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Completed Dexers Rise Up - A short Dominions 5 Let’s Play

Fedora Master

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Welcome to my very first LP.
This is Dominions 5, a game I have been fascinated with for a while now. It can be described as the Dwarf Fortress of Strategy Games - Meaning it is very intricate and highly simulationist, at least when it comes to battles. Think “Spearman #264 lost an arm in the last battle and now can’t wield his weapon anymore, so he goes and punches giants with his left fist instead”.

It is very much rooted in Fantasy but takes its inspiration largely from real life mythologies instead of the usual Tolkien-esque settings. And let me tell you: That shit gets weird at times.

It should be noted that I am NOT a very proficient player. The skill ceiling is incredibly high and the multiplayer community very tight-knit. I will be playing a regular single player match against normal AIs. The AI is, sadly but not surprisingly, pretty shit. This however allows me to do some more goofy things that wouldn’t work in a MP game.

I thought about which nation represents the Codex the best and decided to be Agartha. The nation consists mainly of a bunch of big fat pale cave-dwelling nerds that aren’t very good at physical things. The similarities to the average Codexer are obvious.

The first thing we need to do is design our Pretender God, the guy we want to eventually end up as the sole deity of the world - The Pantokrator as the game calls it. There are many basic forms a god can take, from regular mortal wizards to monsters, titans and even inanimate objects that achieved awareness by virtue of the worship they received.

This is what I went with:
vAR2labUIAwqtNy8bagFyAPloQnCq2kPPHZT_JgqU45oXbvwkEUx-5TiwrS9RSt4E-LWp8cql7jKk4eVTaFvAZIE8T7KYLnsnPY1gFd_hlPTo-70YdnG_nXynhA23-bJIpUVO6NNEec4iJM0Rg


In essence it is a big Pale One wizard nerd who is very good at Elemental and Death Magic. (Death is not necessarily an evil path. Blood Magic is. We don’t really do that though.) Generally speaking, a 3 in a magic path is the upper end for normal magic users and they usually don’t know more than two or three paths. So you can tell this guy is pretty powerful with magic already.

Next up is our “Bless”, a very powerful and highly customizable buff that only works on specific sacred units. In a MP environment people would go for a Bless that includes resistances against the most common forms of damage but the AI isn’t really good enough to exploit our lack of defense. Instead I opted for making our dudes generally better, stronger, faster and harder. They are going to need it because…
cNgVAlyIYV-U-AsdaXIrz2OwIDluSeW_K89aR06saHmjObCT-sII8ZilBOiEMDqwOJbRoOg-vW_0AIGmOyx52CAGojZeJbPzTB79OdzMHsCK58kkTv61ik5_oQa4XLu89TnXmOK1LU1_63bJPQ

This is the most powerful unit we can recruit. The absolute elite of the elite. Notice his Attack and Defense? 10 is the fucking average for a human militiaman. As I said, these guys are not good at physical exercise. He will need all the help he can get to actually hit things. When he does, however, he yeets things from existence. His bronze armor is alright and his glaive is actually very powerful and magical, so he won’t have any trouble hitting ghosts and such.

Our Dominion Effect determines what the lands we conquer will be like. Will people be productive and orderly or will there be chaos and death? I opted for a slight boost to our production because the Seal Guards take a lot of resources to recruit and a hot environment since all Pale Ones are cold blooded, meaning they perform worse in winter and are prone to falling asleep from exhaustion. Other nations will thrive in different Dominions and some don’t give a shit about the scales at all because they receive units for free. Often by first killing the people in their provinces and raising them as undead.

Lastly I opted to have our Pretender imprisoned at the game start, meaning he won’t be around for a couple of turns. That isn’t a big deal because our Bless mostly works without him being active, except for Stygian Flesh (Protection against physical damage), which will start working once he wakes up.

So, what do you call the leader of a mighty nation of fat pale nerds? Why, there is only really one choice:
uVpQ5wJ4epl1YPBW6hsFFfiC_N8l8RCmjO8OEL739W-CtOCFYrilrjAt6fEcJg2vtOKHBZaORIMxxvSKrB6PMCBq_-DAUwSR6KTYXdY1tBYTIqVFolOhBYxrlcczT_X0SEp9Oo2dOLoGvqahyA

(The titles are randomly generated depending on your magic paths.)

This is our starting position:
Yhms-am1w71I7iKtohuIUYhFVCt2-Wmdaxm-zpIp8knu4a7ihVLlwPbKUKmZEDlwTMlDQnz0Ton96ibCg-Jh4L9Zw-x6VtSDkeZBl7NR2JnZQnoIxDuFtiv4ddfZdjgZFvYKTAopOpQhUvzbMw


Weirdly enough the game didn’t spawn our capital in a cave. Agartha loves caves for various reasons. However, we have a nice “cap circle” - provinces around our capital - that we can make use of. A fort such as our capital will draw resources from the lands directly adjacent, so every province we conquer that is next to it will directly improve recruitment and income. There are also multiple Thrones of Ascension near us, these are used to actually win the game and they can provide some juicy buffs once claimed.

We have no info on the surrounding lands on the first turn and it is generally a very bad idea to walk into a province blind. It might contain only a few peasants with spears… or it might be full of extremely pissed off barbarians that will curbstomp you. Thus the first turn is used to set up our research and recruitment instead.

0bFni4K4JdLThSdkDZciYXLbrnDTHUgRwWIt_P8r7c6-MRpQNvPu9IZMvtab22H_STE4EOyn-Brm9jgVn3cnvKb5v9UjvAlsOEwBj2XxsnQX-l_K_Qk4oTo-yVM6IRTEn2AktofM8Kom6ImxGw

This is our starting army, a bunch of slobs - some in armor - lead by a mediocre leader.

Here’s one of our research paths. There are many, similar to spell schools in Dungeons & Dragons - Conjuration, Evocation, Enchantment etc. As Agartha we really want to reach Conjuration 3 to gain access to Rhuax Pact. This will allow our Fire mages to summon some pretty good units for the low low cost of 2 Fire Gems.
zjIyqPTabxlTUb3UqQyGCMxMzFj-dhBqC1Px7yEE1YmiJRv7CZu5nRwIj2ajVHXNsjWdhR5FFZacWowt3_xZWa8frZ0pCz1PBkhAL0l0Qv2QPbIi8LM_cMXE66cPgK4K1Uwi_4hmcVy8ZssSGQ


It should be pointed out that magic and magic paths are absolutely not created equal in Dominions 5. You would THINK that Fire magic evocations are great at nuking shit but that really isn’t the case. Fire resistances are easy to come by and the majority of fire spells are targeted, meaning your mages will more often than not miss the unit they were aiming at. On the other hand, Air magic is great at nuking things because lightning bolts from the sky hit instantly and are much harder to resist.

aCptHcr97Hdm1zyWDc43x4ojIdoUBLKLWI5_ie-2eWa1NC49iQdMedv6qMlH5ECUCGBJLPp6Qr_abfMVkU0evumpQlJeYD_M2UXfSQg-S62oplUi9e957_9BFlIDWimXb_vUA2S2qJOB9RM70w

The plight of the average Abysia player in Dom5.

So, our units are kinda meh and can’t hit for shit. How do we expand then? Thankfully Agartha has some allied races available that will help us out a lot. Meet the Olm:
oXUpm0PMNG8dd4O2BvRaNzVQFJs7HkIEzE2BbYm1OWGKoCxGoGGgakQotMhVo90cLhe5HCeF3GCGnVOTcFt_upPnNSKTCzPaXRZ9d2NnI-eS03LD0h0xs3EM1embFckoh2ohm3ml6snHyKu2dA

Mind Blast is a fantastic tool because it has infinite range on the battlefield and stuns units. It helps break up formations and obviously a stunned enemy will be easy to hit even for our guys. I recruit a mix of Pale One infantry and olms to beef up our starting army.

Additionally we need researchers. These come in the form of Engravers:
1kv_qoN_cagGrFSnjs8lSCUbwdyBgYsbLaMsj3j9zZKyPz3zaUspoi0plvGt8xVwDeuYsYXifxxHJVZ83I6kE8XGZ9YgThyG7nf94v4w7tqtp6lAb_fw2EObN6hRI9MZ3KLHVfHoQlcflZBHJA


They’re not very useful in a fight but being sacred (the candlestick icon) means they cost less upkeep and they’re good at figuring stuff out for us.

I also send our scout southwards. It is a good idea to make note of possible choke points like bridges and mountain passes on the map and plan expansion accordingly. Sadly there seem to be NO CAVES AT ALL on this map. The RNG hates caves for some reason. We will have to deal with it.

Pillarspawned, our generic general, will become the Prophet of Dark Underlord, making him a high level priest and thus able to cast a limited number of spells and, most importantly, spread our Dominion to the heathens who have not yet heard of the superiority of TB over RTwP.

Thus ends Turn 1.
 
Last edited:

Fedora Master

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On Turn 2 we finally get so see what’s around us. It’s almost exclusively shoddy militias and some barbarians to our south. Expansion should be easy. The first priority is always to conquer your cap circle.
V_Q7oFRhViSGvI0xR2oh6MCkD5NGu6kHwch-SUzw-0Y2kE8E73g-ZheXvx3H-X4lfYkSAB7Dms_qt4hnGZa60W1Hat7WDMBiPMdhxkI-nTk_is9cR3FAFWoJz1RBT0RTPaWsotuOAXRVqnpF1g


The least defended province is to our south-east, so I order Pillarspawned to attack there. I also recruit some more cheap Pale One infantry and Olms. In MP the rule of thumb is to conquer ~20 provinces by turn 12, which is not easy to achieve. Thankfully I’m not under that sort of pressure here.

Not much to do otherwise, thus ends Turn 2.

On Turn 3 I first check the battle we just fought:
5LOcVeM7zLFMNGud84ZJ71V93AYIuR0JFPD85FGVcvgqU9Z4VhSnd-YwgYbbCIteeoauCeVeVxmd3zoAbzlm_5qwevuOESFzXyw0Wxk4eNHEuyqZtPIh3D4Z95FwDkYens3I5ZQfPWtRG7MZEg

Easy. Everyone got in on the action, even our commander.

So what do battles in Dom5 actually look like? Well…
ZiE3YoYWlG4ZpyMXuHjQdMwt05OKUQJw0CU3IjNY6uLjOb5qGgxiaA2snJIggh8b7n4q3GA5PZXfKbw--OSXRECACENef-rVIR8VNrSjOD3UVUHKvO5k5JDjHqRlQCIg5lrT4rQX6o8KnRYyxg


You didn’t expect Total War graphics, did you?
It is very important to actually look at how each battle plays out in order to check for any issues with your unit scripting and in the case of battles against other players to see what sort of stuff they brought. Units can only be given rudimentary commands and leaders/mages can only run 5 consecutive scripts. Afterwards the AI takes over and will most likely do something stupid. Thus it is very important to get the first five turns of each battle just right. There wasn’t much to do here though, our guys smashed the humies but took a few casualties. With the quality of our starting army that’s inevitable.

The province we took actually contains something special! A mine that gives us more gold and a Skull Temple:
Yokdjm4MbnKaHnzFK8dPIg6WTd8NspuVsXlnsT9KqaZzSM-Id692AZ0wzDJCq2sn7x_WpNoz7sRoVpg7SZfTlKd1G4Tc9Z4ob3_3u9QWcsLts3L2KfnyPpi5TaUpYV04DVSrvqmAdQWsRcUbmA


We have access to Death magic, so maybe this will be useful. “Longdead” are just generic skeletons but we don’t really have cavalry so this gives us some options. The single Death gem per turn is certainly welcome.

I move our army back to the capital in order to pick up more dudes. I could probably conquer another adjacent province but the game runs on Ironman rules so you technically can’t redo turns and failing expansion is always pretty bad. Hence why it is important to practice early expansion with your chosen nation before playing your turn in MP.

Thus ends Turn 3.

Turn 4 starts with a random event:
Ab6WT7nzORf2eKyw7NI1HpOEf6kxNXj9R7T32Ee1fqdmtbA0Vj8YGlcipcFm51Z6GTcLppa8JUp-gtm58ST_ueyL1vygasjpBzYTh3DgajwUI0Zl-7lHECoCcQzCpoZuXJNudhLFL2FtHjJoGA

This guy loves TB so much he gathered a small host of militiamen and joined our cause! More grist for the mill is always welcome!

Meanwhile Pillarspawned is reaching the maximum amount of units he can lead, we should be able to sweep up the rest of our cap circle with this.
Tt8PqkbtnKjwo_mlgvacmgxRUYQ8kZTRzF6PypMoLpkClDE6uag-qWC5usmXZ0mBMXzw4WWvnTiaM5zTxNTRomu8yuU_PbK6wdb2WJyvxpDo-w1si1K8lylET5QSC6jGKIXJTClh4tTFwNN3Gw


I start recruiting an Oracle of Subterranean Fires, one of our three big mages. We will need him to cast Rhuax Pact later. Big commanders usually take multiple turns to come out though.
W4XY5IhfoFuTzSh1aSJzpBUWaTV5n66UsebtzkALn4Hq7GxkNBXI47rsGd9T7kicOqzFnvDD8fTJDgxQJDETeHhWmKppTUjXGhVGMuSWaOFqyUacxgldQG8E3AgH4jl1K8XkXcrDH8A4b_iqIg


Thus ends Turn 4.
 

Fedora Master

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Turn 5 starts off very strong:
VvFuaoqBVetYVOcPYTW5lcN2hAqkRFFuXW4KJa379YWFYBSLho02QehTKbncupzampi75gqy3MOZPyyJmv0EfY4VAJ2wyRRhSEqaKCzItOGTOMQNFoWhwIl7UuzFz3MU6KqhvoktWEVWJdCVpw

All nations have certain hero characters that can turn up randomly. Sadly this guy isn’t all that great. Low magic paths and a meh chassis. Still, we’ll put the cute little race mixed abomination to use somehow. Note that heroes are not immortal, if they die in combat they stay day. Unless you do magic shenanigans I suppose.

I use Utu to use a special site in our capital that lets us scry on distant provinces, giving perfect information. Let’s check out the Throne to our west. That never hurts. Utu will probably sit around and help research later on.

Not much else to do. Thus ends turn 5.

-O_Uu3VObAUsMouXoNHGYT8X3LZpTqixKw0N7ZudUWalozwbUDpmgzNQdWD0DYelT8gFPQnYBaoZF_NiSHJkMmblPpZTAJATmI5l0wU-k8uu3NPTIFHLvrCOtfxhTg3fQL9ut2gpKpN414WP8Q

The usual. As a side note, helmets are actually very very important in Dom5 because a shot to the head will kill most people. There is actually a spell that just rains stones on people’s heads. Anyone with a helmet will be fine, anyone without…
Our Pales Ones have access to helmets but those cost a bit extra. Some nations don’t have access to helmets at all which is a real damn problem for them. Ten archers are hardly a threat though.

Our scrying revealed what’s in that Throne province. It’s uh…
-Ff_0CoIA3jIk3H3JsreINLZSn6lgz0OqUDXRnm7yBin-cgTgzMWSKtKUdhvMc-O9H5dK7rN6wbexcgYrvCG48kxF23bhAjlwPjbd-1n1P7BLA-gYo8fAe6QDrlIYgtAcyATn5tQPYwi63hppQ

Let’s not go there for now. Fuck.
I started to recruit some Cavern Guard to form a beefy new expansion party though. DU will rise from his slumber around the end of the year.

Anyway, turn.
Awww fuck, here is our first rival nation: Mekone.
4RfOOVvLnEWKMpv5ZxF3tFtkbgCi0t_DmFfCF9486EVv9lcGKvwF2ZFgTmGhH3LW6O2ENHwSLx6RhvSHjGmvT2z6E4ygXHUf0ZsQzursxHauV54M4PbeO6ioTWNDuxoAq2J6fz6RD0xk4zduUg


Imagine Sparta, but with FUCKING GIANTS. Thankfully the AI will not immediately attack you in most cases since it is busy expanding and consolidating as well. We need to be on our toes however.

Here is where we’re at by the end of Turn 7.
g4WWv26SYTqRPLFdr3eawjptksb6-ATSaC4DQ2xs-25vb3FxtrDuKO-XHExnoVc9Ib2vbPXo04THxef9KnMapB940nABAbAKMpNVRcTe-hG5dn_1pl5gsqPWAYwxKpzlydSfpC_hQC9cduTdOw

You can see Mekone coming in from the south. I will probably build a fort south of the bridge in the middle of the screenshot to block them.

Normally you shouldn’t float gold but instead recruit as much as possible but I will have to save up a bit to build infrastructure and big commanders/mages.

WIPeFnuVcQmHPw0P_NJFciFEa8z7OPr1EQDT4szHxpm7fVgPBqvwIzLQA3w7TzAjmgE6XN6fTJn0rbVlgYnEY0dqgsy4i7eZhb6U96393GuTSAr1STbBOQsgmgu8iYxzb8s7PeAUbgSL5HxLWQ


You wouldn’t think so but Cavemind and Twoeyes (Wait what, all Pales Ones are cyclopic) can form a strong expansion party with very few units. One of the big challenges of Dom5 is to figure out the minimum investment in turns and resources to create viable expansion parties.

Twoeyes is an okay mage, although Fire 2 is a bit meh. Earth 3 is great for buffing though. He can also bless all our units with one spell. Sadly we have not yet researched any particularly good spells he might use.

There’s a Throne to our north that only has a few barbarians defending it. That will be our next target.

Fco0tX7xtH50GndvTBAw2dyd1zO90qpQRPclg9OMHO8cInAjgnl4SdVKWcAM9ENSLtT7ZyqmD_7S2xdrKw31D9zEKhvcH7fUkh2SrLl4bPATUnDAe0Dml_E2TTFbcEWQV12fGmRuo5NBvE1vcg

Everybody loves a good freak show.

Turn 11 rolls around and another enemy nation appears to our north-east: Abysia. They are big burly elemental people that love fire and blood, the closest Dominions gets to a classic “Inferno” faction. However they’re also very one-note and easily countered. We have access to Water magic, so we can rain on their parade later. Literally.
O19PmrTMdOcJyYLne9EPQUQt73GIFA15313CSkvyP82Yq_YZzXJRYFhuNAVTJE9t6C78KdoUxNnZ6VCIc7exzCtvu1KPkRJUd5thFrZ17zlpfmxgWpGqFaeOn0NI3vD8WSlt_9JxOGp-AyKYqA


Notice too how our place is nice and cozy even in the depth of winter.
AG7vIZaX4QuCVLMKrX7ai9tlibea8wnAHROlzcQeS8346PSe-q99pe9-PWjoeGkytusTdTQsGAaJCLL2NGszg215-oPGKpMHQsMOTthVNXfyewKzwlpFM7OXEyM1lu87054seohiOXgLo3u0zg


Our situation on Turn 12:
wsSuXsMPgRguyFibHmvUI-RjpwK7sFzk9-C5HStQA9On-mCAJIjciynHfqFbObSGZVoAZvdPpDptftvamdjO4_t5F2oae82ToP_z0XyywrlgU3gZdvnQ431U8r6c2ZdcYp4DrEZlMYbgnTfHMA

As you can see I wasn’t particularly fast with expansion but I believe we have made a nice defensible realm for ourselves. In the south we have a river that will block movement year-round. (During winter rivers will freeze but our Dominion prevents that due to Heat) The west is fairly safe due to all the water. Our Pale Ones are all amphibious, so we can even go there and take it for ourselves later. Mekone and Abysia to our north and north-east are concerning however.

This is the point where I will switch over to building forts and generally turtling up a bit.
 

Fedora Master

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Fittingly on turn 13, DU finally gets off his throne:
bNtljbql9gitd7lzdSK81lJzreS0zF_zNZ2WbOOPTA6zNVTvB6VwqYFTheyQxpuA-AQJZhxd_0GJazPXnIC1zQJ0A21opBKmSFFTbn0no2n0hLV3g6A1GRkjVXepHi2kXLDAEuLTX44aTOk6wA


We’ve also reached Conjuration 3 and can summon a few nation specific units now. Spooky ghosts of ‘Dexers Past, earth elementals and knockoff fire elementals. The good thing about these spells is that the summons are persistent. Normally elementals get summoned during battle as blockers and chaff but you don’t retain them.
hM5ZReSnnrosGszyCk10T5Lx_4VXErNPc9pPIweuoLWuweUp4GK8GEuKbWXTkThQ_NdHxx69rIG6ezjpdOMjUKeZ2WuxoZY-dUV_JjwYlEP41W2coeUmIWFuay5E_Xv2JgLsi-3QY1uIxwEKRg


These guys aren’t anything special but they are ethereal, meaning units without magic weapons will have a hard time hitting them. Sadly you only get one per cast so massing them is difficult.

We can give DU an appropriate escort:
xyZlYN_E6wjHbJRNUb4Su88Na35MXB3VintxroyZ-yyt27olaHkhBWyCZyzahf6YIbdHpdo4CGgsOaRhkG6faWQJHvOl_DwJQslFErn_CLhKz4gVoNcvWVf_QAWcygWUa7dZ71FYApJ_lUx3kQ


One problem with pretenders is that they are NOT priests, so they can not actually cast bless spells. We will have someone else do that, like Pillarspawned our prophet.

17BZ1yzILJIlsXRNI_ZSp-ajxU159Lse1CfkkvAGR1kCyBzO2iT4TSqpJ-tLzi1oxMBPpmMpg8U0wr5Ogr4b4CgfRd-PX-sBWzOZwhhcVIy1DmX7w8DMVNe3YQOly3bfMhQwfl9_FJtv21mITQ


yze4_aa78WSbkYu8ch3ZqplRz-n2nK77ifkw9rprmnrKyNKutIWCqTmT5-I3mnyaxlYQxTojMFvVw7Q9AlQLpGCVBLCYW-ZXRF9AZM1C2w1TFBd97xG_-Lfq4EuD-TO1TmqzKhl4VS4VPeTkxA


Time to take our first Throne! This should be easy, we have our full bless and DU can summon elementals that will stomp regular barbarians into the dirt.
eln-scb7UlNoIJFHFjPjjUMKyJf8LfpkzdH5j0uqtyn0vz2ThbGIBmFDctEygatcgXBAPZLOp6bd0WGd_tCi9MKzIZPoXj9l1DN3HTHU4Y9Q4m5UH3E9SIFXQ5NU_nE-3SYQZNL6qq2zTZpBGQ




An absolute slaughter. I expected the barbs to at least have a few shamans with them but nope. With a few more big guys and better scripting we should be able to take the other throne with the 300 ghosts in it as well.
Looking at the combat log you’ll notice how dumb the AI is when left unattended. In hindsight I should have scripted DU to just spam Earth Meld or something since that’s more useful than the other shit he decided to cast but oh well.

For our trouble we gain access to the Throne of Stars:
NkSgGOS004OurC-DKiez393ACczvS7wxDfZaHuQte7eLLX0uv4mt1LdOtmINdvD-SQY168fJUuPiSFCWrvUo321AQC8LtndKxSlAWKeap8VO1IVSkUdMdMDuGgiFWaKsejzxkEVGsJcpuNI1hg


Not particularly useful to us since we don’t use astral magic but hey, it’s a victory point nonetheless.
 

Matalarata

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Not particularly useful to us since we don’t use astral magic but hey, it’s a victory point nonetheless.

Astral pearls have a better conversion rate into other gems, that site is practically giving you +1 "whatever gem you like" per turn. You could also get some random site producing basic astral mages and break into S with that, be on the lookout.
Good gaem, keep this up, fucker.
 

Fedora Master

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DU is very good at finding hidden magical sites in provinces that will provide us with more gems. Some sites offer additional benefits like new recruitable units. If you’re lucky you find a place that lets you recruit mages with paths you don’t normally have access to, letting you break into entirely new strategies. Provinces with Thrones are more likely to also contain other magical sites:
5D69Vu1HgS5azuKYigg2j0SycMkvA9k4RLpuqULPHz31zU9RqS4M8DgmM2WKYf-OCoq6fp3Q0on1UUSFcX2R-pAxgzUmMOPTgcQU6VbCzaYzoa6q58hrt4lrqWN4t9WPotkne9QfLOjH0CBofw

These all give more Earth gems, which is great because we’re an extremely Earth focused nation.

Turn 16 and Atlantis is trying to muscle in on our territory. I thought I’d be safe from that side but I was wrong. Underwater nations are normally not very dangerous but they can be annoying. Thankfully all our Pale Ones are amphibious so we can take the fight to these jumped up fishmen.
WqHX6iIQ38BzpygABywyyjla85yZxm_Cg8OfTZym--nVKYP73oQTl1cEt6EUUWPv0-yI9Oj-NI0_IZ9RR-uWOKV2I0pIjUkgYn6IenkY1bPMX143BDEzMhGqDfJKU1g4tyEsnMeYDONIi4Wz7w


The map is getting crowded now, so war with one or more of the other Pretenders is inevitable.

Cavemind has finished setting up a primitive fort to our south, just in time too because Yomi has appeared as well. Yomi (Translator’s note: “Yomi” means “Hell” in Japanese.) are a bunch of demons that just appear out of thin air (“freespawn”). I posted a Dai Oni in the Screenshots thread, these guys are nothing to fuck with but the AI isn’t very good at using them. Still, their Dominion causes unrest and chaos so you don’t want them next to you.

zi7juc_wsJHyyFepm39eTuX4tCnFHUqoVM2hSbPBSTwBEbvdLThvVel0HPhq4fMkT6zC9CKN1XtyQwhjMJEEybY2GVsMMbjYs0eikVu4VVQdYEVHvtwbXT5FuXZLXpx9VY7fsOKdCFd3AnGuhQ


That Throne in the lake looks juicy. Yomi doesn’t really do underwater stuff, so we’re free to take it.

Speaking of Thrones: They are the victory condition in regular games. I’ve set this one up so whoever gets to 7 Ascension Points first wins, out of 10 possible.

I also finally managed to get a mage with Earth/Fire paths so we can start building up Magma Children via Rhuax Pact. Those guys rule. Abysia and Yomi are both somewhat resistant to fire by their very nature however. Still, summoning is a good investment for our Fire gems.

We need more armies to cover more territory since at this point we’re boxed in.

3llZsBPKkZd6uMwVDKPT6QFTHxSlaBbtUGkq1xRacc7BRDjsDqUxhtMKADlnZx3dMcY8IJ8xCm65y-ACHa-gmNdP3KVnQ-P7gKElV5UoDHSMtdnUIm3r7a4JNWrGLVouS1_yqoyiktz8oehcgw

The first batch fresh out of the oven. So what’s great about these guys? First of all, they don’t cost any upkeep. They’re mindless so they will never run away. They cause fire damage to everything around them, their attacks are small AoE fire effects meaning they don’t care about hit chances and they get stronger in Dominions that are already hot.

TPHLNhK14FAuoGwL65arJ1KZo0F45SHhDGKobgW9vcG95aAtcg1Z2JWALh9qEWU6mi_9wbEqW4abMLqFr5_GV4Gy4iXj6casUnPamY4jRIRonScwS-HKZfo_rA98B3e9n3JTSvrCUfP2ayiyEQ

I consolidate my units. The Throne of Stars we conquered also gets a fort because it’s already in a good defensible position.

Our scout found the capital of Mekone but was killed. Not a big deal, at least we got a good look at what’s in the province:
Q8UfIkDvjuYVfF-ofk2eP6EwGf7D9hOjFKttc9V_NcS9kE1kQ9heibBoFICjNWbj4kNNjmao6BkZVeMUqmvddDPwUZM2RLRsgRTJ2PrreebfZURjOxEAuaZdnc7nBCzwyNFYEsJSXs9cRlndFQ

Helots are absolute trash as you can imagine.

IAdTRG3Afh-zxnK5HlolLR_6mj82uVzVJvDrxn6PPNv3AIAlPU9VrGt3aISqnMyK9LPhFVkYm4Ql1Sd4WEyFfIqKJHJJGgX6ddIYD4UD62oWht90yo5Idbn4LOerhVSZsSMMTL8CyeFqYk9Zig

I JUST MOVED OUT OF THERE DAMMIT! Oh well. Never seen this event before, actually.
I have minor story events enabled, you can also turn on major events that will take place over many turns. One of them has you deal with a dangerous cult that worships Not! Cthulhu. They are pretty disruptive though.

Apparently the province we built our first fort in is at Death 3, which means there is something in there that fucks with our scales. Most likely a Death site. Needs to be investigated.

1dqIjxQPhYck2FMTGgd600fVLq5QE9LrCjqxaXZ03FMaePVEpiswcrNiBnX3f0gV1ABIBnVfV6l0onl7Mu44ppvFRMCpob00hbiAgbCkcQU0w3fs87Nu-yPQYe6ZxfwyvneW4d3KNOg0q-AUkg

B4tnzTi4jO2XKjriUGXJTE8b8RPZpwDNI1uKzRGAzfza4zx6uSBqKc8h_aDQLbTjojSjKl78KPsMoh9o-xHiGisjAO-pUXtPu0omnZjE7gSUzGC2H1WTXDX6ETcYTYiyeR9b7Zvl9nRiRwPEAw


Eaten by a troll, how embarrassing. He might have survived this if I had scripted him. In fact, he almost did because trolls are weak to fire and our guy cast Burning Hands. Sadly his morale broke before the troll died.

eXuTKbeQcztXaecYF3rJttcvA4FAyVEEnzSznM_GjSOSHzbzgFXA1T7LsJ9BrC_xl92denCkG8GJd4qWv0X-TxRvnnLhv-2s8V4MMeJekWEMN-hjteg0fe_sM04j5KnUsgMkjSYu2j7Pxz11hw


Atlantis is clearly up to something. Time to throw them back into the sea.
I’m not sure but Mekone and Abysia seem to be going at each other, I’ve not seen any movement from them around my borders.

sSbHbIuGMj0_7TJUkznC0B6IEaBBy8rKBd7LRdehfPjwB_hvl6VlFNiY-Lg0jZR_g8afziDnJOJ9iseqJL7pmy_N_5eYrUKX4eNYBC9fRWZHdJjsHnCf66xjpNimP8eSMJVBeBSCgcMNiiHeOA

The plot thickens. I hope it’s not one of those cracks…
xRwNPowi3b66G8uM2RqEHiNT7kHVBzzqUhZwXlW-FIyG0FV3WZe32VQ335iwAJA0mhDei0bSLd3NEw6Tz9C3v9rnntJVOB5UCMgvqSNuXv-NrF8lNHRHhwHCCxLsfZSmuZy3OCFQ8cW594YRSg
 

Fedora Master

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Turn 24 rolls around and our last enemy nation shows up: Xibalba - The Mesoamerican underworld, populated by bat people. Our scout also found the capital of Atlantis. It’s about high time we start to punch out our competition.
KtKlglCts0qMbM09Qk8oUqcDM-t8DVHolJOoOuGWDo7_9IeBSFaf2xmiNL0L2zAr1zRmMPNW8SfQ9RONDhzF8btbyQ3O_e09k7e2DQ1Y9ARyl7BUMKZG-GkFQ6aps3nm8saUsR_od5MEBQw0jA


While Pale Ones are not very bright or quick, they are extremely good at sieging and siege defense. They don’t need to eat - presumably because they just live off rocks - so you can put as many as you want in a single province and never fear starvation. Other nations would have to bring magical items to feed big armies.

I’m researching towards Construction 4 which will give us access to some of the best items for thugs and super combatants - Single entities that can take on entire armies by themselves with the right scripts and buffs.

dwcqAgWWfWzbyIt_YZJ8aTp6hoxZZ0MDS3rvrRqiMqDH8H704chNfO7wBX-v-ZIsxmAuDQEc9K3LwdQrfu17WkwsadlD_R6c_kjyWeeIGjUxhS4zwI3cdVkoePZg3soqrj0y1L8bs1BJ7GmlhQ


Here’s the reason our one province sits at Death 3. Not much we can do about it, but Fire and Death gems are nice to have.

I recruited an Olm mage because of their affinity for Water magic, giving us access to…
ja2X6ibcC-aycI2t8EoOtPKp7zxLimfC4BSE7pEidbryb0TMLyoZcv1R0jgZoHFHu-mFDe8K63L0Vq-b4sWGQBeNeJvpU9Esoj3f5T8i1X7kvhkfmNpg9hH0tDHoUDr3BSM5Qkb6jQMSuBTK6g

The spell that almost completely invalidates Fire magic.

Note: Keep Magma Children away from your regular units or they might catch fire too.
qyn0CrwvQuHlaiNQzoPQV2W0swflJV6vC0hHkanPalYMN1Cqp8jHTQWRq3ii0_w-sEym60vfDO4yNUGTzTET7UZXrMCVV4CH32TEwL-Ha8PejhzWs8srOqNH7jC6SOVwmG0PnwhP5Y5dohfNvA


W_NmLwTtfno25c8TBBzrqWpz2ll2gdVJa302npz1QFjjS1H-ycLwxu5NuUDGnHKJrmKgyC6WYli0mmEtH2KI7bdelVxLxmlgak65jvHcRBSySm7HtUU7-LAZmOmgSWflRJxOizIg8MBdtFTiRg

One turn siege. :smug:
NuO6S0GdYoTDqhjA6ZLMHL6is_CXhaowNcXRF5CpRUi15wYZV4jM9_0kQ0HKPgXam1dMxnv5c7Phq44v1wDtXjGi76aIZUasL1krUJ7V1HEdcyCtyGVSz5YlRy6EBS9P5exU0JM6TsD1PkraFg


Atlantis hasn’t been passive however, they’re trying to attack our less defended provinces.

Something to note is that PD - Province Defense - is really fucking useless. You should only invest a tiny amount into it because any sort of professional army can take them on, to say nothing of actual players who can defeat an unlimited number of PD. They’re not even speed bumps.

Remember Cavemind? Here he is with a full set of equipment:
TrSIRvhjxHmtWKQR0FHSVUoR4MUGPyRo-VWWxN_V4IuGtmPM8V5IQcyEKM7nLAMquebbTG1pJRq3iBJtlCnxWqMAIedwj0h9HhR3Fvsb5tZFOmRhFVNZNsGTuK14kR4RPL912ON1GDh_keW2pQ


Frostbrand is the go-to weapon for wiping out entire groups because it causes AoE cold damage that will either kill or incapacitate lesser units. The Charcoal shield is more of a gimmick, normally you’d give him a Vine Shield that entangles anyone who attacks him. We don’t have access to Nature magic (yet) though so I went with whatever. A Horror Helmet to cause fear in the hearts of casual and Elemental Armor to give him resistances against, well, the elements. A girdle that just generally boosts his strength and vigor so he doesn’t tire out during combat and a flask of holy water so he starts every combat already blessed. Oh and also Boots of Flying so he can go anywhere both on the map and during battles. Nobody expects a 300 pound fat guy to just land in the middle of your mage corps. Let’s test him out on something easy.

ohat7TQWMBQ-Ts6wxT8IbQ3F9sgVGm5gPXwK6l2EKJc7M_Erh4FsodPbbR1KBsts6xtqb-h1kGLrkbKDqMx7E3w2X2NJrE4ZeNVPkACl2OHmeS47f0q0i8P39lyIKARRnMI1blH6_hzyH6ceqg


Motherfucker. This shows the importance of scripting, I should’ve told him to hold a turn or two and then attack the rear. RIP good old Cavemind. Also RIP all those items. :[

We did fuck up Atlantis royally though, they lost their capital. There’s no coming back from that.
The next turn, the AI decided to send their Pretender against us with no support. She is promptly mind-blasted and hacked to pieces. Fishmen are upset.
bTVWugZajOTjzOHhtaeqFtz2hCtl-XlVpva7lJ3ID4CF_UHhldDcgW4OrmHofY-DnVAphXI5HupnqJsm43XbH1fz15YqoMeNIytIpf76RemN-G_1c2Jy9YYozvM5cfws46qe5iTbGyDYYr2kVA
 

Fedora Master

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Messages
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A proper hero arrives:
xyYIocke7duxSAbDxbfCf2mEL4n4p_pdhGx-MU7CyCIH6aBsYYcHEk_-Q3CbaoUKZJCA53qDGFQ2EUG7ggIj8CahaYDyp6ZwoAj3zHWHVWgZDrgtlazO4lZuygxF1r6RoGVvYUcRYFLn1FQCbA


I had a Skull Staff ready. Some items increase your path levels in magic so Obsidian Eye here is now E4/D4 which is pretty damn nice.

The War in the Sea continues unabated, Atlantis isn’t quite dead yet.

Meanwhile Mekone is massing north of us and I move troops up in response. I’m honestly not sure how Cavern Guard would fare against their Gigantes. The thing about unit size is that 4 - which our guys often are - is the shittest size. Every square on the battle map has a space of 6, so you can fit 6 size 1, 3 size 2, 2 size 3 etc units in a tile. They will then combine their efforts and increase the amount of attacks coming from a single tile. In other words: 6 size 1 goblins in a square can simultaneously attack 1 size 6 giant in the other square. Obviously being size 4 offers the worst of both worlds: Only one unit per tile without the stats a big ass size 6 would bring.

pzSvw-di_3mRHM-LXz_GUr9WZ8LrT_W5DHkD7rtbTzK7felhLyaAD1uOV419YB9Uo-Z1FmMOs9XfXxpuTBr_MT5IhIlj8c0_eicfREOKM5a_3szs9utAFGf33ZGotZuuEe7_ID4YhJogZP6qcQ

I see what you’re doing there, asshole.
Thankfully the Zotz (Bat People) are really really shit units. No armor and only stone weapons. They just bring mass and can fly, which is annoying.

Yty7YE2GmSk7hvHNiKZiZJiksL9GNbHCAjtQdDp1Vv9O5vzz8GrLEkrwH4brTMaOZH4lWMPzBl_u93wDkeYJ_ueYlM7nAy8HtXCnS9_3IAOad2odF8nP6s3TmNH1mxN-cCZTVfs2xZy0aXyqKg



The plot thickens!
Let’s be nice, we’re all pasty sun-hating troglodytes here.

T2l_Z3IMrQDJaWHXhgE__lqifvK8qzlarC-_9lSQbwGRcJ52oJ1xekFkGaGn0qWIGaTQwjkn4cYUAwt-BI3Te9a1GUEMRHGrHXuzmdv63Iq4zbcmB1ywxkeHXREDMcorfstLxStKlx6D2KrIaA


Fuuuuuck. This battle showcases the importance of positioning. The Shark Tribe dudes flanked around my Seal Guards and stabbed the Oracle to death. Now all the units are scattered around the ocean.

Im angry now so I’ll dump a whole bunch of gems into summons to stock up on warm bodies:
36LYv6yBMccVOkfDgTJE0AbKmICa8SEKTqqvNq_6gpjQYcDczx9M9v0ChhvIHUmCzD33I3UU_qT8n3u7504RTNhbQWYLPeiGKyBaXdRzeeApr8IL60PqTOuOMntc_gTvtijmOWMyL5pPLZCrKw

It’s only one cave drake per summon, pretty shitty.

There was a Throne on a small island to our south-west, guarded by a bunch of chaff:
h_7LOxOx_qnfPw21IrWFJQjNBimmbpkIFHOq_Ne_Mbb6QpWhEoGk1hG2DEeE1xPs7--gqGKXs0z1SOKSDQxxjJMp7lLKkI4elJRjWg5sobyuDrKtUOlsGxR0XclXdqPb5kJUeEdAcfrsrG3OnA

aka the Throne of CURRENTYEAR
Magic resistance is nice. Works as a level 2 Throne. More Magic in our Dominion is appreciated, it generally speeds up research.

qERvCFEF7nqgsDnHWz6sslZdfDzXOSqeWGjYEZFjWsDkCjdmLYTOYcCCbBf2TDC4u4wvMqKv3XvDTvtrq5nXOmNVltOXRIp_O3wnBDq727FU3814fA9zbhpEokmq5gVEID81BSTy6jztJ3pUBA


The king speaks. We certainly have plenty of people with Earth magic. What shall we do?
 

Fedora Master

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Go deeper, obviously. :troll:

I sent in Obsidian Eye since he has good Earth magic.
NXRceW2URqzSmemT1KR_Z8xhdjOUaQK4Hct2_ckc8x5-jOprfGUx-gY7SG2fIvJIkOkAZNOUugr5tzoDSmhWYM0J9xI0EOKj8aeYNkts2b2EXzTEtveIggjTvMfiOIm8tweJZETKXlwDQeU2iA

Shit. Butt!
Olk9P7AqIsH4vq2aRp7EswykTYlyZlR-R4cB8ekAyaIgYpxG6ePyewl-mSmr6t-FWGNslHyYRUmdDokgWudrZY_62gSrAFCO_DU4hdTqGQt5usPmmv38h5SfP9AdlV0gOIkwlZpauCd6Ka2PQQ

Get fucked.

Let’s try to be nice instead. We need the troops I stuck in the province elsewhere anyway.

I-7nWCwxZ27d9U-O5tjKYopZBkSVnNhG5iPqGyaLIs4blgmSeOsZVRXxb9SuNai83ut8upcCwGZjqcJV1STNE-xGgZd_mS0NWjCarWXeSFfBc-dorAcdN1KiVBoKQ4szIMWKSSBsjSd7Gldf1g

Okay okay we’re leaving. Whatever, maaaan.

BC93xnNxrbzJAApIC3T1WbSCNbuDth4FomBteXrnGGtYUfiScNei2_KBVxQy0mr1FxWRk1dysBlkpI0WucWdXsMC_0Kq7RnubJ21fEa-dpEwknytG0l4IdSc5CByhBdoA62Af7v3LDhvPlsuRw

Umbrals are just bigger Penumbrals, who’da thunk. The difference in stats is noticeable though. Don’t underestimate stat buffs of a few points, it helps a lot.

RvzquKRNhC_pHrcF0dOEFtrrW5n2wtGMvZdBYVoq066crHqoYbgjnQ7yMjE-cDixld2U9c0nMmWS8hymJlfpsRjcDK6cMWDkDjze8kjzkJmLB3k24N3Pn_xdQUZXU8IYxSnfpiynQSQMYtB2rw


For some reason the AI is actively afraid of Thrones it seems. Oh well. It’s just a bunch of Vampires, we can blast them with our priests. What could go wrong?



Nothing. :smug:
I laughed my ass off at those vampire thralls landing in the middle of the Magma Children.

We get the Throne of Death, appropriately:
21Y9wP96tk_QnGML1NVD-6SpmCzxcXCG0gOmmK0PBm0t9QCq-D8WKEzCPJIP2BwzvZjGEJtn6B-RGd6xtJCQRNIJ6E5r4hM-STX9rtVsvlerpoCnJTX59R8w1A-HaP5mUZhB_fZGRVzmYGyagQ


HIMVZ026ltGsX7y1oorPKZ_aGkOuvr7ftXWPhRLk1qDZCkZmexEi717B2YLXFxpjT408aqZimxknpcFdJRf4_oUG6kxo6vld6HLX53MSNg7bBwE8Nn9z1EDROZzZ_dot7GgrkrUvTUtjcWnS6w


Oh yea. That happens. Thankfully Pale Ones really don’t give a shit. :smug:

And of course now those fucks turn up:
x364B_V-OWiD7PyR1WMYnuLhTVP3EYmCBjlfbZaMk5LWKY3OoDG0ez8KUISuZAlMA9617MeCvFttAfH0OeFvIEFsHlz3r06ODx9Ai2d9AvM9qqkwvu6Rp_8R87s9g002-Z051OMBdSqSBFH1aQ


:argh:
 

Fedora Master

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Messages
28,043
Also High Peaks keeps being a shithole:
OlVYe-IGYdY4dPQEVfH8Hz2n5353Kb-E6pTzCzLyyK30K8W4EeK9-uJTj9C3IXoty1SPZDPg6mGjm948pIQns2m6FZUBLhrAO3VB1j0m4DbJd6Ev1nPYHG4vA8bjC80ldWC7XU2L4phZw92Esg


Huh, the Mekone AI actually managed to get underwater.
mwfNDqnMqUtVL4NnR_EuDv4y5ZeSfcfbrIQ9SR0Wma_jXu_OqRymmWoxBeDR1vsmiGvgHAIPqbvnDiSeqFwDsZgpyHb97aX17H0hSSpBLD28skXJbB3k8TMY5Ec2pCepxHNscxPEpeAfRaJSWA


I set some soldiers aside to just guard our commanders. Look at this shit:



wTlj8uhf1DNUeIxtp3JoX_nNO5Q9y3W1_Z_EDJRFQu9KKSxj9hiVFPMwzIl95eCbbiXqnuavnlXr8X2qY_Wicu_MUzsIJ-0uJ6LUqVHN34Y9MS5h9eLrSEZymn7hhbWwtLKB_NKWDgaQv-NU-w

Jesus Christ. I told you it would get weird.

Anyway, I think it’s high time we take that one Throne full of undead right next to our capital. I don’t feel like playing grab-ass with the AI over irrelevant provinces forever.
jefNuxdjV5CMNz_ajwecAa2OEvgN_kAFKtJ_DoZW2F2e_tuy69nacpfYRQxoZhR3bhIcr_jqsYvTBj0N3on-Ed0Lhw_t3YhAqY7q4va41a1n5tYxX79ed-KAx8z3u4edJpt1BO2DwZMcUGDV_w

Oh NOW they’re claiming Thrones. Well, two can play at the annoying raiding game. I move Pillarspawned, our prophet, out of the waters and attack the Zotz from the rear.

We finally take the spooky Throne. Cool battle but you can see how scripting and formations are again key: I told DU to summon Fire Elementals but since those things can’t actually move through your own units they got stuck behind my lines being useless. :|


As a reward we get the Throne of the Sun:
3k2RXZm5IFtqf2WE8MQHH6rJpoJ45aHj9v0wWGKtg6WdY8uOSRylzgRlZFIGy6K5JCNvLNRUOVpZ8Grf8YtrxYAY7SOkWPGrpxFq6Gdw_hU7dOUBNyEp9rZxNZ8Asp3MBk_xqFCh6UTPp7TY3w

Very good. We also reclaim that other Throne the Zotz took earlier.

KMB_a7w2yxmH9bQRgKNOgqOZ1D2NnjHuCN98uN9CwsZdAoIBwV-nj35EuD4-BmpEfJ-vuAg9wDK_Igq9q7tGr0JcTflfp4-aoBC5_WSUANe0n4K5BWrr08xXg7HVMdJbOguL_Lpa5SaEvHoMIg

Not long now.
 

Fedora Master

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Xibalba keeps throwing bats at our forces to no avail.
For some reason Tritons keep rising up against us in the sea provinces we conquered. Ingrates!

We conquer another Throne, this time guarded by an Abole- I mean “Mind Lord”:
MqZQGfTZNplVUkQECEKKmP6yxlQLGwuNJBAUNtUfbEgYbBptWj6dvbGFTxXSDuVO39XlXWmAN8bJrJaQKkEih3asGzfJ7hNbUcsD9WVr1xV0mFH642YvUujOw7V3STqrK6sdEkRMRnYOUjSOng

Seal Guards doing the heavy lifting.

DY_DCwuy6Vo1Yl_LatHUSJiHegOCCA-zsm4qgi-AWUNacgUlIq3ESDKBn5RxeXVcBaFnGeFRTrzxhAO34PljTF0WLyfoboYug-dEeMI3AowYLEqn_QgUcJ3Wwx0WHJ5QSEi5VI_sMUmPKbeddQ


We did it boys, victory for Codexers everywhere!
BumbIAj8M_92GS0G69I8opj-3CcsBCoLMCe9x3kVCjIvwvOyBzHYl8K0zK41b6J1pNK4tDv9dWuAFkwaTWS-baL4QxCcfP0sJxsC_x6iI1DZU-xNExiFAlGCOX1e1HZIBdqDxD9Rt0lSkcygYg


:martini:



Thank you for reading. I hope I was able to give you a decent overview of this very intricate, very prestigious game... despite being far from the most experienced player. I certainly enjoyed playing and learned quite a bit since I had to review every battle carefully as to not fuck it up too much.
 

Dayyālu

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Joined
Jul 1, 2012
Messages
4,480
Location
Shaper Crypt
You are a worthless retard, but Dominions LPs and new players should be always rewarded.

I'd suggest to read the old Grimwulf LPs and barge in MP. Single player doesn't cut it if not for larping or some peculiar mods, and the community is (at least, was) friendly. If you can't stand Discord-based communities there's always /domg/ and Steam groups.

Furthermore, Dominions isn't hard. It's simply..... big. MP is a very wide world tho, dip in and enjoy the wonders of quadruple-bless Mictlan rushes.

 

Fedora Master

Arcane
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Messages
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If there's some interest I can do another one.
As I said I'm not a good player at all so you're not going to learn deep dark secrets about the game from me though.
 

Grauken

Gourd vibes only
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Messages
12,802
Let's Plays are more about the entertainment anyway
 

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