I’m not playing that game dude. You can say it’s as complex as you like, but for the love of god, just this once, maybe you can put all that aside and realise that maybe someone, somewhere out there picked up on all the necessary tidbits just by playing the demo over and over again. It’s not an amazing thing to accomplish, and I personally think it’s GREAT that Ilwinter made it so accessable. I bet you that there are hundreds of people like me out there. They just don’t post arguments on Qt3.

I also haven’t played the demo in a year, so ask me all you want and I’m not going to be able to tell you.

Then I must regretfully inform you that you are simply wrong. It’s not a huge deal in the big scope of things, but it’s such a ludicrous claim that unless you care to back it up (which you don’t) then nobody who actually knows the game is going to believe you. You’ve got no credibility and when offered the chance to establish some your only response is that you don’t want to play that game . . . ?

No offense, but you sound like a teen protesting to an adult that they are too mature and grownups just don’t understand . . .

Because if I’m, god forbid, incorrect on any of the guesses I make, after having not played it for a year, I open myself up to you simply being able to say ‘well, I guess you were wrong, you can’t learn everything from the demo’ and you win. If I say, ‘I’m not playing that game’, you also win, because you can call me out as a teenager or whatever you’re doing now. I chose the latter because it took less effort and you still get the satisfaction you’re looking for.

So I’m done talking about it.

Well, to be fair to Roboczar, Dom3 having so many options has a very few clear “right” options, if you set playing thematically aside. Not so much that there are wrong choices but there are many obviously better ones. Out of 20 battlefield spells there is 1 really worth casting 99% of the time.

The first step to playing Dom3 well is getting past Morningstars vs. Hammers and realizing that Supercombatants and Fire Arrows kill all.

The second is realizing those 1% useless spells and summons can often be used against Fire Arrows / SCs. And that without Death, Astral, Earth or Blood, you’re going to lose.

The last is figuring out how to use the rest of the crap, in the framework listed above, to eek out the minor +/-% difference to win. Tower shields vs. round shields matters, for ex., expanding with your starting troops on turn 2. Those differences are vastly unimportant for rest of the game.

You can say it’s as complex as you like, but for the love of god, just this once, maybe you can put all that aside and realise that maybe someone, somewhere out there picked up on all the necessary tidbits just by playing the demo over and over again.

Let me just say that multiplayer vs demo is so different it’s not the same game. I think it’s pretty easy to get a lot of strategy, especially dealing with the AI and the pc.

But quite frankly, I don’t think anyone ever playing this game as thought out all the different strategies. I’m not saying this to dispute you just from reading a lot of the different strat boards, etc. Sure, the end game as a lot of the same limited strategies, but in the beginning to the middle of the game there are so many as that it’s simply impossible to know them all…That’s why I need the manual: My opponent has developed X combo which shredded my troops. How do I oppose them?

Let me also say, one of the amazing thing about a Dominion multiplayer game is that you can spend 4 hours on just tinkering with a pretender design before the game has ever started!

“Someone explain to me in one sentence why I would like this game.”

Moderately challenge to learn, lifetime to master…and incredible replay value.

I think Air should be included in that list. Air gives you the best summoned SCs, some of the best combat spells, kill commanders from afar, etc.

Water is the really only subpar branch from start to finish. I’d probably put Water, then nature, then Fire as the 3 weakest.

and even then nature can be really nice with charm (windride + charm for example)

Yeah, but I’m not talking about multiplayer strategies. I have all the basics you get from a manual. You don’t learn how to win MP games step by step in the manual. That comes from experience, which I don’t have.

This is about knowing the mechanics well without having touched a manual.

Thanks for the vote of confidence, TSG. You made my point better than I did.

Sort of. But - different nations have different ‘best’ spells. And there really are different best spells to use against different opponents. Killing Niefel giants is completely different from killing Abysians.

The first step to playing Dom3 well is getting past Morningstars vs. Hammers and realizing that Supercombatants and Fire Arrows kill all.

The second is realizing those 1% useless spells and summons can often be used against Fire Arrows / SCs. And that without Death, Astral, Earth or Blood, you’re going to lose.

The last is figuring out how to use the rest of the crap, in the framework listed above, to eek out the minor +/-% difference to win. Tower shields vs. round shields matters, for ex., expanding with your starting troops on turn 2. Those differences are vastly unimportant for rest of the game.

Wrong (in my opinion). The last is realizing that every one of those SCs that “kill all” has one or more weaknesses, and figuring out how to exploit those weak points - using what your nation has available.

Yeah, those are good reasons. Not ones I’d put up with for all that long - I can’t imagine not being able to receive any packages at all, sometimes it just is NECESSARY - but, for deciding whether or not to get a game, it’s enough.

I want to change my nation to rlyeh… this time around i want to get kicked underwater…

Could I switch to Ulm, please? thx

Roster Updates. Remember, you can check back at the original Pax Ermor Post on page 175 for the latest schedule, as some people have only PM’ed me their preferences.

Might our “Perkins alliance” in Crom be the reason neither of us won? :)

Also, let’s keep our pre-game alliances secret. :)

Also, die, scum. :)

I think you’re the same guy. You can’t fool me!

If I were the same guy as Matt, I’d pick a cooler name, like maybe “Rotigliano D’Anotonio”.

I’m away for the summer and left my Dominions manual at home. I’d like to see the list of magic items that boost magic levels (e.g. Flame Helmet, Sceptre of Dark Regency, etc.). Searching this forum and searching the internet have revealed nothing.

Anyone know of a site?

The strategy index on the shrapnel forums is pretty handy:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=590616&page=0&view=collapsed&sb=5&o=&fpart=1

You could also try this site, dom2 info should still be relevant:
http://www.freewebs.com/dominions2/

Thanks, baruk. That’s useful, although I’d still love a chart like appears in the manual. Can’t seem to find that! But I can piece it all together from the links you sent me.

I just want this on record:

Single most powerful and valuable item in the game.

I’d put the chalice as better, but different strokes for folks.