Congrats on winning!
Basically my problem with Tien Chi was that they are soooo hard to use correctly. They’re a scrip monkey nation of 1W1? random sucky casters, with several powerful but rice-paper thin casters from the capital. This makes it very hard to expand out of my capital area if i ever lose a big battle, as it takes too long to reinforce. Several times, the scripts i had created failed to cast, and my battle plans evaporated. In theory i could cast fire/water/air resist spells, powerful water attacks, ect. In practice i never got the scripts to work right, and by the time i was fighting Lanka i was done because i just couldn’t keep all the sh#t straight without writing it all down. It became far too complicated for me to keep up with all the necessary counters to every possible outcome that was there. Early Tien Chi probably is a great nation to the super-elite over at Shrapnel, but i need something more straightfoward.
Marverni was so much more powerful than me it wasn’t really funny during his invasion of my lands. I don’t understand, and have never seen, a non-SC Pretender used so well. At one point he had almost all the elemental royalty. What’s amazing is that i was able to survive for as long as i did, using similar tactics like mind hunt/vengence of the dead.
I think the four big events in the game were Marverni’s capture of Pan, the destruction of Neifelheim, Lanka’s capture of Abysia, and Ryleh’s uselessness. Because of the choices in designing that he made, Ryleh turned out to be probably the weakest water nation i’ve never played in a game. Of course Early Ryleh is not at all the same as Middle Ryleh, but the effect was that there was this lurking 4th power that should have been a dominant Astral / clam hording monstrosity, that was instead more of a 5th wheel.
I still would have liked to see what i could have done against your Demons with such a water heavy nation, but at that point the micro just overwhelmed me. I can’t keep up with countering 10 different means of attack, assassination, and battlefield spells. The worst part about it is that in theory i COULD counter them (i even had several dozen generic commanders built to handle random assassinations), but god help me, the amount of effort required turned the game into a job - a laborious, loveless, pain in the ass job - and the game just stops being fun when you’re losing armies unneccessarily because you forgot to bring along an Astral caster of 5-10 random commanders, and becomes rather more depressing.
Like i said above, i’m done with Dominions 3, except for the occasional pick-up single player game. Now i know there is no way i’ll ever win a game considering the amount of effort that winning requires. If i really were a demi-god trying to conquer the world it would be worth it, but i have other uses for my time. I think it would actually be easier to play it hotseat, though, breaking the game up over a long period of time is very tough for me. I can keep everything straight and play quickly when it’s one turn after another, but when there are 2-3 days between turns, unless i’ve written everything down i’ve forgotten half of what needs to be done and it takes me much longer a turn having to go through and re-remember everything going on. The only way i’ll ever play again is to create some kind of spreadsheet/strategy management system to keep the game straight from turn to turn. But again, that’s going into the “work” catagory.
BTW, i went Turmoil-3 Magic-1 Luck-3 and had an honest gem farm. I bet i had, at the end of the game, close to a thousand gems, probably 200 of each catagory. And no way to spend them usefully. I think you will average probably 10-20 gems a turn with Turmoil/Luck, and i took the luck goddess and so had virtually no bad luck in the capital at any point in the game.