--- Preface: ---
Welcome to my first let's play. The name of the game is Dominions the third and i will be the one telling the story.
Dominions 3: The Awakening is a simultaneous turn based 4x strategy game set in a fantasy universe.
What does that mean?
- Turn based means that the game is played by turns. Simultaneous in that means that players give orders simultaneously, which are then executed in one batch at the end of the turn.
- 4X stands for eXplore, eXpand, eXploit and eXterminate. Is is the type of game where you manage an empire with the goal of defeating other empires.
- The fantasy universe combines historical, mythical and fantasy themes resuting in a world where a rome like human nation can exist alongside a nation composed entirerily of undead beings.
As with most simultaneous turn based games, combat in Dominions 3 is simulated and not interactive. This means that while we assemble the armies, give them general orders and set their formations, it is not us but the AI that fights the actual battles. We can watch the battles afterwards, but we can not control our units.
I am using a few mods, but nothing really big. One adds a few new spells, one changes how the map flags look like and one adds new pretender forms.
--- The plan ---
I will be playing on a large random map in the early era, with 11 AI nations plus my own to a total of 12 players. AI will be normal difficulty, but random nation and personality.
There are three different eras in the game: early, middle and late. Early has the most fantasy elements and fantastic units / features are less and less dominant towards the late era. We will play early era, as i like fantasy myself
I will be playing a random nation.
Since the game is rather complex, i will try to explain what i do. You will find these explanations and rule snippets in spoiler tags.
--- Preparation ---
Okay, so here we go. I selected the random map, added the random AI choices and was assigned a random nation: Tir na n'Og.
Here is the information i was given about the nation:
The next step is creating our pretender, the god of Tir na n'Og.
Here are the choices I made:
- We start as an imprisoned sage
- We are adept in basically all schools of magic
- We are a nation of chaos, but also of productivity, magic and fertility.
--- About god creation ---
Spoiler:
What kind of god we choose can have very serious effects on how our game plays. There are four aspects of godhood, which i will explain here. God creation is a point based system. We start with 500 points and spend those on the various godly aspects of our pretender.
- First you have to pick an avatar. It is the physical form your god will have. There is plenty to choose from really, ranging from the fragile old man to the big scaly dragon or even the lifeless statue. The forms vary greatly in point cost, depending on how strong the form in question is. The sage i choose is rather cheap and can easily be used as a spellcasting platform as it can cheaply learn new magical spheres.
- Magic is the second aspect you have to decide about. There are eight spheres of magic: fire, air, water, earth, astral, death, nature and blood. Spells in the game can belong to one or two of these spheres. The sage i will play has a rather general approach to magic, with almost every sphere at level 3. This will come handy later.
- Next step is selecting how our dominion looks like. Being godlike beings fighting to be the sole remaining god, faith is an integral part of the game. If noone believes in us (our dominion is reduced to zero), the game is effectively over. The lands where people believe in us are slowly turned into what we envision our world to be like. This is what dominion scales are about.
The candles on top determines the strength of our dominion. The stronger it is, the easier it can spread to distant lands.
The various scales in order from top to bottom are: order/turmoil, productivity/sloth, heat/cold, growth/death, luck/unluck, magic/drain.
Each level of the scale (3 levels in each direction) gives various bonuses or penalties, depending on what direction we adjust them. Eventually all the lands that follow our faith will have the bonuses/penalties set here.
-Finally we set how our god is going to start. We can forfeit the use of our god in exchange of extra points. Dormant means it takes about a year of game time for our god to wake up, while imprisoned means it takes about 3 years before we can use our pretender. A year is 12 turns in game.
When all of this is done, we give our god a name and we are good to go.
The fancy title we get is randomly generated
--- Turn 1 - Spring in the first year of ascensions wars ---
The ascension wars begin. How and why? See for yourself:
Okay, so this being the first turn, theres lot for me to do, and even more to show. First of all, i havent really played Tir na n'Og in the past, so i have to familiarize myself with the types of soldiers they have. Then i have to whip up a strategy of what i will try to accomplish and how i plan on doing that and finally i have to act on that information.
- THE MAP -
The whole world awaits and we are here to conquer.
The first thing to look at is the map. As you can see I'm at the bottleneck of the landmass (that green something surrounded by white somethings - flags actually, but its hard to tell from this far out) so i will try to isolate the right side of the land and claim the top right corner first, eliminating anyone on that side before i move on to the rest. Easier said than done, not knowing what races we are facing, but you will see.
The area around my fortress kinda sucks.. i got swamp, desert, forest and plains. No high income lands to pick and a little weak on resources as well.
Spoiler:
Forts in Dom3 collect resources from neighboring lands which then i can use for unit production, so what provinces are next to your initial fort becomes kinda important.
A little further out however theres plenty of rich fields and even a few mountains, so we are far from being hopeless. Luckily for us, our units are not resource heavy, meaning we will be able to recruit more of them despite being little low on resources.
- THE ARMIES -
Heres detailed info on all the units available to me with a quick explanation of the various stats:
Spoiler:
Units come in two types: simple soldiers and commanders. Commanders are special named characters that lead my armies or perform special tasks, while the standard soldiers make up the bulk of the army doing the dirty work.
The various unit statistics are as follows:
Hit points - Hit Points (HP) represent the amount of damage that a unit can withstand before dying. An ordinary human soldier has about 10 HP, a giant has about 30 HP and a dragon typically has over 100HP.
Protection - Protection indicates the thickness of any armor worn by the unit, including natural armor such as scaly skin. The protection value reduces damage. Light units have a protection ranging from 3 to 10, while heavy units can have protection values over 20.
Morale - A unit's Morale value represents the courage and valor of the unit. A typical human soldier has a morale of 10.
Magic Resistance - Some spells can be resisted and avoided by targets with an iron will. MR indicates how well the unit can resist such spells. A typical human soldier has an MR value of 10.
Encumbrance - The Encumbrance value indicates how fatigued a unit will get from one round of meelee combat.
Strength - Represents the phyiscal might of a unit. A typical human soldier has an strength of 10.
Attack skill - Represents the unit's ability to hit an enemy in meelee combat. A typical human soldier has an attack value of 10.
Defence skill - Represents the unit's ability to avoid getting hit in meelee combat. A typical human soldier has an defence value of 10.
Precision - Represents the targeting skill of the unit, which is used for ranged weapons and spells. A typical human soldier has a precision of 10.
Move - The two numbers represent the map movement speed and tactical action points of the unit. A typical human soldier has 12 AP, while a mounted soldier might have 25 or more.
Gold - How much gold it costs to recruit the unit. I will have to pay 1/15 of this as upkeep every turn as well.
Resources - How much resources the unit requires. Unlike gold, resources are not collected, but used up and renewed every turn. So if i have 100 resources to build from and i do not use those 100 resources, they are gone. If i use them all up, next turn i will have 100 to work with again.
Let's see what we've got:
Oh look, its the militia. Cheap and useless. Not something you would ever consider building.
Slingers lack damage, range and precision to be really useful in ranged combat. Nonetheless, they are our only ranged troops.
Warriors armed with a spear and a two javelins. They will get close to the enemy, then throw their javelins at them before engaging in meelee combat. They have below average protection, but their defence skill and slightly higher HP makes up for it to an extent. Plus the length of their spear helps them when fighting enemies with shorter weapons.
Warriors armed with just an axe. Axe has a higher damage than spears (more than double), but they have to get extremely close to their enemy to use it and they are not really that well protected. Nonetheless, against heavily armored troops, they might be our only alternative.
As you can see, these guys are more expensive, but they do make up for that in normal and special abilities. They have the same good defense, but they also got a slightly better protection value as well. Whats more important is that they are stealthy and can fool their enemies in combat using illusions that makes them harder to hit.
The icons you see below their stats are: stealthy, glamour, forest survival, darkvision. Meaning - they can enter enemy provinces undetected, they can create false images of themselves to confuse the opponent in combat, they can survive in forests without food, and they can see in the dark. Despite the spear being a low damage weapon it is, they are a decent choice for mass production, as their higher survivability might make them more cost effective on the long run.
Our only sacred soldiers available for recruitment. (the candle under the stats tells us they are sacred and as such can be blessed) Since we have no bless bonuses from our god, a unit being sacred means little to us. While they have nice stats, its unlikely we will be including them in our armies.
Commanders
Commanders have an extra stat:
Leadership - The leadership value indicates the maximum number of troops that a commander can lead.
Also they have the equipment bar (gray icons underneath stats), which we can later fill with all kinds of fancy stuff we forge.
A simple scout character. Scouts are just that.. scouts. They can enter enemy territory which gives us a better idea of whats there. They will not be able to lead our stealthy units, as they have no leadership skill of their own.
One of our general characters. Has a rather low leadership score and no special abilities.
A significantly better general, with plenty of special abilities and even some magical skills. (the sphere icon followed by the number represents the levels of magical knowledge the character has. The candles represent the holy sphere, which is unique to priests)
More importantly, this general along with the rest of them is stealthy, meaning that he is able to lead our stealthy units into enemy territory.
Similar to the previous commander, but better magical abilities and a mount.
A wizard chick. Much the same abilites as the previous one, but literally no protection value to speak of. Not someone you want to see in the first line of a battle. The question mark icon represents a random sphere, while the books represent the research speed of the character when doing magical research.
While the character has no protection and less magical skill variety, it is stealthy and can assassinate enemy commanders. (last icon) In assassination mode, only the assassin, and the target commander get to fight. Might make a good assassin later on, when i got some research done in combat magic
A decent priest/wizard on a mount for leading the troops.
Without question the most powerful of our wizard characters, with only limited leadership skills.
I will try to make the Sidhe warriors my standard soldier for the armies, supplemented by magical beasts when i get around to summon those.
- MAGIC -
Most of my mages are air / nature with some water mixed in. Theres no fire or astral mages, which sucks to be honest as those are two cool and/or useful spheres. Luckily enough, my god will be able to cover these once he breaks free.
since neither nature or air magic is particularly strong in damage dealing, i will have to rely on summoning / support spells, so the schools of conjuration, alteration and enchantment are my first priorities.
Spoiler:
Spells in Dom3 are categorized into schools. Spell research is done by allocating the available research points to these schools with a slider system. Right now, 100% of my zero research points are allocated towards conjuration, which is fine to be honest.
Each school has 10 levels, ranging from 0 to 9. Once you unlock a level, you can access all the spells from that level, given you meet the sphere requirements.
Since i have no researchers yet, magic has to wait for a while.
- ACTION -
Now that i know what i have to live with and have a plan for territorial and magical expansion, all i have to do is act.
So in one bold move, we send Ceallach, the scout over to Imictan forest, to see whats there. In the meantime let's recruit some more soldiers: 9 sidhe warriors.
Spoiler:
Information about enemy units is automatically collected for any province next to one of our provinces. This information however is extremely unreliable, unless we have a scout there. Since the forest is the first target for expansion, it is sensible to send the scout there to gather information.
I could of course send the army as well, but since i know nothing about the forces there, it would be a reckless act, that - if unsuccessful - would cause a severe setback in expansion.
In recruitment you can see the 9 soldiers lined up, with the 9th being slightly faded. This means that my resources only allow 8 to be recruited this turn.
That concludes the first turn of Tir na n'Og. I will probably not write this much about a single turn again, but as i said, the game is quite complex, so these lengthy explanations might be useful for you to understand how things work.
If you are interested in becoming part of this world, you can sign up for it.. there are positions open for all the major commander types. If you happen to become a wizard, then i cant promise you will see that much action, as wizards usually stick to their labs doing research, but the field commanders will sure have a chance to make it into the hall of fame. (an ingame feature for the most successful commanders, giving additional bonuses)
While it wasnt intentional, the first few post have more than enough explanatory elements in them to call it a semi-tutorial. So why not go down the road all the way. If you have any questions, if you would like to know about some event or feature in more detail, i will be archiving every turn, so i can revisit them and make more screens of them later.
To be continued...
Last edited by csebal on Wed, 29th Apr 2009 12:20; edited 3 times in total
--- Turn 2 - Late spring in the first year of ascensions wars ---
Not much to report (yet). Some nations have appointed their prophets.
Spoiler:
Any commander can become a prophet, but there can be only one prophet of a faith at any given time.
Prophets are powerful priests that are exceptionally good at spreading our faith.
- WHATS UP? -
Our scout arrived. Luckily for us, the forest is both rich in mineral resources and has an okay income. Even more lucky, that it seems to be lightly defended.
Also our new recruits have arrived. Just in time to join the assault on the forest.
Army setup:
The militia (top squad) is placed in front to soak up the enemy missile damage, with the more valuable sidhe warriors (bottom squad) and the slingers (middle) in the back.
Spoiler:
Positioning is shown by the red and white boxes in the green area.
White is the current squad / commander,
Red boxes show squads of units other than the current one.
Blue boxes show commanders other than the current one.
A commander can have a maximum of five squads regardless of leadership abilities. The squad can have any number of soldiers though. It is generally wise to not have squads with less than 4-5 soldiers in them, as squads so small can rout easily.
Commander Cuirithir is then told to move against the enemy province. Ceallach is given the order to move to the next potential target: Dighmor.
At the end of the turn, we order some more sidhe warriors and a new commander as well, a Bean Sidhe sorceress.
--- Turn 3 - Early Summer in the first year of the ascension wars ---
Not much has happened since the last turn. Ascoscephale has appointed their prophet and we'va had a battle in Imictan.
Not a big suprise here. The two losses were most probably caused by a mix of friendly fire and enemy fire. I do hate archers because they usually cause more damage to my own meelee troops than they do to the enemy
Let's see what REALLY happened there:
Okay, so Cuirithir has taken the rich forest and Ceallach is now busy sneaking around the stinking marshlands of Dighmor.
I do think that those woodsmen are a little off, but hey.. swamps do have trees as well. Let's ignore them for now anyway.
Considering that Cuirithir's army is by far not a strong one, and since new recruits have arrived to our castle, i ordered the commander to return immediately.
Here are the new recruits. Note, that our first wizard has arrived, so we can finally start doing some research.
Fresh meat:
R&D:
The golden rule of warfare: More = Better. With that in mind, I order some more sidhe warriors.
With everything said and done, this is how things look now:
--- Turn 4 - Summer in the first year of the ascension wars ---
Another bunch of proclamations (these proclamations are always prophets being announced), and an unexpected event.
Spoiler:
Unexpected events can be both good and bad. Since we are playing with a high turmoil scale (it lowers our income and increases the chance of random events) we will probably see quite a few of these. Thing is, we have a neutral luck, so there will probably be just as many good as there are bad events.
Ehh.. just what we needed. Could have been worse tho.
Spoiler:
Hurricanes kill the population of the province, and cause some unrest. Unrest reduces the gold and resource production of the province. Unrest above 100 makes recruitment impossible.
A few things to note here:
1) Our population has fallen compared to last turn despite the fact, that we have a high growth scale.
2) Unrest has increased, and the AI advisor has reduced the taxes to compensate.
Spoiler:
Lower taxes (<100) increase growth and reduce unrest, while higher taxes (>100) increase unrest and tend to kill population.
Anyway, let's move on for now.. the tax reduction can take care of this in a few turns, even though the unrest and 50% taxes together mean that the province will provide only about 1/4 of its normal income. This is not good news, considering that it is our primary money making province at the moment.
So what else has happened?
- We did put some research points into conjuration, but its still far from even just level 1.
- We did recruit some more troops and Cuirithir has made it back to our castle.
Let's fill him up with those fresh soldiers.
Meh.. now we've got too many soldiers. Commander Cuirithir - despite being the brave commander he is - is merely a fir bolg champion. He can not lead more than 40 soldiers. Our wizard is not a good commander either, she could handle a few troops, but even then we would have to leave some of them behind, not to mention the fact that she is busy researching, so shes not going to go to war just yet.
The problem:
It seems we have to hire a better commander for our troops. A Sidhe Champion would do fine. Also sidhe champions are capable of casting spells and also act as priests, which will come very handy later.
The answer:
We did spend the rest of the money on additional sidhe warriors. Remeber: More = Better.
As for our plans:
You can see that our doiminion is slowly expanding to new provinces. (the white candles on the map represent our dominion. Black
candles are enemy dominion. Number of candles represent the strength of the dominion in that province.)
The good thing about friendly dominion is that we can see some of the stats of lands with friendly dominion. This is already a big help, as we will be able to adjust our expansion plans accordingly.
Dighmor stinks: Not just because it is a swamp, but mainly because it is a swamp with swamp like stats.
The grass over in Walden on the other hand seems to be really green in comparison.
I dont think you have to be a god like me to spot the difference there.
So since we already know what we would face in Dighmor, we can send Ceallach over to the grassy green plains of Walden for a quick look at their defenses.
In the meantime we order commander Cuirithir to patrol the province.
Spoiler:
Patrolling can help spot sneaking enemies, but it also decreases unrest in the province. The patrolling forces are looking for people opposing our ways, kill them so we can have a chat with them about proper behavior
Damn. This is exactly how a screenshot LP should be! Have you done one of these before somewhere else? Looks like you got some practice
Btw. do I have to watch the battles or can I skip them and directly go to the result?
Since you have no control over them it would get pretty annoying for me to have to look at them
plus, may I ask which patch are you running or which is the latest one?
Damn. This is exactly how a screenshot LP should be! Have you done one of these before somewhere else? Looks like you got some practice
Btw. do I have to watch the battles or can I skip them and directly go to the result?
Since you have no control over them it would get pretty annoying for me to have to look at them
plus, may I ask which patch are you running or which is the latest one?
If i'm right the 3.15 is the latest patch to use.
I'm using this patch and till now everything works fine ( saw torrent sites flooded with comments of problems using later patches )
As for the battles i dont have to watch any battle except if i choose them in my messages.
Maybe patch related since i started this game after installing all patches.
Damn. This is exactly how a screenshot LP should be! Have you done one of these before somewhere else? Looks like you got some practice
Btw. do I have to watch the battles or can I skip them and directly go to the result?
Since you have no control over them it would get pretty annoying for me to have to look at them
plus, may I ask which patch are you running or which is the latest one?
Thank you. The format is not original, it was inspired by a dom3 LP on another forum. I kinda liked the approach that one had, so decided to follow the same style. I had some trouble with the image sizes in the first posts, but im quite satisfied with the last few.
It takes some time preparing a post like this, creating / resizing screenshots and stuff like that, so thats why im limiting it to two posts a day.
No, you do not have to watch the battles. As you can see on the video - i think you can see it on the video - the battles start when you click View Battle. Some of the battles are trivial, but others are important to watch, especially against other nations as the line between victory and defeat is a thin one and the same army that conquers one province after the other without any losses can the next turn be decimated by an opposing army in a similar fashion.
As for the game version, it is 3.15. The game is 3.2x something by the way, but as Lathieza noted, there are issues with later patches and uhm.. digital distribution.
I figured as much, since I couldn't get over turn 1 with patch 3.23b so I grabbed myself 3.15
Yeah, and like I said, keep up the work I'm definitely gonna enjoy reading more of this
I find this game quite hard to play ... maybe i want to much to fast
When i need some extra territories but there's nowhere to go without getting a war and i think i have enough troops i get overwhelmed by their troops and their 20+ commanders.
Ah well... reading your posts carefully to see how to build up
--- Turn 5 - Late Summer in the first year of the ascension wars ---
Not much to report, another batch of soldiers arrived and our patrolling forces managed to quell some unruly elements.
Our research is progressing slowly but steadily. We will need more researchers, but right now we can't really afford them.
Even level 1 costs 40 RPs, and quite frankly what we are aiming for here is level 3. Here is why:
That blue spell in the list is one of our national spells and looks quite cost effective as far as the number of creatures vs the gem cost is concerned. Not to mention, that we have a lack of mounted units, so any kind of fast beast would really do add to our armies.
As you will see, we are kinda low on money thanks to the unrest last turn, so theres not much we can do now as far as recruitment goes.
Since our new commander, Duigenan the Sidhe Champion arrived, we have to reorganize our army a little.
Sidhe Warriors into a neat line, Militia in front as meatshield along with our old friend Cuirithir. Slingers to the side.
Spoiler:
Since there is no way to disband units in Dom3, you have to be creative when it comes to getting rid of unnecessary units. We do not need Cuirithir or the militia, so we send them to the front lines hoping for an.. ehm.. accident.
Finally, we send the two commanders and our troops to attack Walden. Ceallach has nothing else to do there, so we send him over to imictan, where he can prepare the infiltration of Boggiton.
--- Turn 6 - Early Fall in the first year of the ascension wars ---
There was a battle in Walden.
Based on the reports, we did good. Here is a video of how the battle went:
It is worth checking out our army after a battle, to see what squads have suffered the casulties.
Interesting. Our militia is gone, but they are not reported dead. I have the odd feeling that they might have gone AWOL.
Yep, they definitely are AWOL. Check out our capital:
Guess why i said earlier, that militia are worthless. They run like headless chickens at the first sign of trouble.
Spoiler:
When a unit routs in battle, they end up in one of the friendly neighboring provinces randomly choosen. If there are no such provinces, the units are considered missing in action and are lost.
Commander Cuirithir survived the battle. Good for him. Not just that, but he managed to get onto the international top 10 badass list.
Thanks to that award, he now has a special ability.
Spoiler:
There are quite a few of these abilities, and when a commander gets onto the list, they get one. The ability keeps getting better and better as long as they manage to stay on the list.
Too bad he will not be able to enjoy his newly found fame for too long. Leading the charge against enemies is not a healthy job.
Anyway, let's order up some more troops and tell our army to move and take the swamp while the reinforcements are being recruited.
Also Ceallach can move into boggiton.
But wait, there is something odd here:
Heathens near our lands. That black candle represent the faith of one of our opponents, which means that his lands can not be too far away either. We will have to pay a close attention to our northeast especially since that is the original direction we intended to expand into.
To be continued...
Last edited by csebal on Wed, 29th Apr 2009 12:40; edited 1 time in total
I like this thread and i keep reading it but i give up on this game.
started all over and when everything worked out well 6 countries declared war on me... FFS ??
I like this thread and i keep reading it but i give up on this game.
started all over and when everything worked out well 6 countries declared war on me... FFS ??
Its a game where your goal is to become the one true god. You are de facto at war with everyone else, war declaration or not. There is no cooperative victory in dominions 3. So war declarations really mean nothing in this game. I do think they added it to enhance the atmosphere. I've had AIs declare war on me and go extinct well before our borders could even meet, so really.. you shouldnt care that much about that.
The golden rule when playing against the AI: be prepared. The AI will attack you eventually. If they see you as vulnerable, or have nowhere else to expand to, they will attack. If you are strong and keep your borders fortified (use decent provincial defenses) then they will rarely turn on you unless you are their only opponent left.
Also.. common turn based player mistake: turtling. You cant do that here. There is no infallible defense, even the highest PD can easily be breached by a decent attacking force. Not to mention, that a 125 PD level costs a fortune and that money is better spent on building more armies.
PD is only good to stop random attacks from independents (events), and weak probing attacks of the AI. (a PD of 15 is sufficient to stop most indie attacks, and a PD of 40-60 will stop all but the most determined AI attacks. the maximum PD of 125 can stop even moderate sized armies, but that highly depends on your nation - what kind of provincial defense troops they get)
If the AI attacks in force, then you have to be prepared to lose some land. Let them move into your country and use properly scripted armies to wear their forces down turn after turn. Recapture the provinces they left, wait for them to split their forces in an effort to gain more territory / protect what they occupied and launch a counter attack when they are spread thin.
It is the beauty of this game, that even on normal, the AI can be a real pain in the a$$.
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