johnny-demuppetization
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| - | **WORK IN PROGRESS** | ||
| - | ====== Your Guide to Demuppetization ====== | ||
| - | <WRAP group>{{ : | ||
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| - | **Author:** Johnny (Discord: @johnnyjohnny# | ||
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| - | Hello Johnny here, coming to your aid to remove the stick up your dominions playing ass! I’m going to be explaining a few concepts that elevated me to the muppeteer you know today. Essentially I’ll be bringing you to a level to stomp any rando pub game and be able to compete in any skills game with non-muppets in the mix. This guide will of course be featuring absolutely ZERO diplomacy advice. We have plenty of that horseshit available from literal career diplomats on your choice of Professor Doctor servers. | ||
| - | \\ \\ | ||
| - | <WRAP box round> | ||
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| - | </ | ||
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| - | ===== The Basics ===== | ||
| - | The first immediate improvement any player can make is fixing common pretender design flaws,as an example piloting a sacred build on Shinuyama. | ||
| - | <WRAP group>< | ||
| - | Yeah sure, but a build functioning in a certain lobby doesn’t mean it’s playing to that nation’s strengths or even improving that specific game’s situation in your favor. Now let’s go ahead and get the two archetypes in dominions out of the way, The 1st being Bless which means using “Bless Points” gained from taking magic paths on a pretender to give your “Sacred” units special effects the most common effect taken in these builds is “Resists” which essentially allows you to play checkers with your opponent during a rated chess game. The 2nd is known as scales, this playstyle relies on your nation’s non-sacred national roster, using effects that increase the production of said units and gain more gold to also purchase said units. | ||
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| - | <WRAP centeralign> | ||
| - | ==== Example: Strong Basic Bless Archetypes ==== | ||
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| - | ==== Example: Strong Basic Scales Archetypes ==== | ||
| - | **NOTE:** Unlike Bless archetypes most scales nations can use any of the Scales Build’s archetypes | ||
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| - | <WRAP group> | ||
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| - | </ | ||
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| - | **NOTE:** Caelum typically does not get the necessary paths early to use a titan as a SC so it functions as a SoG buffer when it wakes up, and then transitions into an SC role later or a Wrathful Skies trap in dom. | ||
| - | <WRAP group> | ||
| - | ===== Johnny, what were you thinking?!? ===== | ||
| - | <WRAP column third right centeralign> | ||
| - | {{ : | ||
| - | //Cute Bats Take Stats//</ | ||
| - | - The first being the difficulty of increasing attack and defense outside of bless with the only accessible pointbuff for this being ?? | ||
| - | - The second being the extreme improvement in the DRN system which may sound quite swingy at it’s initial 2d6 vs 2d6 but a slight increase of 2 can improve the odds of a roll succeeding as much as 34.8%! A table detailing this can also be found on the illwiki [[dominions-random-number|here]]. | ||
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| - | Being able to immediately improve your entire sacred core this way is not immediately recognizable as strong, since most inexperienced players only see a “mere” improvement of 2 instead of a gargantuan increase of 34.8% which also compounds with the other stat blesses to make any given sacred exponentially better than enemy’s national troops and fiercely competitive with enemy sacreds. | ||
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| - | With stats being so strong it must seem weird then that giant sacreds would opt for regen & bloodbond, but due to the sacred’s status as a giant they already possess inhuman stats while enjoying a recruitment rate equal to humans’ sacreds due to the dom point recruitment cap. This makes it much more economical to “protect” your already great stats unit with defense mechanisms that guarantee it can stay in the fight to put their stats to work, rather than making an already good unit stellar but vulnerable to damage mechanisms that can play around their stats such as Earth Meld, or False Fetters.</ | ||
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| - | ==== Greed ==== | ||
| - | **Greed** refers to pretender point use that does not directly improve your position early. Taking a stronger bless dormant at the cost of expansion, taking growth & luck scales over production & order, taking a pretender with no value other than providing full scales, are all examples of **Greed** | ||
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| - | All of these builds have one thing in common, which is synergy with the nation being played. You can apply this to your own builds by identifying the strength of your nation and then building around either enhancing it or covering the weaknesses in your nation’s initial strategy. I say initial because any early game dominance translates into more resources for late game allowing you to match greedy builds who took a late game oriented build either due to their lack of aggressive play from lack of early power or by directly knocking them out during your stronger early game. | ||
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| - | Another factor you’ll notice is the complete lack of aforementioned greed. This lack of greed is targeted at getting you as many possible early advantages in order to overcome players of equal skill level, when you feel like the lobby is full of muppets then you can go ahead and take some braindead full scales to be a passive andy. | ||
| - | <WRAP group>< | ||
| - | The coalition you face from “good” expansion will be from the muppets who failed to expand and will have significantly less resources from either lack of their nation’s specific knowledge or their dogshit build. Besides the coalition usually consisting of muppets, you'll also be able to utilize more resources to fight this coalition due to your earlier power and faster acquisition of resources(Provinces/ | ||
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| - | ===== Expansion ===== | ||
| - | <WRAP box round third right> | ||
| - | * Don't fail expansion! | ||
| - | * Determine your " | ||
| - | * Manage your attrition. | ||
| - | * Raid with disposable units. | ||
| - | </ | ||
| - | The primary hazard to muppets is failed expansion and then the lack of tools thereafter to fight their first war (if any). This leaves a host of problems, mainly the lost opportunity to attack another player seizing their resources, and the inability to control your gamestate relying solely on the actions of other players. This leads back to the initial pretender design: If the build taken cannot expand it is a failed build no matter how crazy or broken the strategy it can pull off turn 36. | ||
| - | <WRAP group>< | ||
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| - | After you have taken an appropriate build you can move onto a concept called // | ||
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| - | Another factor to consider will be attrition and considering when to bring a party back rather than continuing to attack. As you become more practiced it will look fairly obvious that your 15 infantry should not be advancing into ??Heavy Cavalry?? or ?? | ||
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| - | <WRAP column third right centeralign> | ||
| - | {{ : | ||
| - | //Local muppet fails expansion and then feeds corpse to play kingmaker instead of Dominions//</ | ||
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| - | Returning to minimum takes, the fundamental idea behind it is that using the smallest possible amount of troops to take a province is always the best action. But to apply this to the roster you need to identify national units that can be recruited from any fort that can | ||
| - | - Take provinces with a maximum of 2 fort turns recruitment. | ||
| - | - Be able to take multiple provinces with some attrition. | ||
| - | Making up these kind of minimum-take groups is generally the job of cheap resources like low cost any fort troops. | ||
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| - | Switching gears now, Expensive hard-to replace units like cap-only sacreds or slow to recruit mages should generally not be used for minimum-take raiding,but rather in controlled scenarios like ambushing an enemy army or forcing a fight on top of the enemy capital. Considering cost and replaceability will allow you to utilize these kinds of resources appropriately, | ||
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| - | ===== Game State or Too Late? ===== | ||
| - | <WRAP box round third right> | ||
| - | * Focus on map rather than matchup | ||
| - | * Take your mobility into consideration | ||
| - | * Exploit your opponents' | ||
| - | * Don't sign NAPs with weak players | ||
| - | </ | ||
| - | After passing expansion along with using relevant troops for post you now get to the pleasure of reading the game state! The main mistake here is basing your operations entirely on the nation you will be facing which more than likely doesn’t even have all of its mechanics online Year 0! | ||
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| - | The first thing to look for is the length of your borders with a nation along with the number of defensible features you can exploit i.e. mountain passes and river crossings. | ||
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| - | A good example to illustrate this would be Xibalba fighting an Abysia entirely across a five province long border separated by a river all the way down. This border would allow for a one sided war where Xibalba chooses every battle with no counterplay from Abysia possible! Conversely a MA Ulm attacking a MA Man through a one-province choke point on a mountain pass could only end in disaster for Ulm. Their only path into Man is easily protected due to the predictability of Ulm’s movements while Man can abuse their access to stealthy troops to go behind Ulm’s lines, bypassing that choke point completely! | ||
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| - | In general, this means that nations without stealth or movement mechanics should be looking to wage wars on large borders with neutral terrain, while nations with movement mechanics such as flight, stealth or terrain survivals should be looking for unique terrain that limits counterattacks or enables in depth delays of enemy armies through clever maneuvering. While you may not have the best matchup with nations you choose to fight this way, you will be able to secure their resources for much less risk by opting for more favorable fights with your maneuverability. | ||
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| - | There are some exceptions to this rule, the most common example being when another nation fails expansion without any early game mechanic to ensure their survival (Monsters, | ||
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| - | A common pitfall in situations like this is the usual non-aggression pact with the harmless player and then fighting a much harder war with someone because they grew “too large” during the expansion phase. This approach wastes early game resources that could be compounded by taking easy fights, instead throwing them away to drag someone else down to your level leaving you no closer to victory. | ||
| - | <WRAP group>< | ||
| - | If you want to engage in filthy diplomacy with muppets and call it good gameplay you are both delusional and not in need of my advice to leave muppetry behind. After you’ve read the gamestate it is time to move into general strategy! | ||
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| - | ===== General Early Game Goals ===== | ||
| - | <WRAP box round third right> | ||
| - | * Make scouts and gain intel | ||
| - | * Secure fort locations close to your first war target(s) | ||
| - | * Ensure access to Nature mages. | ||
| - | </ | ||
| - | I will only be going over baseline strategy for early game. Most pitfalls here are simply because steps are skipped rather than misplayed. Putting aside expansion, your first priority is securing scouts and gathering information on all of your immediate neighbors with terrain in your favor. It is perfectly permissible to use a cap turn to double recruit scouts once on an otherwise scout scarce spawn. | ||
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| - | Second priority is securing fort locations with favorable movement towards your first war target(s). You want these locations close to your enemy in order to have your lower map move units be available to that conflict immediately. Conversely any fort you cannot get close to your enemy should be recruiting units with ≥12 map move in order to move two provinces a turn in friendly flags. Even if a higher map move unit is weaker than alternatives, | ||
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| - | Backpedaling a bit let us move into the third priority: Independent mages. Every nation without Nature access should be forting at least one Nature independent to site search for nature income. Any nation already owning nature nationals should be on the lookout for rarer indies but it is nowhere near as much a priority since any nation with {{path> | ||
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| - | ===== The Art of Looting ===== | ||
| - | <WRAP box round third right> | ||
| - | * Gold determines the early game. | ||
| - | * Fight in your opponent' | ||
| - | * Raiders should be cheap but also threatening. | ||
| - | </ | ||
| - | Now with the necessary setup established it’s time to get into the meat of non-muppet gameplay. Early game at its core determines its winner by gold, whether through superior infrastructure replacing troops more efficiently than your opponent, or by the armies and mages pushing more of your opponent’s provinces than they can push back. In order to get to this point of superiority though you need to trade gold better than your opponent, and that means raiding! | ||
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| - | To efficiently raid provinces the first step is making parties cheap enough to be replaced instantly while still establishing a threat to your opponent. The best case scenario is of course taking their provinces but any devotion of mage turns/ | ||
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| - | The best time to start these multifront looting expeditions is during currently active wars with no easy borders to retaliate (again maneuverability is king!). Outside of looting for the plunder, it also functions as an excellent stall tactic as mentioned before. If they are constantly needing to commit resources to throwing you out of their flags those forces aren’t being dedicated to tearing down your flags. This allows you to commit resources to research or infrastructure in order to build a research or production advantage to crush them | ||
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| - | ==== Looter Units ==== | ||
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| - | {{ : | ||
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| - | {{: | ||
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| - | These 4 units should give a general idea of what you’re looking for in a unit to make an efficient raiding party, with the most important takeaways being the presence of stealth, | ||
| - | {{ : | ||
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| - | ==== Thug raiding ==== | ||
| - | Moving on from units, there is an alternative in using mages with magical items to “thug” provinces solo. Since this method uses mostly gems to create the raider instead of gold it doesn’t compete with other parties and can be used to supplement your raiding. Thugs should never be used for 100% of raiding, since it constrains your options and doesn’t take advantage of splitting stacks or reinforcements on their way to current fronts. | ||
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| - | On the topic of actual thug chassis you’ll be wanting any combination of the sacred tag, cavalry, Air 2, Water 1, Earth 1, Nature 2. An insane chassis can make up for having little to none of these traits. | ||
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| - | <WRAP column quarter right centeralign> | ||
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| - | Any other chassis without a horse has a much harsher time thugging due to harassment penalties being halved for mounted units. To combat this the units will either need to be “killy” enough to rout PD before they take fatal damage or “bulky” enough to scare away local militia with their girth. The example of the usual “killy” thug would be a ??Colossi Storm Captain?? with a ??Frost Brand??, casting ??Quicken Self??, ??Flight??, attack rear. This allows him to push out a large amount of damage in the backlines usually wiping out the commander and routing the rest of the PD. This is similar to what normal flying raiders do already. | ||
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| - | A “bulky” thug is usually a giant nation blessed with Regeneration such as Hinnom or Ashdod. These thugs are geared with ??Enchanted Pike??s to take advantage of their 4+ size for repel, or they are given an item that causes them to berserk like a ??Flesh Eater?? in order to guarantee them to outlast the enemy PD to turn timer in case of a inordinately large PD dump. | ||
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| - | While I listed off different gear combinations for these thugs, it is worth noting that all thugs benefit from a ??Vine Shield??. A ??Vine Sheld?? can even make independent commanders capable of taking PD if given a ?? | ||
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| - | {{ : | ||
| - | ===== Tactical Suicides and Homicides ===== | ||
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| - | To start off the introduction to tactics I’ll be introducing the types of units you’ll see in dominions: | ||
| - | first being the blockers which come in three flavors ranging from chaff, standard, and elite, the second being melee damage, and the last special. Now let’s begin their breakdown in order. | ||
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| - | A **blocker’s** role is to hold the enemy for how long depending on the type of blocker, with chaff existing to die almost immediately, | ||
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| - | {{: | ||
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| - | The last type is any unit that doesn’t fit in either role. This applies to siege chaff, archers and mind blasters. **Siege chaff** exists to tear down walls and should be placed away from pointy objects and preferably kept off the battlefield entirely. **Archers** (even crossbows) are the majority of the time completely useless, but a small investment could be made to snipe mages in robes, or in rare cases where a nation doesn’t believe in clothes such as Mictlan you can mass indie archers to prove the superiority of hats. **Mind blasters** are great and can stun lock a large variety of units enabling lossless expansion on nations like EA Agartha & MA Rlyeh. It is important to keep in mind that each mindblaster requires the upkeep of a mage (even with Olms being halved). There is still value in being able to target valuable tags in your opponent’s army but they are the first to cut when upkeep starts creeping up to half of your income. | ||
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| - | ==== Magic! ==== | ||
| - | <WRAP column third right>{{ : | ||
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| - | <WRAP box round> | ||
| - | **Johnny' | ||
| - | * Magic is there to //enable// new strategies. | ||
| - | * Identify your mages' role as enablers: | ||
| - | - Buffing | ||
| - | - Crowdcontrols | ||
| - | - Hard removals | ||
| - | * Don't build your strategy around evo magic. | ||
| - | </ | ||
| - | After understanding your units and their role in the battlefield, | ||
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| - | The first step to mage use is identifying what that mage accomplishes in a specific army. For example if your troops' | ||
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| - | Continuing to build on Mage's roles we can see that they vary from hard removal to stalling, and coming along with those roles are the hard restrictions enforced by their paths. The most notable examples being troop buffs locked to paths uncommon on indies such as S with ??Luck?? and ??Body Ethereal??, Nature/ | ||
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| - | After you leave the buffing restrictions, | ||
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| - | Moving out of crowd control into hard removal you get a large host of options... until you realize that all of the elemental paths are shafted due to the current “all resists” meta which hoses most of these removals for many nations’ best/most valuable units. There are still a few notable removals in spite of this mostly because they’re armor negating. Those spells are restricted to Air, Astral, Water,and Fire, starting from Air with ??Lightning bolt??, Astral for ??Mind Burn?? and ??Star Fires??, Water for ??Frozen Heart??, and Fire for ?? | ||
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| - | In the case of evocation type removals, it is almost always a bad idea to employ against non-muppets specifically because your opponent has more of a say over what you’re going to hit with your evocations than you. This is accomplished with a technique known as “Evo Bait” where players will use multiple high hp density squares within the range of mages to force mages to target them. | ||
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| - | ==== Buffing ==== | ||
| - | <WRAP column quarter box round right> | ||
| - | * ??Luck?? | ||
| - | * ??Body Ethereal?? | ||
| - | * ?? | ||
| - | * ?? | ||
| - | * ??Gift of Flight?? | ||
| - | * ?? | ||
| - | </ | ||
| - | Returning to buffing, it is important to recall the earlier section on stat bless and the potency of a single +2 to a stat(34.8%!). | ||
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| - | I’ll start by classifying Luck, Body Ethereal and Mossbody in one category for **survival pointbuffs**. The survival pointbuffs function by adding an extra layer of rolls a unit needs to make to deal damage to the unit. ??Luck?? negates 75% of damage that would be lethal, ??Body Ethereal?? negates 75% of non-magical damage outright, and ?? | ||
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| - | Moving away from the protections, | ||
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| - | With all of these pointbuffs available incredibly early (Alteration 4 + Enchantment 3) it is a very strong option to use them to expedite expansion & then carry them over into your first war. With some general ideas now on what kinds of spells are useful we can now move into the literal hell of this game. | ||
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| - | {{ : | ||
| - | ===== Scripting With a Kazoo to Deaf Rats ===== | ||
| - | <WRAP box round third right> | ||
| - | * Battles are usually decided with the first 5 rounds. | ||
| - | * Probe your opponent for information. | ||
| - | * Try to snipe enemy commanders. | ||
| - | </ | ||
| - | Finally the delightfully horrible mechanic that encourages the entire player base to play a turn 24 hours at a time scripting! In Dominions there exists two types of scripting: | ||
| - | * One for units where they can be directed to hit a specific tag either immediately or after holding 2 rounds | ||
| - | * And two for commanders where they get 5 slots of commands that can range from attacking an enemy to casting spells and then switches over to an ai script following your preset command. | ||
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| - | This is where the majority of this game’s complexity originates as it allows all of the baiting, trapping, stalling, outmaneuvering, | ||
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| - | To start your addiction, there are a few important factors to scripting you need to understand, the first is that your troops are idiotic and suicidal and will let go of your hand at a moments notice to run into oncoming traffic. The second is that battles are usually decided within the first 5 rounds due to those being the only rounds players are able to interact with making them imperative to build around. This restraint on scripting makes each battle a fierce information war as you probe their armies’ capabilities and scripts beforehand. This also flips back on you where you’ll need to be constantly aware that your script before any battle if reused could actually be detrimental due to an enemy’s counter scripting. These “mind games” are a large part of the tactics in Dominions after you’ve improved your scripting enough to be competitive with no info, and absolutely crushing with full information. This scripting knowledge will of course come with experience and familiarity with the players in your lobby! | ||
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| - | Now with the value of information on the table, let’s move into herding your rats. To start off troop scripting it's always a good idea to try in some capacity to snipe commanders, since many players love to lead large stacks with a singular commander and then leave him with bodyguards at the very rear. This can lead to lots of situations where even if your troops are literal garbage they attack rear and stab a commander to death. This concept can also carry over to indies although a bit more static and easy to predict making things like cavalry+archer expansion very consistent for little cost. So generally you’ll want to avoid conventionally fighting through an enemy army that has a small quantity of unprotected commanders. Instead focus on sniping the commanders to preserve your resources. With this commonality out of the way we’ll now dive deeper into troop scripting. | ||
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| - | {{ : | ||
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| - | ==== Scripting Units ==== | ||
| - | Recalling back to the roles of units, we’ll be starting with the use of “blockers” and how to effectively use them as roadblocks or impenetrable walls. With **chaff** first up you’ll see most units in this role being fodder to the slaughter usually being in front of the pointy end of a lance or mauled by birdmen with a hatred for hats. Due to the targeting system in Dominions you’ll want to divide up chaff into lots of small squads in order to have a higher chance of enemy “elites” or Evocation mages “locking” onto the chaff and either wasting a charge bonus or an evocation casting on your otherwise worthless unit. | ||
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| - | With fliers in particular they’ll prefer to do a hold and attack rear script making it quite easy to bait them by having 2 singleton squads in both rear corners on hold and attack fliers. This’ll both waste the flying charge bonus and reset their script to no longer be locked onto the rear. | ||
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| - | While the most useful function of chaff is baiting enemy resources, it can also function as a traffic cone to temporarily hold units in place by placing them in a line directly in the path of enemy troops. You’d use these traffic cones in order to either stagger the enemy formation for a moment allowing you to maneuver around them, or to cast evocations/ | ||
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| - | Getting into an actual functioning unit in your army we have the **normal blocker**. These guys can form the backbone of your army and will usually be the largest part of your formation. The main distinction between a blocker and chaff though is the blockers ability to kill enemy chaff, blockers, and melee damage dealers (and archers if your opponent believes they’re in Dom 4). While not as strong as your melee damage dealers they can usually hold the line long enough to whack any similar or lighter protection units a couple times, and can even contribute to a break in the enemy formation if their line is long enough to wrap the enemy. But you’ll need national commanders to hit a minimum leadership of 80 in order to access line formations, and then depending on if you’re buffing your army holding or running into the enemy line. | ||
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| - | An important note for blockers: if their line is not wide enough to cover the entire battlefield, | ||
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| - | After we depart from the backbone of your army we’ll get into how to make/use immovable walls aka **Elite Blockers**. These are a rare breed of unit and are usually a result of stacking protections that your opponent cannot adequately deal with, the most common being defense or protection. When using elite blockers vs an unprepared stack they can win the battle on their merit alone, but elite blockers usually have some form of weakness to low level mage support making them a poor use of resources when the opponent scripts around them. Essentially your elite blockers should be screened with other units to avoid opponent’s mechanics that can remove them and then forcing your enemy’s mundane troops into an unwinnable fight afterwards. | ||
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| - | Good candidates for easy elite blockers include sacreds with stacked defensive mechanics (Regeneration, | ||
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| - | <WRAP box round>A special note is that if your entire roster already functions as elite blockers vs the rival’s roster, you should be investing resources into dealing with that nation’s answer to your elites rather than winning more by stacking protections already inherent in the unit. Example: MA Ulm bringing Earth 2 mages support to cast iron warriors instead of bringing/ | ||
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| - | Now we have a much simpler category of troops to script for, the **melee damage dealers**! These are the dudes that can hurt your enemy’s troops, usually all that’s needed for this is breaking the enemy’s protection threshold but a high attack score and/or a long weapon is sometimes necessary to catch highly elusive units with large defense scores. This category isn’t always made up of specialists since many other “weaker” units can fulfill the same role for lower quality units, usually resulting in a lack of scripting a separate melee damage dealer squad. | ||
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| - | If a specialist squad is needed then leaving them behind sparse screens to allow them to either surround or fill in gaps to reach the enemy fresh and unharmed is beneficial, but with the addition of mage support melee specialists can function without blockers screening by layering on survival pointbuffs which as mentioned earlier can drastically reduce the amount of troops required in a stack to overcome the enemy. The melee damage dealers role in conclusion can usually be given to units already functioning as blockers, or in dealing with more “elite” units can be relegated to specialists either through buffs or recruiting higher quality damage units such as Glaives or Great Swords. | ||
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| - | The last **“special”** category of units have a few distinct roles that range from aggressively useless to obscene depending on the situation. The first generally useless unit in this category being siege chaff, these units should hopefully not be on the battlefield but sticking them in the back of the formation or on retreat is usually the best move if hp routing is not an issue. | ||
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| - | Archers as mentioned earlier in Suicide & Homicides are a majority of the time useless, but can be set to fire none and placed forward to try to get the targeting ai to snipe naked enemy mages. This approach with archers is usually a terrible investment if done in mass, but can trip up some players who neglect to point buff their mages. Archers can be used to “counter” naked nations like Mictlan, but it usually comes down to sitting behind blockers and waiting for the arrows to hopefully hit, not even taking into account hosing spells like mist or storm making the strategy fall flat. | ||
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| - | As bait though the archers perform fantastically, | ||
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| - | ==== Scripting mages ==== | ||
| - | With mage roles being too large to quantify every single possible function they bring to an army, I’ll only explain some more general ideas on how to help them fulfill their roles,and how/why the army supports them. | ||
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| - | The mages in your army are at a certain point the only deciding factor in a battle, and as such you should treat all non-mage units as resources to support your mage core. This is rooted in the magic system only being interactable by the player through the mage’s 5 scripting slots, and any non-commander troop only having default preset orders that can only be influenced by how they are placed on the battlefield or by mage(!) interaction. | ||
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| - | This makes it a generally good idea to think of where your mage needs to be to fulfill a role whether buffing, removal, or otherwise and then building the army’s positions around them. This positioning is based around the fact that if a mage is out of position they can no longer enable the strategy that your troops couldn’t achieve by themselves, leading to a guaranteed defeat if that strategy was your only route to victory. Positioning of mages is of course less important if you’re going to win the battle either way, but if that is the case you should be asking yourself why you are dedicating limited resources like mages there in the first place? | ||
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| - | But in conclusion there is no general scripting/ | ||
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| - | ==== Countering your opponent ==== | ||
| - | With the importance of information being mentioned so much already, it’s time to break down how much it actually affects scripting. A common situation you’ll encounter upon meeting a player in a lobby for the first time, is guessing how they’ll play based on YOUR previous experience with the nation or on how you think the nation plays. But in the majority of games people will play emotionally charged and in a gameplay perspective stupidly. This forces you to learn their scripting habits and magic build order in order to ditch your mind’s version of a player and adapt to how they actually play the nation. This concept is rooted in playing around what your opponent is actually doing rather than what they can/could do. After getting that information, | ||
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| - | {{ : | ||
| - | ===== Resources & Why Less Is More ===== | ||
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| - | Dominions at it’s core only has 3 resources, with those 3 being Pretender Points, Gold, and Gems. | ||
| - | Utilizing these resources effectively will enable positive feedback loops netting you more of the latter 2 depending on the usage of your pretender points. Recalling back to pretender creation, we see our first resource pretender points. Pretender points for the majority of cases will be best spent frontloading your early game and either expediting expansion or enabling a powerful timing year 1 if 20+ province expansion is already guaranteed. Pretender points spent this way translate to earlier provinces which gives you faster access to your gold year 0 to put up earlier forts in coveted locations and allow more gold converted into troops, which generally gives you a large advantage with proper scouting since you’ll already be stabilized when someone is still finishing expansion. This relates back to gamestate, where to control your own gamestate you’ll need to have both finished your expansion earlier than other players and have information on the players surrounding you(along with forts in position to reinforce that front). In general using pretender points to control your own resources earlier in order to attack other players resources is a good idea. | ||
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| - | After pretender points secure your initial lands and gold along with it we can move into gold use. Before anything else, having any amount of floating gold is an incredibly bad problem to have at the end of the turn. Since it usually means you’re either not putting up forts to ramp up production or you’re underspending on your troops/ | ||
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| - | Gems, unlike gold, is a randomly allocated resource that has to be found by your mages through site searching. This is optimally done by national mages with multiple paths at 2, even barring that site searching for gems your national mages can use is never a bad idea. The caveat to this mechanic though is when a site is found, it’s found for all players. This means the best way to gain gem income of other types besides your nationals is to attack players with Mages of that type, not to mention the capital income a player starts with. With gem income being tied to provinces, it improves the profit of raiding drastically since by raiding using gold you’ll both be gaining gold & gem income off of your opponent' | ||
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| - | Generally a trend can be seen after you weigh investing money in troops vs infrastructure and then the benefits of taking someone else’s provinces vs developing your own. Without a doubt jacking someone else’s shit will always be more beneficial to your nation than investing inwards, this runs twofold due to you gaining new resources(and new places to site search!) while also weakening your opponent every step of the way. But defeating an opponent isn’t guaranteed, and in an equally skilled matchup the results could swing either way. To sway the matchup, it is imperative to invest more resources than your opponent while also trading favorably. To more easily trade favorably you need to have your resources fighting your opponent earlier than they can access their own. Leading to a domino effect where each resource invested earlier makes your timings significantly faster and stronger! | ||
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| - | What constitutes a strong timing though? A strong timing is usually defined more by your opponent’s lack of answers rather than the strength of your own strategy, meaning even something like 200 militia could be unstoppable if on someone’s capital turn 1. This leads to attacks being significantly easier the earlier they’re fought, causing a balancing act between researching good spells and rushing with literal dogshit to drag someone into the trenches. It’s also worth mentioning that any early attack on a player also hurts their timings, whether through infrastructure delays or by forcing the delabbing of mages. | ||
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| - | Resource use essentially comes down to using pretender points to secure gold, that makes troops to push provinces, then using gems to force earlier timings to push even more provinces(A pattern?). Every resource spent eventually finds its way back and then some. So every floating resource you see is both a battle you’re not winning this turn and an additional loss of future resources that could’ve been secured with your investment! In conclusion, taking provinces by whatever means you can possibly employ will rocket you to success even if you need to cast earth meld with a gem to get there! | ||
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| - | ===== Johnny’s Afterword ===== | ||
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| - | I only decided to create this guide in order to show people some general ways to improve by themselves. I never saw a problem with people finding spells to use or troops to recruit but rather always the way they use them. My only aim for this guide is that you come to your own conclusions about this game and help us make this community better than ever before! I hope to see you in the ascension wars soon. | ||
| - | \\ \\ \\ \\ \\ \\ .........Fucking muppets | ||
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| - | ===== Useful Sources ===== | ||
| - | Dominions 5 Manual DOMINIONS 5 | ||
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| - | Illwiki illwiki: Dominions 5 Wiki: Welcome to illwiki! | ||
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| - | Pretender Calculator Pretenders Calculator for Dominions 5 | ||
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| - | Dominions 5 Mod Inspector Dom5 Mod Inspector | ||
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| - | Protection Calculator Prot Calculator | ||
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| - | Arena Test Generator(Big Cheat) Dom5: Arena map generator | ||
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| - | Dominions Nexus Invite Link Discord | ||
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| - | Dominions Immersion Mentor Invite Link Discord | ||
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| - | Reach me directly @JohnnyJohnny# | ||
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johnny-demuppetization.1628630218.txt.gz · Last modified: by naaira
