Author Topic: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR  (Read 8440 times)

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Offline Unorthodox

The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« on: November 14, 2013, 02:54:48 PM »
Gonna copy this over here too, hopefully some of you will see fit to go buy it and we can strike up some games. 

For you unbelievers out there:

What is Dominions and why haven't I heard of it? 

Dominions is what happens when you shove 2 people in a room who decide to make a Dungeons and Dragons strategy game based on virtually every mythology they can dig up in their spare time.

As a student of mythology, myself, it is a fantastic collection of study on display here.  The flavor texts and backstories for nearly every unit, I can actually tell you where most of them come from.  And, while I can niggle about directions they took this or that mythology, I can appreciate where they are coming from at the same time. 

As a wargame, it is interesting in it's design, if not always the most refined or complex.  The "competetive" folks get REALLY, and I mean REALLY serious about this aspect.  Me, not so much.  I'd rather roleplay. 


Your job in Dominions is to become THE god.  Prior to 4, this amounted to erradicating non-believers.  4 has introduced the Thrones of Ascention, randomly placed map locations you need to claim. 

For my SP game, I chose a nice small map, Silent Seas.  This is an island surrounded by a small ocean.  Early age, since prior to the game with Bad Mojo, I'd only ever played Dominions in Early Age and didn't want to go into this totally blind like I did there.  I chose to play a water nation for the simplicity it brings for an AAR.  Your one big hurdle is climbing up out of the sea.  Atlantis trades a weaker ocean presence for an easier climb out, as all your troops are amphibious. 

So, our setup. 




The next aspect is to choose your god. 

The game cannot be won in selecting your form, scales, magic, and dominion, but it sure can be lost.  This is, most likely, not the best selection available for Atlantis, but I really like the idea of a giant sea kraken leading an underwater nation.  There was a new sea dragon option as well, which was tempting. 

Water magic was an easy choice, I mean, I'm an underwater god, you can't NOT have water magic, right?  Astral is also an easy go-to as being representative of the most ancient magics.  Nature was my final choice, to represent my god being a leader of the animals of the sea.  Thematically, this feals right. 

Sure, I could have gone with the good ole 'king triton' cliche, but Tritons are a whole other race in Dominions which makes it just a little 'off' choice fore me. 

The level 3 magic is decent, but not overly powerful, and was mostly just picked to fit in some scale choices and still be able to be awake. 

Speaking of the scales, Productive 2 was picked because underwater nations struggle with resources (not a lot of underwater mining going on), and Growth is darn near a mandatory economic pick.  More people = more money.  Cold 2 was needed to pay for growth, which is still a good deal even though it wiped out the income bonus I would have had without it.  (I still get the supply and growth bonus)

One last note is on dominion.  (the candle)  I don't like to run much below 4 dominion.  As you might guess for a game called DOMINIONS, dominion is a little important.  This selection does several things.

1:  It limits the number of sacred units you can recruit.  *
2:  It sets the maximum dominion for your provinces. *
3:  It sets the % you will spread your dominion.  1 candle = 10%

* THESE can be increased as you gain an additional candle for every 5 temples you build.  However, the chance per tick (each temple or blood sacrifice get's one tick per turn, the prophet/god get some ticks as well but I forget how many) is a snapshot from the beginning.  I don't like to be much below 40% as if you lose your dominion, you lose, period, and you need your dominion to spread your scales (stronger dominion spreads them faster). 



As I've seen in the game with Bad_Mojo, Thrones of ascention can be spaced...unevenly.  So, I'm mitigating that possibility by doubling the points needed (default to one point per nation), and providing 12 total points to capture. 

Theoretically, this will spread them out more evenly at the disadvantage of having more locations on the map. 



One of the first things you need to decide when playing Dominions is how you're going to find magic sites.  Are you going to walk around and look for them, or are you going to use magic? 

Conjuration, for water nations, provides one of the more useful search spells available, and is a fairly clear early research goal.  COMBAT underwater is also a lot more straightforward than on land...it's a numbers and magic game, period.  So, the first several turns were spent just recruiting a mage and infantry each turn while researching Conjuration.

Soon, I had my army.  There's little reason to dance around in battle, so just jam them all up front and let her fly.  I do send my Kraken along with the army just in case.  He's pretty badass himself, and if I hadn't increased the strength of independant armies, he probably could take new land himself.  Here, he's just insurance and stands a good chance that if the army routes, he can handle any leftovers. 



The turn they leave, however, we get this excellent event. 



So, I immediately spend all that cash. 



As, said, numbers game.  Who routes first.  Likely the one with fewer units.  Though my prophet preaching courage sure helps.





Buying province defense in my wake. 

While I have to pay to maintain my army (and can barely do that right now), Province defense is free to maintain.  Generally:  Province defence of a decent strength is more expensive up front, but pays for itself in the long run.  My goal is to capture all the ocean, and it would suck to have a random event or enemy commander come ruin those plans.  (Competetive folks would say I should be gaining a foothold on the island first...the hell with them)



One nice thing about it being a numbers game, you can fill in with the trash locals as you go. 



Hitting a bump in the road here, needing to wait for that big reinforcement army to catch up, time to quit for the morning. 

« Last Edit: November 28, 2013, 03:56:20 PM by sisko »

Offline Unorthodox

Re: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« Reply #1 on: November 18, 2013, 02:47:49 PM »
After the brief pause, it was time to press forward.  I also set up a cheap priest to start following behind and build temples.  I want the dominion pressing inward, and I need lots of temples as my dominion strength was not stellar to begin with. 



I decided to pause long enough to build a temple here, and cap the throne with the Kraken.  I have a spare commander as well, so may as well set this up to be a second castle. 





Ooooo....real scared. 



I left my pretender back in the new castle area, had him build a lab and start researching, figuring the prophet's army was enough to finish the coastline.

It was up till the final province, where they managed to kill my prophet, so I had to bring in some reinforcements again. 



Just in time, I finished my research in Conjuration, and moved to construction in prep for climbing out of the water.



The next few turns are spent casting our search spell, buying up a good amount of PD along the coast, and getting my temples up everywhere. 



Voice of Taimat is an underwater-only spell which searches for water, fire, air, and Earth all at the same time. 

Here you can see a province searched (the little colored boxes with 9 in them in the upper left), and this province holds 3 sites. 

In fact, I would find myself swimming in earth and fire gems after the searches...

Offline Unorthodox

Re: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« Reply #2 on: November 18, 2013, 02:49:14 PM »
Found the island in the corner to be lightly defended, so swiftly moving to grab it.  Maybe I can hire some independants to cap that other half the island. 

Also not the strong presence in the final 2 ocean provinces. 



Now, I said underwater is a numbers game, and most often that is true.  However, that last throne there...

It's got wizards bombarding my troops while priests bless the sacred troops so they won't flee.  I had to go a little creative and summon up some sea serpents. 



The center group there will engage the enemy army, the two ends set to go straight for the wizards. 




Offline Unorthodox

Re: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« Reply #3 on: November 18, 2013, 02:50:05 PM »
Up to now, we've really only shown you guys the bigger army = win. 

It's time to change that. 

Preparing for my climb up out of the ocean, I decide to build a super combatant.  Atlantis isn't the best designed for this, but what the heck. 

Batux here will be my spearhead in climbing up out of the ocean.  With the ocean secured, I take my time and equip him with various artifacts. 

From left to right here.

The Frost brand:  Ice powered sword that strikes AOE ice damage. 
Shield that not only protects as a normal shield, but surrounds Batux here with fire. 
Dragon Helm, to raise morale, protect the head, and resist fire.
Robe that renders Batux ethereal, making him all but immune to non-magic attacks.
Boots that reinvigorate Batux so he doesn't get tired in battle.
Belt that increases strength and reinvigorates even more. 
Magic ring that allows him to regenerate HP in battle. 

Then I gave him some earth gems just because.  It's time to go teach these heathens a lesson.

Yes, that is Batux...backed only by a single priest. 





With a land province, now, I want to make darn sure I keep it. 



The biggest difference in fighting above the waves as opposed to below is in ranged units.  The standard means of crawling out of the ocean is to find some independants to hire archers from.  While the independant armies are never as good as your national troops, so you'd basically have the weakest archers possible, they are there to fill in gaps in your army, as all armies have an area of weakness. 



However, since when do I go about the standard strategy? 

Batux makes a lab and calls in a Troll King and his army.  He will in turn call in even more.  I'm swimming in earth gems, we might as well use them. 


Offline Unorthodox

Re: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« Reply #4 on: November 28, 2013, 03:24:15 AM »
With an army of Trolls being summoned, this opportunity presented itself.



I very rarely enter the deathmatch, but I had that Basalt King all decked out for asswhoopin, though he was more geared to deal with loads of chaff than a one on one situation.  It's a gamble, but What the heck?  I'm actually in a good position with feet on the ground, so may as well gamble a little.

But first, the troll army on the move:



I do want to make a special note of the sea king and sea trolls there.  Counterparts to the earth based trolls, the sea kings get FREE WATER GEMS every month.  I LOVE summoning them and using the gems they generate to summon more.  Or they can use them in battle to summon up evil on the battlefield.  (This is in compensation because generally earth magic is better than water)


Ermor attacked a province as I was bringing more folks up from the sea. 



Thus, the situation when entering the deathmatch, my trolls heading south towards Ermor's capital. 




Ermor, however, had entered their god into the deathmatch...





Batux come out quite wounded, but victorious. 

Continuing to build temples EVERYWHERE, I note that my dominion is pressing in across the whole landmass, except for Tien Chi.  The AI has played Mictlan better than I'd ever seen them before, but playing them as an undead/death nation...that's a little off kilter.  Still, they are doing well.  Tien Chi seems to be not doing so great on the other hand, why aren't they expanding?


Offline Unorthodox

Re: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« Reply #5 on: November 28, 2013, 03:39:44 AM »
I messed up, forgetting a key ingredient, and my god is stuck in the sea as a result, so he's casting Acashic record, which searches provinces for ALL magic sites at a time.  Most spells are limited to one type.  It's more expensive than the individual searches added up, but a lot quicker.

I also have enough trolls, let's start rolling out giants. 



Heading for the ermor capital, I've brought up a flanking army to it's south, and some more troops landing in the north ready to press all those independents towards Tien Chi. 



I'm already half way to victory by thrones, and honestly, victory is academic at this point. 



The army of Ermor is defeated and retreats to the castle...



However, I find this a death province and plague strikes my army.  With no god, their dominion is diminishing, and I leave them to rot, capture the lands around them, leaving that throne that must be throwing the plague out. 

Oh my....that's quite the army from Mictlan. 



To destroy that army, enter my giants.



Giants up front taking the brunt, then trolls heading behind.  Mage backup is just gravy. 



...Unfortunately before the big battle could happen....My dominion destroys Mictlan. 



This creates a situation...

What happens is that all armies just vanish...it becomes a free for all.  Yeah, it still shows Mictlan THIS turn, but those provinces are empty, as soon as you scout them you'd see that. 


Offline Unorthodox

Re: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« Reply #6 on: December 10, 2013, 02:00:50 PM »
With Mictlan down, and Ermor contained with no god, it is down to Tien Chi, and me. 

Moving swiftly as I can to gobble up the free provinces. 



Tien Chi moving as well.



Giants vs Tien Chi Nobles. 





Splitting up the southern force to cover more ground. 



And, summoning up a bunch of nasty for Tien Chi. 

Immune to pretty much everything but brute force. 


Combined with immune to brute force:



Tien Chi actually beats my forces back, so I'm going to build it up in the west, Move my forces from the North, and bring my forces up from the south, hit them on all 3 flanks.  I just need one big push to claim one throne.  (sure I could go get that plague throne, but what fun is that?



What's this?  Ermor has summoned their god again. 



The Tien Chi border.



the Great Mother seems to be heading straight for the southern throne.



I have nothing in the area, so I dump a TON of PD in the throne province. 

Tien Chi throwing a merc army at me. 



Finally saved enough air gems to empower someone to get my god up out of the water.  He's going to join the northern army to bring pain.



Moving in from the west.


Offline Unorthodox

Re: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« Reply #7 on: December 10, 2013, 02:03:11 PM »
Tien Chi attempting to break my siege on the castle...



And they continue to pound at me (mages only supported by some province defense)



Ermor's struggling in the south has finally come to an end as they can't continue to deny my dominions powa!



realizing I'm but one province from victory, it was time for that final push. 




Offline Sawelios

Re: The Unorthodox Rise (and Fall?) of Atlantis. (Dominions 4 AAR
« Reply #8 on: January 04, 2015, 02:13:14 PM »
By the way, it's really COLOSSAL game in terms of quantity of content. Sometimes developers themselves can't say how EXACTLY  something works in-game... :)

 

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