinces like wastes and thrones. Hopefully by whenever they enemy gathers a large stack to deal with me she'll be kitted and I can trapeze her on it. Thank you for the advice about the F2, would definitely be necessary if I run a similar build with a MA nation.

I just want fun early game SC memes.

Only non magic duel and non national method I could think to deal with her would maybe be wights? Or is there another way to mass magic weapon wielding troops that early?
>>
>>175582974
>I was thinking I would pick a neighbor with no national astral then gank them.

Sorry bub but you can't use god SC's offensively earlygame. Being in hostile dominion will set your base hp super low and shut down your regen. You SC can then be whittled down by normal attacks.
>>
>>175582974
>I just want fun early game SC memes.

You are trying to become the next Forester Bob but it's not gonna happen. The best memes are created organically you can't force them.
>>
>>175585221
He could pull the ol' switcheroo. Attack, withdraw, kill the enemy's army with his pretender when they come to his dominion, counterattack.
He could also just use the bitch as a defensive asset, allowing him to fend off raiders and inbound armies so he could have his full military might abroad.
>>
>>175578040
thats hilarious
>>
>>175585221
How does enemy effect regen? Just making it less because the base hp is less?
>>
>>175585836
>He could pull the ol' switcheroo

Yeah, just pretend stale for 16 turns and get the enemy stack on your cap with 10 candles and THEN unleash your boss SC.

If you are playing to meme then fine but if you, also want to do ok in the game then this won't work. Intentionally losing your momentum in a war just to try out some meme strat will cost you the game 9 times out of 10.

>>175586078
You only regen up to twice your base hp. Your base hp is determined by the province you are currently at. So if you teleport from a 10 white candle province to a 10 black candle province your regen will only work when you are at ~1 hp.
>>
yo why did people take E10 or N10 blesses and stuff like that in dom3?
>>
>>175586603

N10 gave 20% regen and Berserk +2. Only nature and air improved the major blesses for some reason.
>>
What happens to the extra HP of Enlargement after the battle?
>>
Would it be technically possible to make a mod that replaces research by school levels that work like magic levels on individual units? (ie: mage A has N2 and Conjuration 2, so he can cast Conjuration 1 and 2 spells that require N1 or 2, while mage B only has Evocation 2, so he can't use conjuration spells but can use evocation ones)
>>
>>175589754
Not really. You'd have to make all spells available at level 0 and then do a workaround to give individual mages access to the given spells.
>>
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RAIN?
>>
>>175593467


You are a big size unit
>>
What's your absolute favorite nation /domg/? I always really loved Lemuria since I really like ghosts and freespawn stuff and they feel way less overbearing than Ermor.
>>
>>175599803
MA Pelagia
>>
>>175599803
Gath (the Kikes)

Brings me closer to my ancestors
>>
>>175599803
Sceleria, they feel like late imperial Rome.
>>
>>175599803
Bandar Log
>>
>>175599803
LA Man. Call me boring
>>
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>>175599803
Patala, pic related.
>>
>>175603906
gib sauce
>>
>>175604478
Sorry, don't have no sauce man.
>>
I staled ? wtf.
Did I forget to send my fucking turn ? this is the 3rd time this game, I'm such a fucking knob. Welp.
>>
>>175605270
I spent one hour doing my turn too. Sorry guys, if I stale again, just assume I'm retarded
>>
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>>175605270
fucking niggers can't figure out how to do anything.
>>
>>175602876
favorite ma nation (even though im beyond shit with them)
>>175603646
favorite la nation (I love d9 and a4 buffs for the wardens)

Favorite ea nation is between agartha or arco philosophers
>>
>>175603906
>>175604478
another person told me they thought it was by one "gochou (kedama)"

I haven't found that specific image though
>>
>>175587885
It goes away. Units that are only alive because if it won't die though.

>>175599803
EA Atlantis. They get a really fun grab-bag of cool stuff.

They're one of the only nations in the game that can roll out Acid evocations as part of their rec-anywhere kit, and they can do Fire, Water, and Earth, and Astral magic too. Since they have so many crosspaths, they can even run a budget Arcoscephale.

They also have some great nationals; Shamblers may be garbage, but Deep One Spearmen are excellent. Their mages are even RoS/Earthquake resistant, thanks to 20 HP and 9 base prot.

EA Atlantis' best feature is its versatility; they could rely on Evocation alone, but they can also switch up their tactics when called for. Acid Rain to Quickness, communion to Solar Eclipse, Bladewind to Iron Warriors, and more.

They're not very strong, but they're fun.
>>
>>175599803

Arco - I love healer priestesses
>>
>>175608042
>also loves Bandar
yeeeah baby

Now I'm da kang of da forest ah
da jungle VIP
>>
>>175609449
>It goes away. Units that are only alive because if it won't die though.
What if those units have Never Heals?
>>
>>175611776
monkey see
monkey do
peace with me
means peace for you
>>
File: bandar alliance.jpg (441KB, 1000x674px) Image search: [Google]
bandar alliance.jpg
441KB, 1000x674px
>>175612616
and social grooming too!
>>
>>175605439
How's that game going, btw? Neifel's liveblogging his war v the elves was pretty cool.
>>
File: dakini2.png (65KB, 319x436px) Image search: [Google]
dakini2.png
65KB, 319x436px
>>175577185
Alright, poll's closed! The final standings:

20 100 PD
17 Forester Bob
16 erf snek
16 Giant Man-Eating Jews
16 Quadbless Mictlan
15 2000 ghosts in a fort
15 Innovative Strategy
14 16 Stale Strat
14 Heroic Obesity
14 Mage Support
14 >stabbed by a methhead
13 Burden of Time
13 Illfraud
13 itdepends
13 Ulm - Waiting Fort Turn File
13 Useless Kick
12 6 Months of SP
12 In That Case I'll Be Going AI As Well
12 Remove Elves
12 t. Malakal
10 Hosting Delayed by 168 Hours
10 Skeleton Economics
---semi-cutoff---
9 Bogus the Troll
9 Diplomonster
9 Turn 1 Rain of Stones
---cutoff line---
8 Pankoman
7 Angry Stone Face
7 misf3 IRL
7 Tribless Awake Bull
7 Turnbullying
5 Horse Tribe Chief
5 I love Ichthyids
4 Drowned in Sea of Woe
3 Non-meme summod

It looks like 100 PD is our new starting goalkeeper, although since all GKs have equal stats the others may well start on the pitch because of random conditions. Unfortunately, Angry Stone Face failed to make the cut, so we'll see if I'll play with only two GKs or make another GK to maintain a three GK roster. Our medal players stay the same, Forester Bob and erf snek are our golds and Giant Man-Eating Jews and Quadbless Mictlan are our silvers. The actual tournament won't start until next month, but it's good that we've got the roster down pat so I can make the team and do some testing; I've actually got a computer that can play PES now rather than my old potato.

Finally, one of the players with nine votes can get in, but the other two can't. Since all three have good reason to be on the team, the first post replying to this post and mentioning one of them will decide which one gets on the team.

Let's hope our goalhorn gets played a lot!
>>
>>175614467
boogers
>>
>>175614692
Boogers the troll it is, then.
>>
>>175614251
Pretty fun desu
>>
rec me ashdod pretender
>>
>>175614467
Diplomonster is the best of those three since it's at least related to our threads.
>>
>>175614467
I'd go with >>175615940 over the troll as well, diplomonster is actually posted a lot
>>
>>175614467
Where does the >stabbed by a methhead comes from?
>>
File: domg stabbed.jpg (37KB, 784x258px) Image search: [Google]
domg stabbed.jpg
37KB, 784x258px
>>175616136
>>175615940
A solid argument actually. I'm gonna go sleep and decide tomorrow.

>>175616163
Some guy got stabbed by a methhead.
>>
>>175338352
>>175616163
>>
>>175616163
Once upon a time, there was turns extended because the admin got stabbed by a methhead. People thought that was a silly thing to have happened, and so it became a meme.

It also relates to the dumb reasons people come up with for extending turns, I suppose.
>>
>>175614467
What are these for?
>>
>>175616297
I have to study this semester, So my turn will be extended 4 months.
>>
>>175599803
EA/MA Caelum. I really enjoy the strategic mobility, air magic and the power curve of having a big midgame power spike and national summons giving you enough diversity to not end up as one-trick pony.
>>
>>175616454
You joke, but I once staled for a month for pretty much this reason.
>>
>>175616308
The /vg/ League. Basically a bunch of /vg/ generals make virtual soccer teams that play against each other for the dubious honor of getting a player on the main /vg/ team, which then plays against other boards. You can go to /4ccg/ or implyingrigged.info for more info, but be warned the latter is pretty much concentrated shitposting when there isn't a game on.
>>
>>175616906
In what game/platafor do you people play?
>>
>>175617453
Pro Evolution Soccer. Always the latest version, so 2017 right now.
>>
>>175616906
>tfw no shitposting gems to alchemize for gold
>>
>>175615804
N9E9 bull
>>
>>175619534
He wants a pretender, not a porn star.
>>
>>175619735
N9E9B9 black bull
>>
Blitz when
>>
>>175619819
Lightweight baby
>>
>>175621127
Awake
>>
File: right this way.jpg (7KB, 217x232px) Image search: [Google]
right this way.jpg
7KB, 217x232px
>>175624126
uh right this way
>>
>>175624126
I actually don't think you could take enough shit scales for that.
NDEB on imprisoned demilich leaves you with 1 scale not taken all the way down.
>>
>>175629737
It has literally been done.

I don't understand why people make posts about game facts they don't know without bothering to double check. This is worse than that fire arrows thing.
>>
>>175629832
It literally can't be done.
Why are you posting things without proof
>>
>>175630210
n9e9b9 black bull?
>>
>>175630243
awake?
>>
>>175630320
yes. It's not even that hard.
>>
>>175630210
please go and stay gone
inb4 i was only pretending to be retarded
>>
>>175630480
Shitposting is the only kind of posting I know how to do.
>>
why does this stupid thread get hit by my always on top filter? where are you niggers referencing "/rsg/"
>>
>>175631837
In the OP.
>>
>>175631837
Fuck you.
>>
>>175630210
>>175630243
>>175630320
>>175630372

Just checked. You have 3 scales to move around. What should they be in?
>>
>>175632584
Dominion
>>
>>175633447

Nice.
>>
>>
New thread guys
>>175638802
>>
>>175638856
30 more posts
Thread posts: 720
Thread images: 72


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