Dominions 4 Teasers
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- Ancient History
- Serious Badass
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MA Agartha:
![Image](http://farm8.staticflickr.com/7285/9669676561_1d15febfcf.jpg)
![Image](http://farm6.staticflickr.com/5544/9672903932_8ba9ba21b6.jpg)
![Image](http://farm4.staticflickr.com/3730/9669676909_8e81711fe3.jpg)
![Image](http://farm8.staticflickr.com/7340/9672903768_320285e6ff.jpg)
![Image](http://farm6.staticflickr.com/5488/9672903742_13d826f217.jpg)
10% FWED random
Edit:
Current map has no caves, so not shure if there are some non fort recruits.
(looked at an mountain province, but nothing there.)
Last edited by Korwin on Wed Sep 04, 2013 12:52 pm, edited 1 time in total.
- Ancient History
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Mages are cheap and none are slow recruit. The recruit everywhere mage is immune to the drain scale.
Magic diversity is still bad.
Edit2:
After creating Pretenders you can look them up, afterwards.
MA Ulm Pretenders:
![Image](http://farm3.staticflickr.com/2850/9669786655_84a0709fd3.jpg)
Edit3:
If someone wants to see an screenshot from an specific unit, ask and I'll post it.
But I'm to lazy to post all of them, like Avoraciopoctules did.
Edit 4:
![Image](http://farm8.staticflickr.com/7328/9673055076_9f35400c22.jpg)
Magic diversity is still bad.
Man still has cheap temples (and Monks, like Logrian Wise Man) dont need forts to recruit)Ancient History wrote:If Man still has cheap temples, then monks are going to be an easy way to fortify (and keep) dominion, especially in the early game. Not that I've ever seen Man fall to a DomKill, but it could happen.
Edit2:
After creating Pretenders you can look them up, afterwards.
MA Ulm Pretenders:
![Image](http://farm3.staticflickr.com/2850/9669786655_84a0709fd3.jpg)
Edit3:
If someone wants to see an screenshot from an specific unit, ask and I'll post it.
But I'm to lazy to post all of them, like Avoraciopoctules did.
Edit 4:
How much did the Mictlan Priest cost in Dom3?FrankTrollman wrote: With the price point on even low end mages so high, I think you'll go a lot of turns unable to recruit casters in every fort. Being able to squeeze out a monk for 25 gold is something I foresee doing much more than I would have in Dominions 3.
-Username17
![Image](http://farm8.staticflickr.com/7328/9673055076_9f35400c22.jpg)
Last edited by Korwin on Wed Sep 04, 2013 1:15 pm, edited 4 times in total.
Recruitment screen capital:Shatner wrote:For those of you playing with the beta version, feel free to share any interesting new observations you have. A lot of us have been looking forward to Dominions 3++, but the big question is whether Dominion 4 is a step forward, sideways, or backwards.
![Image](http://farm4.staticflickr.com/3763/9673179516_3d9415fe5b.jpg)
Captiol only mage:
![Image](http://farm8.staticflickr.com/7287/9673179756_d874efd550.jpg)
Recruitment screen inland:
![Image](http://farm3.staticflickr.com/2852/9669951545_daa91548c5.jpg)
Recruit everywhere researcher:
![Image](http://farm4.staticflickr.com/3701/9673179856_c86fcdd85d.jpg)
Recruitment screen in an Fort on the coast:
![Image](http://farm4.staticflickr.com/3797/9673179480_dd102d213e.jpg)
Recruit everywhere on the coast
![Image](http://farm8.staticflickr.com/7379/9669951523_aff6867f48.jpg)
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The big determiner of whether Ulm is still garbage is how well their soldiers do in combat, which has a lot to do with fatigue mechanics and I haven't done or seen any tests. Still, on first, second, and third look Ulm seems to be a pile of garbage. MA Agartha I'm pretty sure is garbage. I don't think there are any surprises that could be waiting for us in their special spells or whatever that would make that faction not be shit.
Expect people to field across the board less high end mages compared to how many troops they have. Even before we take into account the fact that some units are slow to recruit and simply won't be purchased in quantity at all.
-Username17
60 gold. Even the lowliest of casters has been made more expensive, with the cost premium for being a more powerful caster being increased considerably. And the research benefit is relatively smaller. At Magic 1, two Mictlan Priests equals a High Seraph, which did not used to be the case.How much did the Mictlan Priest cost in Dom3?
Expect people to field across the board less high end mages compared to how many troops they have. Even before we take into account the fact that some units are slow to recruit and simply won't be purchased in quantity at all.
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- Avoraciopoctules
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- Avoraciopoctules
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Summon Ogres is like Conj 1 or 2, it only requires a little Earth, and it gives you burly neanderthals with clubs. I've seen squads of ogres repeatedly take out lightly-geared-and-buffed archdevils in melee, so I'm thinking they'll make respectable thug counters.
Gives Ulm something to do with Earth gems, at least.
Gives Ulm something to do with Earth gems, at least.
It looks like Ulm's mages have gotten even cheaper than they were in Dom3. I don't know what a resource bonus is, but I assume it's the percent discount they get while forging (which means it's been reduced to 10%). The big question is what the Forge Bonus does. Does it count as additional paths for forging purposes (like when Forge of the Ancients is up), meaning the Master Smith is considered an E4F3 when forging? That might be something...
Don't know. But I would be sad if the same nations were the joke options for their era. The dunce cap should be passed around a bit from revision to revision.
EDIT: A big thanks to Avoraciopoctules and Korwin for the screenshots.
Don't know. But I would be sad if the same nations were the joke options for their era. The dunce cap should be passed around a bit from revision to revision.
EDIT: A big thanks to Avoraciopoctules and Korwin for the screenshots.
Last edited by Shatner on Wed Sep 04, 2013 2:56 pm, edited 1 time in total.
Forge Bonus = reduce gem cost (no longer %)*
Resource bonus = increases resource in province for recruitment.
so an master Smith + dwarfen hammer creates 5 gems items for One gem.
Resource bonus = increases resource in province for recruitment.
so an master Smith + dwarfen hammer creates 5 gems items for One gem.
Last edited by Korwin on Wed Sep 04, 2013 3:01 pm, edited 1 time in total.
Huh... that's a really interesting take on it. You'll be recruiting master smiths every turn everywhere because (sad though it is) they are your best researcher, battle mage, forger, and site-searcher (unless Holy sites have made a big comeback). Also, you'll be trying really hard for that 20% random path on the Master Smiths. And while the smiths are piling up (and it seems they are quite cheap by Dom 4 standards) your in-province resources are increasingly steadily. More Smiths = more troops. And if Ulm troops still cost next-to-nothing gold-wise then having an army that is actually massable in the mid-game and costs virtually no money or upkeep might actually be something.Korwin wrote:Forge Bonus = reduce gem cost (no longer %)*
Resource bonus = increases resource in province for recruitment.
so an master Smith + dwarfen hammer creates 5 gems items for One gem.
Assuming, of course, that the resource bonuses stack from multiple smiths.
Last edited by Shatner on Wed Sep 04, 2013 3:46 pm, edited 1 time in total.
Ulm Test:
First turn:145 R
Second turn: 155 R (1 Master Smith)
fast forwad
11 turn: 216 R (10 Master Smith's, 24 Unrest - I suppose some bad Event)
No Expansion, Production 3
Ulm Test 2 (with Sloth3):
First turn: 55 R
Second turn: 65 R (1 Master Smith)
11 Turn: 155 R (10 Master Smith's, no unrest this time)
I'm surprised the Bonus from the Smith is not influenced by the scales...
First turn:145 R
Second turn: 155 R (1 Master Smith)
fast forwad
11 turn: 216 R (10 Master Smith's, 24 Unrest - I suppose some bad Event)
No Expansion, Production 3
Ulm Test 2 (with Sloth3):
First turn: 55 R
Second turn: 65 R (1 Master Smith)
11 Turn: 155 R (10 Master Smith's, no unrest this time)
I'm surprised the Bonus from the Smith is not influenced by the scales...
Ulm doesn't seem to have countered their fundamental problem, which is that they're about not having magic in a game that is about having magic. Unless they've either got some seriously awesome E1/E1H1 spells hiding somewhere or their basic troops are packing special abilities or superhuman stats (or their encumbrance has been dropped a whole bunch) they're mostly fucked. I guess that making mages more expensive for everyone else and making the best ones take multiple turns to recruit buffs them via nerfing everyone else, but probably not by enough.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
- Ancient History
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- Avoraciopoctules
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- Avoraciopoctules
- Overlord
- Posts: 8624
- Joined: Tue Oct 21, 2008 5:48 pm
- Location: Oakland, CA
- Avoraciopoctules
- Overlord
- Posts: 8624
- Joined: Tue Oct 21, 2008 5:48 pm
- Location: Oakland, CA
Jumping back to Ulm, Summon Ogres is Conjuration 2 and requires Earth 1. Basically all your mages can cast it easily.
5 Earth Gems turns into 5+ ogres. I think this looks like a seriously nice deal, you could churn out like 40 ogres on the turn you finish researching to Conj 2. And your 5 cap gems are all Earth, you can probably afford it.
5 Earth Gems turns into 5+ ogres. I think this looks like a seriously nice deal, you could churn out like 40 ogres on the turn you finish researching to Conj 2. And your 5 cap gems are all Earth, you can probably afford it.
- Avoraciopoctules
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Based on what I know now, some Bless-able giants who can recruit some national mages from provinces using only a lab. I seem to remember that one of the new nations did that.Avoraciopoctules wrote:What do you want in your dream nation? If it's just great bless troops, I haven't checked out any giant nations yet.
Still sad about Lanka. The nerfs to Blood hurt and the nerfs to Air were negligible, but ruining my Rakshasa is just too much.