The Dominions 2 thread groans under the added weight of these posts, having accustomed its bones and flesh to months of peace.

It is good and proper to summon the Dom2 thread. It shall be as the Juggernaut and crush all puny statistics threads.

It shall crush its enemies, see them driven before it, and hear the lamentations of their women.

Well, I’ve played my share of diplomacy-heavy Dom2 games in the past, so it would be interesting for me to try something different for a change.

Since I’ve never tried no diplomacy games before, I can’t say for sure. But I suppose there are advantages and disadvantages in such game, comparable to the regular one. For example, the game would certainly be faster, which is important to me since I am working on two software engineering contracts atm and have less free time than I used to have on my previous job. Also it would probably be fairer from certain point of view, since people who spend a lot of time on IRC/email talking diplomacy/deals/treaties will naturally be in significant advantage over players who don’t do it in regular game. Finally the endgame will hopefully not have “Losing player as a king-maker” syndrom, which caused a lot of bad blood in one of the game that I’ve orginized long time ago, as well as in quite a few other games that I’ve read about on the Dominions forums.

All above is my guestwork of course. I am sure that players who actually played this No-Diplomacy game will be able to repond much better.

Regards,
Stormbinder

1/2. You’re reading it wrong.

Heh, JM.

I liked the only no-diplomacy game I was in, even though I got donged, because (a) I was permanently afraid, and (b) it ended quickly. It was a groovy experience.

However, I am really enjoying the diplomacy in the only Qt3 Dom2 game going right now, thanks to ron_debry and GuildBoss being humorous and creative and great sports. (I think it also helps that both players really do want to individually win the game.)

So, hmm!

Qt3 - The Game That Wouldn’t Die

Turn 70-ish: Arcoscephale

Ron (Ermor) and I are the ones who seem most interested in continuing this game, but we both think it’s time to put this baby to bed. It was a great game, and I’d love to hear any comments you all have about it.

I took a Pretender with 9 astral magic and nothing else; in fact, it was an Oracle, which can’t even move. I cranked out as many Heart Companions as I could each turn (they are my sacred troops). When blessed with astral 9 magic, they get Luck, which negates the first hit against them. I think I had as many as 200 Heart Companions by the time Ron (Ermor) invaded and we had our massive battle.

My research was geared solely toward getting Arcane Nexus, which I got at about turn 35, I’d say. Someone dispelled it, but I had plenty of astral gems at that time, so I restored it and it’s still going. I thought Arcane Nexus would bring in 25% of ALL gems that were spent each turn, but I was wrong: I only get astral gems. I was pretty sad to discover this!

Nevertheless, I put all research into getting units that could stand a chance against Ron’s Wraith Lords, which seemed impervious to anything the rest of us threw at them. This turn on which we’re quitting, I would be able to recruit Harbingers and at least one Ether Lord, and outfit them with some basic armor. I have about 200 astral gems to spend on that project, and a 4 astral/1 death mage to call the Ether Lord. I would have loved to see these units go up against Ron’s Wraith Lords.

Well, that was my basic plan; get Nexus, recruit high level astral combatants, keep GuildBoss (Abysia) going after Ermor by giving him fire gems and backrubs, and eventually win and kill you all.

Shouldn’t it be “The Game that Died a Slow, Lingering Death”?

It was my first stab at Broken-Empire Ermor. They have a lot more going for them than most people seem to think, but I did feel constrained by their lack of magic path flexibility.

I took a Cyclops (I know they are prone to going blind, but for some reason I’ve picked one in a couple of other MP games, too). Originally E6 S6 D3 N2. Died once to a not very big group of triton knights, despite his base protection of 26.

My main strategy was to abuse the ability to mass-produce cheap s1d1, nether dart-slinging thaumaturgs. At one point I was buying 6 or 7 of them every turn, and I had fielded several separate armies with a backbone of 20+ nether dart hurlers each. And, really critically, before they took to the field they allowed me to race far, far ahead of everyone else in research.

Lots of tactics could have really hurt, especially in the unmodded base game we were playing. But (I think) a combination of some of the players being not so experienced and a sort of uncommunicated agreement among the rest to not use the standard dom2 cheeze allowed then to be truly devastating. As an aside, the one thing all game that really did a number on my thaumaturg armies was the Vanheim AI, after O’Malley had dropped out. The AI had summoned a couple dozen Spring Hawks, and they annihilated the thaumaturgs in one battle.

As examples of trying to play cheeze-free, I avoided casting ghost riders or summoning tartarians, and I never equipped my bane lords with all of the standard hellsword/jade armor/flying boots loadout. That made a couple of wraithlords (equipped with flying boots and scripted soul vortex/attack rear) the strongest thugs in the game. Instead of ghost riders/tartarians, I had used my conjuration 9 ability on several castings of legions of wights, but the game seems to have ended without their seeing any real combat. I think they would have been quite potent, and certainly more in keeping with the spirit of the game.

The game had a huge fun-factor. It took me a long time to get used to the map (Chandrea, a really small wrap-around map with all sorts of unexpected connections). But now I really, really like it. I think the map itself had a lot to do with the really dynamic back-and-forth of the diplomacy and fighting.

After several shifts in alliances and much back-and-forth, the late game evolved into Man+Arco vs Ermor, with Abysia vs what was left of Marignon on the side. Marignon’s Wrath of God global was incredibly effective at keeping him in the game and giving him a chance to rebuild, especially as Abysia had no way to muster a dispell. My own late game grand strategy was to knock Man down but not bother knocking him out, and then switch focus to do the same to Arco. It was all going according to plan until Arco bribed Abysia into a surprise attack on me. I think I had Abysia re-bribed to back off, but I guess we’ll never know for sure :)

Tons of fun. Too bad GuildBoss’s situation prevented him from keeping up with it, but we all understood that taking care of his family came first, and we all would have done the same had we been thrown into his boat.

I thought about the irony of the game title, too. :) And yikes… maybe I’m glad the game ended when it did, if Abysia was thinking about taking my fire gems, attacking you for one turn, and then turning on me!

Brutal! But that’s one thing I loved about this game; everyone seemed to be in it to win, and did whatever it took. I liked it that I had to bribe Abysia, and that a bigger bribe (possibly) beat my bribe.

I thought about the irony of the game title, too. :) And yikes… maybe I’m glad the game ended when it did, if Abysia was thinking about taking my fire gems, attacking you for one turn, and then turning on me!

Brutal! But that’s one thing I loved about this game; everyone seemed to be in it to win, and did whatever it took. I liked it that I had to bribe Abysia, and that a bigger bribe (possibly) beat my bribe.

It almost does, it gives you a number of astral gems equal to 25% of all the non astal gems used in the previous turn, excluding alchemy, plus some small number, 5 or so.

Which is awesome, but not quite what I was hoping for. Still, it was nice to have a lot of astrals; I think having a pair of Ether Lords would have gone a long way toward kicking some Wraith Lord butt.

Qt3 - The Dominionator

Turn 4: C’tis

So far, no contact with my neighbors. On turn 2, I attacked and defeated a neighboring province, but neither of my commanders received any heroic bonuses. My opponents must be quite aggressive themselves.

A national hero unit has appeared at my gates already, which is a good omen.

The surrounding provinces are protected by interesting mixes of units: shades, griffon riders, Raptors of Caelum. It’s got me a little nervous.

For my part (Jotunheim) I have probably the worst imaginable nightmare starting location. Despite the terrible poverty of my lands, my Giants have been efficiently exapnding my borders, so far without a hitch…

Qt3 - The Dominionator

Turn 7: C’tis

Random event: I got a free fortress! Those babies cost 750 gold. I think that is the best random event that has ever happened to me.

[b]QT3 - the Dominionator

Marignon, turn 13[/b]

The utter brutality of a crowded world (barely 8 provinces per nation) is becoming apparent. In a more “typical” game, this is the time when nations would be quietly expanding, biding their time until some heavy-hitter summons could be brought online.

But not here. Nearly all available space is already taken. Borders are fluid, war is rampant. Man is about to be crushed under the feet of Jotunheim’s giants. C’Tis is menaced by both Pythium and Marignon. With so much action in the northwest, it may leave Ulm in relative peace down in the southeast. Or maybe not - I cannot see the Ulm-Jotunheim border region.

[b]QT3 - the Dominionator

Man, turn 13[/b]

Not good for me. Bad luck and alot of bad planning. I had most feared the archtypical “Vampire Queen” Pretender rush, and so built my faction around this defence. I figured that combat would be fast and furious, but i quite overestimated the value of the Knights of Avalon. I sent scouts to Ctis and Marignon - but not to Jotunheim. Of course, it was Jotunheim that attacked me.

It’s not quite over yet, but Jotun smashed my main army - quite by accident, actually - with his simple but effective army. And typically, for me, he attacked my temple province just as i was about to finish the castle. Sadly, i have never succeeded in building even one castle in any Dom2 game i have ever played, lol. I had hoped to go the Vine Ogre route but that was clearly the wrong route to take on such a small map.

I think only SC Pretenders will have much of a chance against his Jotun hordes.

I can’t really play Dom2 it seems vs. people. I have a hard enough time agains the AI! My favorite armies and strategies, like picking the Fortified City, 3/3 scales, and making lots of Imperial Archers and Heavy Cavalry as Tien Chi, just doesn’t work against people. And i have a hard time adjusting from what i want to do to what i should be doing. I guess that’s kind of my life’s philosophy summed up in a sentence as well, hehe.

I should have just made a Vampire Queen, ect, but it’s that RTS blood in me that makes me think that unless i can take the “weak” faction and win i, by some perverse logic, suck. It just doesn’t work that way in turn-based games though.

I’ve got one last battle before i throw in the towel though.

On a map this crowded there is not much you can do if you take a hit like that this early.

Cold-hearted mathematics dictated my moves after that first accidental encounter… In truth I had no real idea how big you were but I figured that after that first battle I better make my hay while the sun shines. It was only when I burned down your temple that I realized that the war was all but won and that you had been truly and completely hemmed in.

From what I’ve seen, no one made a super-combatant Pretender, which I think is really cool of everyone. For example, I used a lizard mage guy who looked like he might be unique to C’tis. He has level 4 magic in various magic schools, but he could never defeat an army on his own.

Pythium has a Titan Pretender, but I wouldn’t call that a super-combatant. From what I hear, only Vampire Queens and Ghost Kings are cheesey Pretenders to use.

What about diplomacy? That’s an option… if someone will listen.

Of course! My ears are always open to good deals.