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Dominions 3 Q&A

Started by mikeck, April 03, 2013, 09:32:43 PM

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Myrmidon

Here's a thread describing the benefits of temple spamming. http://forum.shrapnelgames.com/showthread.php?t=31056

In addition to cumulative effects on dominion spread, it also increases the number of sacred troops that can be recruited for every 5 temples (which really is only important for certain factions)

undercovergeek

Quote from: Myrmidon on April 06, 2013, 12:29:08 PM
Here's a thread describing the benefits of temple spamming. http://forum.shrapnelgames.com/showthread.php?t=31056

In addition to cumulative effects on dominion spread, it also increases the number of sacred troops that can be recruited for every 5 temples (which really is only important for certain factions)

remember theyre not always 200 - it depends what race you are Neifelheim pay 400

Ubercat

Almost every faction pays 400 for temples. I believe the only ones that pay 200 are Man(not certain) and Pangaea(certain).

Every 5 temples increases the strength of your dominion (how easily it spreads) and also the maximum level your dominion can reach in any province by 1. For example, if you start a game with Dominion level 6, and then build 5 temples, your dominion then spreads as if it were level 7, it can reach a maximum of 7 candles in any given province, and every space in which you can build sacreds has a max number of 7 built per turn.

There's a formula in the manual which describes the math behind dominion spread, but I believe it's outdated. I thought I read five years or so ago that they'd changed it to something else that was equivalent.

Speaking of sacreds, 95% of the time you'll only be able to build your own factions types, which require a fort and a temple. Some spaces have special sites which also allow you to build other types of sacreds in those spaces. If you find one, you have to build a temple in the space to recruit them.
"If you have always believed that everyone should play by the same rules and be judged by the same standards, that would have gotten you labelled a radical 50 years ago, a liberal 25 years ago, and a racist today."

- Thomas Sowell

mikeck

Ok, next question. FINDING GEM SITES

What is the best way to do this. I don't want to waste researching mages or those traveling with my army, but I need more than just my air and nature gems. Also, my mages can find water, air and nature but not earth...which is what I want. My newly escaped Pretender is level 5 earth, air, water and level 4 nature...he can find some but he also has a research h rate of 20 so don't want to waste that.

Are there icons on the map that indicate a higher likelihood of a gem site? For example, I see a Stonehenge looking thing and another province with a white star. I need earth gems to start making some of these items my pretender was born to craft!
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

Ubercat

Can your pretender forge any items that confer Earth magic skills? If so, you could make an Earth mage and then have him cast the remote Earth site detecting spell (name escapes me). Of course, that would require some Earth gems for each casting. If you can't trade for Earth gems, you can have a mage alchemize them for you if you have plenty of other gems that you don't need. It will be a 4 to 1 exchange rate, though. Two x gems convert to one Astral gem. Then two Astral gems convert to one Earth.

I like high luck scales for getting lots of gem and gold granting random events. Luck is also great for getting one or more of your factions three special heroes. I've read expert players saying that luck is overrated, but I've often had good - umm - luck with it. In my last test game as Jotunheim with Luck 3, for the upcoming middle era game, I received all three heroes by turn 30 or so. Granted, that's the best I've ever managed!

I've read that if you take negative luck scales, especially -2 or -3, you can forget about ever getting a special hero.
"If you have always believed that everyone should play by the same rules and be judged by the same standards, that would have gotten you labelled a radical 50 years ago, a liberal 25 years ago, and a racist today."

- Thomas Sowell

Nefaro

#50
Quote from: Ubercat on April 06, 2013, 11:07:20 PM
Can your pretender forge any items that confer Earth magic skills? If so, you could make an Earth mage and then have him cast the remote Earth site detecting spell (name escapes me).

Gnome Lore (Thaumatugy-2) IIRC.

I also prefer to have at least an even Luck scale, as the extra money and gems are welcome... and the hero thing too of course.  The latter really helps in site searching and research in the early game.

undercovergeek

#51
Quote from: mikeck on April 06, 2013, 09:47:58 PM
Ok, next question. FINDING GEM SITES

What is the best way to do this. I don't want to waste researching mages or those traveling with my army, but I need more than just my air and nature gems. Also, my mages can find water, air and nature but not earth...which is what I want. My newly escaped Pretender is level 5 earth, air, water and level 4 nature...he can find some but he also has a research h rate of 20 so don't want to waste that.

Are there icons on the map that indicate a higher likelihood of a gem site? For example, I see a Stonehenge looking thing and another province with a white star. I need earth gems to start making some of these items my pretender was born to craft!

i would take your pretender, and 2 mages with different magic paths and get walking - in our MP game here i have a W3 mage, my E4/D5/N4 pretender, and N3 mage - they havent failed to find one yet but it takes time - herein lies the beauty of the game - as Keannu once said 'what do you do, WHAT do you do?' - research or search, fight or forge - you cant do them all early game

or head for acashic record spell which is a level 9 search of all magic paths in your own territories

edit - all the none 'normal' territories have a higher gem possibility - swamp, mountain, waste and forest

Nefaro

I also read that the highest magic skill needed to find a site of a specific color is 4.  So having a Pretender with 4+ in many disciplines (schools?) certainly makes manual searching more efficient.

mikeck

In the end it about choices. I would love to put him to work researching or in command of a crap load of sacred troops. I am up to level 3 evochron, 3 alteration And 4 construction so he can do a little damage. Oh well. Better to use him now to look for gems so I can fight him later
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

Huw the Poo


mikeck

"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

JasonPratt

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undercovergeek

ok, one for me - can i cast a ritual summons spell anywhere or does it have to be in a lab domain - and does the said summons appear where the mage cast the spell

edit - balls, the mage needs the gems in his hand doesnt he - so in my case i think hell need to be at a lab but in future can he be anywhere if hes carrying the gems?

Nefaro

Quote from: undercovergeek on April 09, 2013, 04:30:54 PM
ok, one for me - can i cast a ritual summons spell anywhere or does it have to be in a lab domain - and does the said summons appear where the mage cast the spell

edit - balls, the mage needs the gems in his hand doesnt he - so in my case i think hell need to be at a lab but in future can he be anywhere if hes carrying the gems?

Rituals must be done at a magic Lab, and you can access your gem 'bank' at any of them so they don't need to actually carry them since they'll already be there.

Equipping gems is pretty much for combat spells.

Huw the Poo

A word of caution about blood slaves: Unlike gems, they are actually represented as units on the field in combat, and thus can be killed before they're "used" by the mage.