Let's Play - Dominions 3: The awakening
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csebal




Posts: 455

PostPosted: Mon, 27th Apr 2009 09:46    Post subject: Let's Play - Dominions 3: The awakening
--- 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.

For more info and/or discussion on the game, here is a thread from golden oldies:
http://www.nfohump.com/forum/viewtopic.php?t=52981

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 Smile

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:
 


First turn will come soon (tm)...
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csebal




Posts: 455

PostPosted: Mon, 27th Apr 2009 14:55    Post subject:
--- 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:
 

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:
 


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:
 


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:
 


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
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csebal




Posts: 455

PostPosted: Mon, 27th Apr 2009 16:04    Post subject:
--- Turn 2 - Late spring in the first year of ascensions wars ---



Not much to report (yet). Some nations have appointed their prophets.



 Spoiler:
 


- 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:
 


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.



To be continued...
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Surray




Posts: 5409
Location: Europe
PostPosted: Mon, 27th Apr 2009 19:19    Post subject:
nice, keep em coming Smile
I wonder how the battle will go!


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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WhiteBarbarian




Posts: 6006
Location: Russia
PostPosted: Mon, 27th Apr 2009 19:42    Post subject:
Surray wrote:
nice, keep em coming Smile
I wonder how the battle will go!

+1


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Lathieza




Posts: 7145
Location: NL
PostPosted: Tue, 28th Apr 2009 09:13    Post subject:
downloading this game at the moment... Seems interesting Very Happy
Keep um posting


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csebal




Posts: 455

PostPosted: Tue, 28th Apr 2009 13:27    Post subject:
--- 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 Razz

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. Smile

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:



To be continued...
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csebal




Posts: 455

PostPosted: Tue, 28th Apr 2009 14:23    Post subject:
--- 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:
 




Ehh.. just what we needed. Could have been worse tho.

 Spoiler:
 




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:
 


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:
 


To be continued...
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Tue, 28th Apr 2009 17:51    Post subject:
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 Wink
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 Very Happy

plus, may I ask which patch are you running or which is the latest one?
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Lathieza




Posts: 7145
Location: NL
PostPosted: Tue, 28th Apr 2009 18:43    Post subject:
Reklis wrote:
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 Wink
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 Very Happy

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.
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csebal




Posts: 455

PostPosted: Tue, 28th Apr 2009 19:38    Post subject:
Reklis wrote:
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 Wink
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 Very Happy

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 Razz - 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.
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Tue, 28th Apr 2009 19:58    Post subject:
I figured as much, since I couldn't get over turn 1 with patch 3.23b so I grabbed myself 3.15 Very Happy
Yeah, and like I said, keep up the work I'm definitely gonna enjoy reading more of this Smile
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Lathieza




Posts: 7145
Location: NL
PostPosted: Tue, 28th Apr 2009 20:50    Post subject:
I find this game quite hard to play ... maybe i want to much to fast Sad
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


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csebal




Posts: 455

PostPosted: Wed, 29th Apr 2009 11:17    Post subject:
--- 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:
 


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.



To be continued...
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csebal




Posts: 455

PostPosted: Wed, 29th Apr 2009 12:06    Post subject:
--- 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:
 


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:
 


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
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Epsilon
Dr. Strangelove



Posts: 9240
Location: War Room
PostPosted: Wed, 29th Apr 2009 12:27    Post subject:
Very nice, took some time to read through, but you get over most of the good parts that make the game Smile
Looking forward to more.
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Lathieza




Posts: 7145
Location: NL
PostPosted: Wed, 29th Apr 2009 14:50    Post subject:
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 ??


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csebal




Posts: 455

PostPosted: Wed, 29th Apr 2009 15:24    Post subject:
Lathieza wrote:
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 ??


Smile 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. Razz

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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helvete




Posts: 2727
Location: Sweden
PostPosted: Sun, 10th May 2009 21:50    Post subject:
great thread, please continue! Smile


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