There are several advantages to fighting on "home turf" so having this high means that when I fight people I can usually fight them in my Dominion which is worth a small morale boost for me and a small morale malus to them. It gradually "terraforms" the lands to my scales which can make provinces very difficult for a civ that likes different conditions. ![]() Dominion is the religion stat, it affects how quickly your religion passively spreads, the cap on your recruitment of sacred units and can overwhelm belief in gods with weaker Dominion in the provinces surrounding my empire. Next I decide to take an abusive level of Dominion. I design this to add a ton of core stats: +1 morale (automatic feature of all Blesses) +2 attack, +2 defence, +4 strength, +10 shock and nature resistance, +2 magic resistance, units will carry on fighting until -6 hit points, +1 extra hit point There are a couple of other situations where a Sacred unit will get Bless active, including magic items. These will be active when a unit which has the Sacred property either a) has the Bless spell cast on it or b) is fighting alongside the Pretender God. Taking 8 schools to 3 then gives you an enormous 24 points of Bless abilities to add to your God's abilities. However if you take all 4 of the left 4 paths (Elements) or all 4 of the right 4 paths (Sorcery) it allows you Bless powers at skill 3. Normally you have to take a school to 4 before it adds free special Bless powers to the deal. There's a hidden feature here that wasn't obvious to me before I stumbled upon it by accident. ![]() On the form for creating my Pretender God I check the box that says Imprisoned (gain 350 points). If you watched DasTactic's primer video where he makes his god a dragon and sends it around soloing whole armies this is the exact opposite strategy. ![]() The Midmatia I'm testing should be fairly normal because all I did was gen the normal Castle of the Sun except with 10 nations, then plugged it into the Dom4 mods folder.He's a bit rubbish looking compared to the many powerful monsters and titans I could have picked instead but we can turn that to our advantage by using a strategy where it's not about having your god physically present for fights. I checked the mod and it literally just copies the normal hydra as far as I could tell (and it looked fine in the mod inspector) so I have no idea what's wrong. The scout had 60-something HP, so it was definitely the hydra, there was just something. Oh well, time to get practicing my blood economy again!Įdit: Hmm testing out my hydras and after taking some damage instead of losing a head one of them suddenly morphed into a scout. It still definitely has a lot of potential as a nation, I'd just rather have picked something else. Yeah, immediately after I picked Midmatia I realized that makepearls does something different from what I thought it did. ? I ask mostly because if we know it'll make it easier for you to cut-n-paste fluff en masse (so long as you trust us not to pull fast ones and change something beyond #descr and #name :P) because graphic tags in a mod are order-dependent (e.g., Illen last -> #spr1 "nationgen_B12410//109-illen/unit_3xxx_a.tga" vs. When you gen the mod, are you going to list the seeds in the order of the draft? I.e. I expect this to start rolling some time next week. I'll post the download link when I'm done and create the game on llamaserver. Once I receive those I can gen and edit the nations into one mod I think. So we just need Boksi to make his ban, and then I presume some of you want to fanfic your own descriptions. I still really want to yell CAW CAW though. Which is going to be hilarious when my Astrologers start throwing around Falling Fires like mad. Abyssinians are much more tanky than Aralpakbad's birdmen, and they resist fire too. Besides, I'm not going to complain about having troops that won't fall over in a stiff breeze. Sorry, USEC, but I'm going to have to say nay to Aralpakbad. Oy vey, but it's the mobility that clinches it for me the ability to drop a defended communion stack three provinces behind the borders at will just scares me. Both Astral and Death domains, the former of which is just nasty, and the latter of which will grant some of the best summoned path diversification outside of Blood in the late game.Īralpakbad: Cheaper mages have a shot at 5 paths (1/8 chance) and a bare minimum of 1, including good communion stack potential due to shared paths. Giants are tough and strong as sin, but difficult to stack due to their size. Everything higher than Astrologers are 2TR. Dominions 4 Round Ten: Nationgen! All's well that ends well, GG everyoneĭheathig: Giant communions.
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