Indeed. Now go take your turn so I can star moving pieces around the board! :)

I wanted to pursue this a bit. I am playing a diff. game as EA Fomoria. I need to attack a province with 60 barbarians (independents str. 5) and I’m a little scared.

I don’t have much massed anything, My warbands are like something like:
10-15 Firbolg Warriors 16Def/7Prot/13HP/11Str/13Att
6-8 Unmarked Champions 15Def/16prot/35HP/21Str/13Att.
The unmarked get a W9/E4/N4 bless.

I can nab a few odd indies, but nothing that seems super useful, and nothing I am in a spot to mass very well. So I really don’t have concentrated missile fire or any big tramplers to go break them up with.

Any thoughts on when/how to go after them?

Oh… I also got a message from the first person I met (Ermor with a SC pretneder) wanting to do a NAP+3. I believe NAP means Nan-Aggression Pact, but I’m not sure what the +3 is and what it really means. I am of the impression that there is a fairly defined meaning to this sort of thing, but I don’t really know it. Can anyone help me out a little?

+3 usually stands for 3 turns notice
I.e once you break the NAP, you are not allowed to attack each other for 3 turns

Also, ermor? I thought they had been specifically excluded as a nation?

Thanks for the info. Outside of QT3, I haven’t seen any games where you can’t play any of the standard nations. Are they a problem? It’s a CBM game…

Very dangerous for your giants. If you’re unlucky and the barbs don’t break you’ll get slaughtered. Any mercs available? If not I’d suggest to bite the mullet and wait till you find a province where you can get indie archers with a reasonable resource cost (i.e., 4 in EA). Woodsmen and Lion Tribesmen are best because they don’t have a strategic move of 1.

You don’t need that many, 25 or 30 should do; the barbarians break squad-wise. Having an archer force is a pretty useful thing in general.

Setting your army up on one side of the field may help stringing out the indies so they don’t hit your line all at once.

Yeah, good points. I seem to recall it being very important to place the melee units just right such that you get the first attack/charge on their advancing ranks. If you let them hit you first, they can inflict some serious damage. Also, you want to hurt them enough so that they don’t get multiple attacks on your before they break.

Man, I haven’t played this game in a couple years and you all are going to make me break it out again. In fact, I just installed it again last night.

I would even be interested in a multiplayer game someday (never tried one) and see how bad I really am at the game haha! I can manage to beat the AI though, but that may not be saying much :).

The nations that I’ve seen excluded, from time to time, are Ermor and R’lyeh, and that’s only from LA games. I’m guessing this is because of the effect of their dominion, but maybe it’s just because they’re considered too powerful, or something.

Anyway, I’d stay away from the barbarians for now, if I were you. In situations like this, I usually run a single player test game, and find a province with the force composition I want to test against.

Late Age R’lyeh requires an underwater start area. In our game we are using the Five Nations map, which contains no underwater start areas. In nation selection, this causes R’lyeh to be greyed out and unselectable.

LA Ermor if allowed to grow quickly becomes very difficult to stop due to the effects of its dominion (high death etc) which penalizes every other nation

As a result, such games tend to turn into “everybody vs. ermor” which is of limited interest

The old timers may have a different view

Depends on the settings and map.

Your wish is my command :)

I’d like to point out that Nate has the second-highest Dominion, behind by a single point, and is blasting through research like mad.

He’s not a threat till he can make the eye shield - kill it before then

Abysia’s army size graph is pretty hilarious. Something happen in the lava fields, buddy?

That’s a big old oops.

Lizard warriors absolutely rip Abysian infantry to shreds . I notice that Matt is using his SC properly this turn, taking 2 provinces and the province and income lead. Everyone else is coming along quite nicely, hitting that third province on turn 4.

I’m falling behind…

And as we roll into turn 5, we see everyone being very cautious. No one really dominating anything, no one really making any big mistakes.

That’s right Bob. Though it does look like Arcos picked up some unrest in the capital.

Ouch. That can certainly be annoying in the early game - Limiting the cash flow - which then has a trickle-down effect. Any idea what the cause is?

Well Bob, i can’t be certain, but he probably left his tax rate a little high for a little too long. It’s a risky strategy cause, well, it just pisses people off if you fuck it up.

That’s funny Neil, my wife said the exact same thing this morning to me. Any predictions for the next 5 turns?

I’m going to go with slow and steady expansion, with a hint of turtling.

Thanks Neil. Well, that’s it for us tonite folks, we’ll see you in 5 turns!

I was scrolling back through the posts on the current MP game you all are setting up to see what sorts of settings people use and came upon this quote. When I was telling a good MMORPG friend last week about Illwinter and CoE3 and Dominions 3 I realized and told him that for me Dominions 3 was that “stranded on an island forever” game for me. And now I must get back into it again!

Anyway, so if I wanted to get back into Dom3 again and get ready for some multiplayer games, what sorts of settings should I use to practice? It looks like the CBM 1.92 Mod is popular so perhaps that is necessary. I would imagine indies at 7 or 9. Anything else that people can think of?

I looked back up an AAR I tried to do and can’t believe how long ago it was… 2004 and it was Dominions 2. Wow! Now that I remember, I don’t even think I ever played a Dom3 game to completion and most of my playtime was with Dom2. I also never tried any of the CBM Mods. It looks like I have a lot of catching up to do :).

Welcome, keep active in the thread. Wouldn’t surprise me if we need a sub or two soon.

We’ve been edging from vanilla toward cbm for some time. I don’t know that CBM solves our real problem (Tartarians are too cheap for what they offer) I was thinking of trying my hand at a mod that would severely limit tarts (by turning off gift of health and removing the chalice) but put it off because I was going to enjoy COE so much. Perhaps it’s time to revisit that.

CBM uniques any item that makes gems which really hurts nations that can clam. It also uniques the dwarven hammer which is an interesting choice.

CBM contains the Endgame diversity mod (EDM) that is designed to make tarts less attractive by making other summons for other paths. I like EDM, but IMHO it simply doesn’t go far enough in that direction. We’ve played a LOT of games with the EDM.

…yeah. That’s probably more than you wanted.

This is the first game here with indies set high. I don’t much care for it, but others may have other opinions.