The Old God has left the world and the pretenders are awakening and coming out from hiding. You start the game by designing one of the pretender gods that will compete for true ascension to godhood. The type of god can range from a magically powerful arch mage to an ancient kraken or a mystic monolith that people pray to. Your pretender controls one of over sixty different nations and with the help of that nation he will spread his word and battle the other pretenders. Dominions 3 is a turn based strategy game. You can play single- or multiplayer (1 - 23 players) with simultaneous turns. There are more than 1500 different units, 600 spells and 300 magic items in the game. The game also features a medieval musical score by Erik Ask Uppmark and Anna Rynefors, both awarded the title of Musicians of the Realm by the Swedish Zornmärkeskommiten. Dominions 3 is a highly detailed game and a 300 page pdf manual is included in the download.

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The Spectacle of Perspicuity - Spectators: turns uploaded and video commentary (Games : Dominions 3: The Awakening : Forum : Multiplayer : The Spectacle of Perspicuity - Spectators: turns uploaded and video commentary) Locked
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Jun 28 2013, 3:36pm Anchor

Just started getting into MP and this is really great, thanks for doing it! Looking forward to more videos!

Maerlande
Maerlande Grumpy Old Fart
Jun 28 2013, 4:11pm Anchor
mupstairs wrote:I assume it's ok for me to make comments and ask questions about the various turns and such up to whatever is currently posted? I'm pretty interested, but I also don't want to wreck anything.

It's absolutely okay up to the posted turns (20 behind the game).

--

I'm a lumberjack and I'm okay / I sleep all night and I work all day / I cut down trees / I skip and jump / I like to press wild flowers

My Videos / My Guides 

Jun 29 2013, 2:06am Anchor

TC's uploaded turn 9 contains the .2h file but not the .trn, by the way.

...Not much else to say! I'm watching and enjoying everything. At the current point (uploaded-turns-wise) it looks like expansion's just about done, looking forward to some hot player-on-player action!

Jun 29 2013, 2:41am Anchor
gothefungus wrote:TC's uploaded turn 9 contains the .2h file but not the .trn, by the way.

...Not much else to say! I'm watching and enjoying everything. At the current point (uploaded-turns-wise) it looks like expansion's just about done, looking forward to some hot player-on-player action!


I caught that with turn 10 and put the .trn file in the next archive. Was turn 9 like that as well?

Jun 29 2013, 4:15am Anchor

Yup.

Maerlande
Maerlande Grumpy Old Fart
Jun 29 2013, 8:54am Anchor

Thanks. I don't want to open other players turn files to check. I'll work to fix it.

Although that doesn't mean I can't have a look and see if the files are even there :)

--

I'm a lumberjack and I'm okay / I sleep all night and I work all day / I cut down trees / I skip and jump / I like to press wild flowers

My Videos / My Guides 

Jun 29 2013, 12:43pm Anchor

Random stuff this morning, then I need to get on with my rather busy day!

So, first a little sympathy for C'tis and its first two battles, both involving two nations attacking an independent province at the same time. The fight against TC probably looked closer than it really was. It was about what you'd expect when you run, unprepared, into a mob of Quickness blessed Warriors of the Five Elements. But the fight the next turn against a tiny ragtag bunch of glittery vikings? Harsh, man, that's just harsh.

My feeling is that once C'tis can start recruiting Sauromancers from multiple forts, we're going to see those battles start swinging the other way.

But also, the above post about using a Phoenix to (among other things) speed up early game expansion seems to have taken some of the edge off those two losses. Also, picking up that early water province could have really long-term implications. I'm curious to see how that pans out.

It's a little funny to see R'lyeh's income bar behave in this weird way, the consequence of overtaxing. I also find it kind of funny that once he caught the problem, instead of setting the tax rate down to zero to get unrest down to zero ASAP, instead he plunks it down to 50. Like "I don't care if you are burbling horrors from the deep. NO FREE RIDERS!"

I also note that, in the Pretender Design video, Maerl indicates that he wants a particular land province. And it worked out that the land nations' starting capital locations were all basically on the other side of the landmass, meaning he had unchecked access to that province during expansion. And it does indeed look like a pretty nice province to have, I have to say, looking at the results of his Turn 10.

But even more than that, given the starting positions, it looks like the whole island to the immediate East of R'lyeh's capital is ripe for the picking, since Helheim stopped on the West side of the connecting bridge. Still can't tell if C'tis is going to try to push through the East coast of the landmass, and down to the island. But so, initial taxation blunder notwithstanding. R'lyeh looks to be in a pretty ok position at Turn 12. Also, the Amazon province on that island looks pretty tasty; I have a fondness for those independents.

It looks like the nation in the tightest geographic pinch is T'ien Chi, who is in this kind of awkward land triangle with C'tis above and to the right, and Helheim below. But from what I can tell T'ien Chi has the best manual site searchers in the game, and the gem income at Turn 12 shows it. Got to see if TC can turn those gems into a suitable war force, I guess.

I have a new appreciation for the power of high defense glamour troops. I know there are counters, but it's still fun to watch some of the hijinx. Also, I appreciate Helheim's research trajectory. At the very least, the first three research objectives seemed both clear and well timed.

Last random comment, I had never seen the trick of summoning a Mound King, then making that unit your Prophet, and then using it to Reanimate. That's a damn cool trick

And with that, I need to get on with my day. More comments and probably some questions later. Looking forward to the next turns, gentlemen.

Maerlande
Maerlande Grumpy Old Fart
Jun 29 2013, 4:38pm Anchor

Personally, I much prefer a black servant. Later you can give it a black heart and have a prophet assassin. It's a nasty beast. But to get some early quick troops a mound king works.

As far as the R'lyeh plan, it may be clear by now. I went G3 and planned massive overtaxation and freespawn. The pain of that design is poor research. First, R'lyeh researchers cost a fortune and aren't terribly good. And second, a good number of them have to ferry magic troops about. It's a challenge and one I've dealt with numerous times. EA is the weakest and hardest R'lyeh. MA is the powerhouse and LA is just plain micro hell but powerful. EA is quite a cripple in comparison. That doesn't mean it's a weak nation. But compared to other ages it's a big challenge. The improvements by Burnsaber in the Underwater Gameplay Improvement mod make a huge difference and that entire mod was rolled into CBM about 1.7. I'm extremely fond of that mod. It can't fix everything wrong with underwater nations but it goes a LONG way.

One thing that is a tough decision is how many mind lords to make. They are wonderful battle magi but over priced at 420. The main reason to buy them is for the randoms. The really important ones are the S5, E2 and D2. The W4 is also very sweet. But at 1/4x1/4 = 1/16 to get the double matching randoms you have to buy a lot of them. I lucked out with the S5 by turn 12 and that's awesome. Rings of Sorcery without booters! Whee. The E2 is also extremely important for crystal coins, E boots for slave magi, and gnomelore. With only misc slots is a real bugger to boost Mind Lord and Aboleth paths. You are stuck needing rings. But then, you really need the rings anyways for N2 unless you want to wait for Naiads to site search. You can imagine that construction 6 is extremely important for R'lyeh.

--

I'm a lumberjack and I'm okay / I sleep all night and I work all day / I cut down trees / I skip and jump / I like to press wild flowers

My Videos / My Guides 

Jun 29 2013, 9:24pm Anchor

Sorry for bogging the game down.. real busy and I wasn't expecting an attack that was levied..

Jun 30 2013, 1:52pm Anchor
mupstairs wrote:So, first a little sympathy for C'tis and its first two battles, both involving two nations attacking an independent province at the same time. The fight against TC probably looked closer than it really was. It was about what you'd expect when you run, unprepared, into a mob of Quickness blessed Warriors of the Five Elements. But the fight the next turn against a tiny ragtag bunch of glittery vikings? Harsh, man, that's just harsh.

It happens. It's just a fact of life you will run into other's expansion parties and you will loose. Better learn to live with it. (At least I allways seem to loose. Possibly it's just due to remembering the losses more than the wins, but that's the impression I have.)

mupstairs wrote:But also, the above post about using a Phoenix to (among other things) speed up early game expansion seems to have taken some of the edge off those two losses. Also, picking up that early water province could have really long-term implications. I'm curious to see how that pans out.

Yep, I was pretty happy with my expansion overall. Would have liked to expand a bit further away from my capital both onto the island to the west as throuth that northwest passage towards Helheim, but all in all number of provinces-wise I'm happy. (And too much more provinces would have painted a bullseye on my forhead too. At least with Helheim at about my size I figured the others would think him the bigger early threat.)

I didn't have any immediate plans for that water province, but it's just useful to have one at your disposal for some of the good spells you can only cast underwater. Don't know if this game will get to that stage, but Maelstorm and the Water Queens are the big ones, but there's plenty of smaller stuff along the way.

Mupstairs wrote:Last random comment, I had never seen the trick of summoning a Mound King, then making that unit your Prophet, and then using it to Reanimate. That's a damn cool trick

Maerlande wrote:Personally, I much prefer a black servant. Later you can give it a black heart and have a prophet assassin. It's a nasty beast. But to get some early quick troops a mound king works.

I agree. Prefer the black servant too. However the Mound King is right there on the way to skellyspam, so I figured he was worth picking up immediately. I don't think getting an undead prophet is worth it unless you can get him early and is not worth a research detour. I was a bit bummed out that he apparently can't reanimate undead horsemen though. Figure it's a C'tis special, but didn't know/recall it.

Edited by: Amhazair

Maerlande
Maerlande Grumpy Old Fart
Jun 30 2013, 7:09pm Anchor
Amhazair wrote: (And too much more provinces would have painted a bullseye on my forhead too.

Like Helheim??? :)

--

I'm a lumberjack and I'm okay / I sleep all night and I work all day / I cut down trees / I skip and jump / I like to press wild flowers

My Videos / My Guides 

Jul 1 2013, 1:19pm Anchor
Maerlande wrote:
Amhazair wrote: (And too much more provinces would have painted a bullseye on my forhead too.

Like Helheim??? :)

Well, at turn 10, which is what I was talking about in response to comments Helheim was not bigger than me. Of course after that I cunningly arranged to temporarily loose a couple of provinces just to appear weaker. :D

Jul 1 2013, 6:22pm Anchor

Mostly Thinking About Helheim

It's kind of an interesting tactical situation. On turn 10, everybody gets a message from Helheim saying basically "I'm done with my outmost borders, so if you're comfy with the current lines, I am too. All I'm doing now is mopping up some interior spaces." Which seems nice enough.

But, right, Helheim has rushed to establish some exterior borders, and has the most provinces at 18. C'tis comes in a pretty close second with 15, and then T'ien Chi and R'leh are tied for third with nine each as of turn 10. Helheim is ahead, but not enough to freak anybody out, and the selection of Helheim's border provinces looks pretty good, if I may say so as a novice.

But there are SIX more interior provinces for Helheim to mop up, which is a hell of a lot. Like, that's slightly fewer than the total number of water provinces on the entire map. So I kind of like the nonchalant "Yeah, no big deal" sort of approach, there.

Suffice to say, I'd be pretty damn comfy with those borders, too. Especially if nobody objected to my having a Fort + Temple + Lab right on TC's doorstep. I dunno. Maybe TC doesn't mind it being there. If I were TC probably it would creep me right out.

Also noticed that Helheim is the only land nation whose capital is right on the waterfront. Ah, the beautiful water. Surely nothing bad could ever creep out of that water and right onto the capital province.

This Part is Not About Helheim

TC has a fight on turn 10 that's 1 PD vs. 40 Villains that invaded by random event. The fight is pretty sweet.
"Oh, GOD, there's a guy with a BIG SHIELD! RUNAWAYYYYY!"

Maerlande
Maerlande Grumpy Old Fart
Jul 2 2013, 7:24am Anchor
mupstairs wrote:lso noticed that Helheim is the only land nation whose capital is right on the waterfront. Ah, the beautiful water. Surely nothing bad could ever creep out of that water and right onto the capital province.

And here is me saying you can't give away too much 20 turns behind. I MISSED THAT! MWahahahahahaha. Aboleths! F'tagn!

There it is! Gotta love the Fortification screen. Dead giveaway every time.

I've seen villains do that. Sometimes they appear without a commander and poof. Let's do a Graeme Chapman/Arthur manuever.

--

I'm a lumberjack and I'm okay / I sleep all night and I work all day / I cut down trees / I skip and jump / I like to press wild flowers

My Videos / My Guides 

Jul 2 2013, 11:26am Anchor

I, uh. I guess I'm not sure what you mean by the fortification screen being a dead giveaway. I mean, I was just looking at the map and wondering who looks most vulnerable to an attack by sea.

Jul 2 2013, 12:24pm Anchor

Helheim's capital is a fortified city, but it can only build new fortified cities on farmlands. It's default forts are Ramparts.

(This is all according to the manual, anyway)

Edited by: SenorOcho

Jul 2 2013, 12:53pm Anchor

Oh! Hah, that's way more clever than what I did.

I looked at the map and saw that the province with Helheim's capital is actually called "Helheim". I figured that was sort of a giveaway, but maybe it's coincidence? I see now that T'ien Chi's capital province isn't actually called "T'ien Chi", etc. Well, now there's something else I learned.

Jul 2 2013, 5:24pm Anchor
mupstairs wrote:Oh! Hah, that's way more clever than what I did.

I looked at the map and saw that the province with Helheim's capital is actually called "Helheim". I figured that was sort of a giveaway, but maybe it's coincidence? I see now that T'ien Chi's capital province isn't actually called "T'ien Chi", etc. Well, now there's something else I learned.


it's not always like that. I think only when the map has random names?
If the author of the map has set a name for each province it will call capitals by their set name?

Edited by: GoodKnight_IL

Maerlande
Maerlande Grumpy Old Fart
Jul 2 2013, 5:58pm Anchor

I use a lot of Elmokki maps and he uses all custom funny names. So normally the capital is NOT named by nation. Funny about Helheim this game.

--

I'm a lumberjack and I'm okay / I sleep all night and I work all day / I cut down trees / I skip and jump / I like to press wild flowers

My Videos / My Guides 

Jul 2 2013, 7:48pm Anchor

It's entirely possible that this map features mostly custom names, with a few left as random, and Helheim ended up in one of the random positions.

But whatever, I think I'd always assume that my opponents can take at least a very good guess about which fort is my capital. Whether it's from the name of the province, my pattern of dominion spread, how my provinces have fanned our, good scouting early game, or whatever.

In this game, R'lyeh controlled Sea of Spam before anyone had a second fort. You see a fort that Helheim has, you know everybody still has only one fort thanks to the game graphs, and voila, it must be the capital.

Jul 2 2013, 9:34pm Anchor
mupstairs wrote:It's entirely possible that this map features mostly custom names, with a few left as random, and Helheim ended up in one of the random positions.

That's exactly what happened, if you look around you'll notice a handful of non-custom, random names here and there elsewhere too.

Maerlande
Maerlande Grumpy Old Fart
Jul 3 2013, 11:08am Anchor

Turn 6 video is up. Not quite as good quality as I'm having some trouble with editing due to "demo" features being stopped and dropping back to the free version. However, I think it will be better next turn.

--

I'm a lumberjack and I'm okay / I sleep all night and I work all day / I cut down trees / I skip and jump / I like to press wild flowers

My Videos / My Guides 

Jul 3 2013, 2:26pm Anchor
Maerlande wrote:I use a lot of Elmokki maps and he uses all custom funny names.

mupstairs wrote:In this game, R'lyeh controlled Sea of Spam

I got a chuckle out of seeing that name in Maerlande's videos.

"Look at it! Have you ever seen anything so beautiful? Wonderful spam as far as the eye can see!"

Maerlande wrote:Turn 6 video is up. Not quite as good quality as I'm having some trouble with editing due to "demo" features being stopped and dropping back to the free version. However, I think it will be better next turn.

Awesome. I love R'lyeh, and seeing a veteran player showing strategy for them is really helping me learn.

Jul 3 2013, 3:19pm Anchor
Dr.Cthulhu wrote: I love R'lyeh.

But you're being subtle about it, right? ;)

Jul 3 2013, 3:45pm Anchor
Amhazair wrote:
Dr.Cthulhu wrote: I love R'lyeh.

But you're being subtle about it, right? ;)


It's not my fault, I was exposed at a young age!

Edited by: Dr.Cthulhu

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