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naaira-communion [2022/05/09 20:26]
naaira
naaira-communion [2023/01/05 14:00] (current)
dude small clarification
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 //WIP// //WIP//
  
-A preliminary thank you to all the mentors on Immersion with a special mention to hpmunchcraft.+A preliminary thank you to all the mentors on Immersion with a special mention to hpmunchcraft. Also a big thank you to everyone who provided feedback on 7thPath's Guides server
  
 ===== "Don't do communions!" ===== ===== "Don't do communions!" =====
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 <WRAP centeralign>//"Don't do communions!"//</WRAP> <WRAP centeralign>//"Don't do communions!"//</WRAP>
  
-But... huh? Wasn't this a guide to communions? as you may reasonably object.  +But... huh? Wasn't this a guide to communions? as you may reasonably object. 
 + 
 +<WRAP centeralign>//"Alright then. Don't do communions!... Unless you really should!"//</WRAP>  
  
 One of the mistakes that new players do is making huge impressive communions that explode like a supernova burning all your mages in the process. I have been guilty myself. I think my record was something like 24 communion slaves who did nothing apart from dying peacefully in their sleep. One of the mistakes that new players do is making huge impressive communions that explode like a supernova burning all your mages in the process. I have been guilty myself. I think my record was something like 24 communion slaves who did nothing apart from dying peacefully in their sleep.
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 You might have heard somewhere that you have picked a communion nation and should use communions as much as possible. Or you may have read somewhere that communions are super powerful in the late game so why should you not use such a powerful tool. You might have heard somewhere that you have picked a communion nation and should use communions as much as possible. Or you may have read somewhere that communions are super powerful in the late game so why should you not use such a powerful tool.
  
-It's pretty elementary why you should not do communions when you think about it:+It's pretty elementary why you should consider carefully before joining all your mages in a communion:
   * Mages are your most powerful pieces, capable of turning the tide of battles with their spells.   * Mages are your most powerful pieces, capable of turning the tide of battles with their spells.
   * Every communion slave is a mage not casting spells. If you bring two masters and four slaves you will be casting two spells per round on average, while your opponent, who brought six mages, will be casting six.   * Every communion slave is a mage not casting spells. If you bring two masters and four slaves you will be casting two spells per round on average, while your opponent, who brought six mages, will be casting six.
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 Fatigue is then distributed amongst masters and slaves equally. The fatigue that slaves receive depends on their path level  Fatigue is then distributed amongst masters and slaves equally. The fatigue that slaves receive depends on their path level 
 {{template>communionslavefatigue}} {{template>communionslavefatigue}}
 +
 +Communion masters can use gems as normal and take their new path level into consideration. They do **not** however take in consideration that spell fatigue will be distributed in a communion upon spellcasting and will thus burn extra gems to reduce fatigue as normal.
 +
 +{{template>rulesforgemuse}}
  
 [[https://dedas.github.io/dom4calc/#communion|This calculator]] was originally made for Dominions 4 but is still useful for approximating fatigue generation in a communion. [[https://dedas.github.io/dom4calc/#communion|This calculator]] was originally made for Dominions 4 but is still useful for approximating fatigue generation in a communion.
 +
 +==== Astral vs. Blood vs. Matrix Communions ====
 +
 +**Demonsthenes** points out that it is worth taking a closer look at the three forms of communions that all nations can potentially gain access to. Each has their upsides and downsides so let us have a brief look at that.
 +<WRAP column center 600px>
 +<tabbox Astral Communions>
 +{{ :magicpath:path_s.png?nolink |}}
 +//Advantages://
 +  * ??Communion Master?? and ??Communion Slave?? cost only 20 fatigue.
 +  * The presence of Astral mages means that the communion can easily be buffed with ??Power of the Spheres??.
 +
 +//Disadvantages://
 +  * ??Magic Duel?? can disrupt the communion. If enough slaves die before that big battle-winning spell is cast then the communion might not serve its purpose. If slaves disappear the communion might take more fatigue damage than anticipated.
 +<tabbox Blood Sabbaths>
 +{{ :magicpath:path_b.png?nolink |}}
 +//Advantages://
 +  * The presence of Blood mages means that slave fatigue can be reset with ??Rejuvenation??
 +
 +//Disadvantages://
 +  * ??Sabbath Master?? and ??Sabbath Slave?? cost 100 fatigue and have a cast time of 150%. This means that the Sabbath is slower to get going. It also means that a {{path>B1}} will briefly fall asleep when casting in provinces with Drain scales.
 +  * ??Sabbath Master?? and ??Sabbath Slave?? require {{gems>1B}} to enter. You will have to make sure you have blood slaves available. This also means that Blood Sabbaths do not work underwater.
 +
 +<tabbox Matrix Communions><WRAP column 250px>{{ :items:crystal_matrix.png?nolink |}}</WRAP><WRAP column 250px>{{ :items:slave_matrix.png?nolink |}}</WRAP> \\ \\ \\
 +Matrix Communions equip ??Crystal Matrix?? and ??Slave Matrix?? to form communions.
 +
 +//Advantages://
 +  * The communion is already formed at the beginning of combat so it is faster out of the gate.
 +  * Masters gain an extra script slot.
 +  * You can form communions with mages without Astral or Blood paths.
 +
 +//Disadvantages://
 +  * It takes a lot of gems to form Matrix Communions. For nations without {{path>E1S1}} you may need to spend valuable pretender turns forging matrices.
 +</tabbox>
 +</WRAP>
 +
 +
 ===== The seven communion types ===== ===== The seven communion types =====
-Sometimes there are very valid reasons to form a communion though. **hpmunchcraft** proposes that six types of communions exist:+Sometimes there are very valid reasons to form a communion though. **hpmunchcraft** proposes that four types of communions exist:
   * Stable communions   * Stable communions
   * Access communions   * Access communions
   * Burnout communions   * Burnout communions
   * Turbo communions   * Turbo communions
-  * Linebacker communions +  * Special Communions (LinebackerBlocker, Innate Autocommunions, Bailout communions)
-  * Blocker communions +
-  * Innate autocommunions+
  
-<WRAP centeralign>//"Wait a second, Naaira! You said six, but I count to seven! Are you [insert preferred derogative here]?"//</WRAP>+<WRAP centeralign>//"Wait a second, Naaira! You said four, but I count to five! Are you [insert preferred derogative here]?"//</WRAP>
  
 I can't really decide what you think of me, but one of the seven communions does not really exist. Let's have a look at them in turn: I can't really decide what you think of me, but one of the seven communions does not really exist. Let's have a look at them in turn:
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 Here are a few things you can do to make your communions more stable: Here are a few things you can do to make your communions more stable:
- +<WRAP group> 
-**Spells**+<WRAP column quarter rightalign> 
 +**Spells \\ \\ \\ \\ \\ \\ ** 
 +</WRAP>
   * Cast spells that increase the fatigue recovery like ??Summon Earthpower?? and ??Relief??.   * Cast spells that increase the fatigue recovery like ??Summon Earthpower?? and ??Relief??.
   * Boost the paths of your communion slaves with spells like ??Power of the Spheres??, ??Summon Phoenix Power?? and similar.   * Boost the paths of your communion slaves with spells like ??Power of the Spheres??, ??Summon Phoenix Power?? and similar.
   * Script sabbath masters to cast ??Reinvigoration?? at different intervals to reset the fatigue of all slaves in the communion.   * Script sabbath masters to cast ??Reinvigoration?? at different intervals to reset the fatigue of all slaves in the communion.
- +  * Cast spells with masters before entering the communion to make the masters fall asleep before the communion slaves hit 200 fatigue. 
-**Scales**+</WRAP> 
 +<WRAP group> 
 +<WRAP column quarter rightalign> 
 +**Scales \\ ** 
 +</WRAP>
   * Cast spells in provinces with Magic scales   * Cast spells in provinces with Magic scales
   * Cast resistance spells in hot or cold provinces if your masters lack resistance.   * Cast resistance spells in hot or cold provinces if your masters lack resistance.
- +</WRAP> 
-**Size**+<WRAP group> 
 +<WRAP column quarter rightalign> 
 +**Size \\ \\ ** 
 +</WRAP>
   * Limit the number of masters. Once your slaves reach 200 fatigue they will begin to take damage with every spell cast no matter the fatigue cost. Fewer masters will result in fewer spells cast thus less fatigue damage taken.   * Limit the number of masters. Once your slaves reach 200 fatigue they will begin to take damage with every spell cast no matter the fatigue cost. Fewer masters will result in fewer spells cast thus less fatigue damage taken.
 +</WRAP>
 +<WRAP group>
 +<WRAP column quarter rightalign>
 +**Unit abilities \\ **
 +</WRAP>
  
-**Unit abilities** +  * [[Spell singer]] masters halve the fatigue of spells cast. This can delay the point at which your slaves start taking fatigue damage. 
-  * [[Spellsinger]] masters halve the fatigue of spells cast. This can delay the point at which your slaves start taking fatigue damage. +</WRAP> 
- +<WRAP group> 
-**Path considerations**+<WRAP column quarter rightalign> 
 +**Path considerations \\ ** 
 +</WRAP>
   * Use masters that have the same paths as your slaves to avoid getting quadruple fatigue.   * Use masters that have the same paths as your slaves to avoid getting quadruple fatigue.
   * Use slaves that have //higher// paths than their masters to halve fatigue.    * Use slaves that have //higher// paths than their masters to halve fatigue. 
 +</WRAP>
 Regarding the last point recall how fatigue is distributed in a communion: Regarding the last point recall how fatigue is distributed in a communion:
 {{template>communionslavefatigue}} {{template>communionslavefatigue}}
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 **Kalkyrie** mentions equipping your masters with bows and simply scripting them to "Fire" at the end of their script. **Kalkyrie** mentions equipping your masters with bows and simply scripting them to "Fire" at the end of their script.
  
-Another trick is to script some of your communion masters to become communion slaves later on. In this way you can limit the number of masters taxing your communion later on.+Another trick that **Timotej** mentions is to script some of your communion masters to become communion slaves later on. In this way you can limit the number of masters taxing your communion later on.
  
 </WRAP> </WRAP>
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 ===== Burnout communions ===== ===== Burnout communions =====
 Burnout communions is where you let the masters burn the slaves out to cast more powerful spells. It requires the least effort and is thus the second most useful. You use more masters than in an access communion and fire away. You can do stuff to postpone the point in time when your slaves burn out, but if the battle goes long the slaves will eventually die. As noted in the [[naaira-communion#making-stablererer-communions|stablererer communions]] section you can do things to make your burnout communion last longer, but if the battle goes on for long enough your slaves... will... die. Hopefully you win the battle in the process. Burnout communions is where you let the masters burn the slaves out to cast more powerful spells. It requires the least effort and is thus the second most useful. You use more masters than in an access communion and fire away. You can do stuff to postpone the point in time when your slaves burn out, but if the battle goes long the slaves will eventually die. As noted in the [[naaira-communion#making-stablererer-communions|stablererer communions]] section you can do things to make your burnout communion last longer, but if the battle goes on for long enough your slaves... will... die. Hopefully you win the battle in the process.
 +
 +If you know that you will burn out your slaves you might want to consider casting **??Life after Death??** if you can. That way your slaves will return from the dead to offer their services to you again once your masters have sucked all life energy out of them.
  
 <WRAP box center 800px> <WRAP box center 800px>
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-Turbo communions are mainly useful when trying to turn timer your opponent. Thus you rely on the **Illwinter Spell AI** to pick spells for you as the battle goes on. +Turbo communions are mainly useful when trying to [[turn timer]] your opponent. Thus you rely on the **Illwinter Spell AI** to pick spells for you as the battle goes on. 
   * For example, the classical turbo communion of ??Gygja#3397?? masters with ??Jotun Werewolf#3433?? slaves rely on the spell AI's love for ??Horde of Skeletons?? to overwhelm the opponent with chaff. For extra spiciness one Gygja casts ??Rigor Mortis?? while another casts ??Grip of Winter??. You get the idea.   * For example, the classical turbo communion of ??Gygja#3397?? masters with ??Jotun Werewolf#3433?? slaves rely on the spell AI's love for ??Horde of Skeletons?? to overwhelm the opponent with chaff. For extra spiciness one Gygja casts ??Rigor Mortis?? while another casts ??Grip of Winter??. You get the idea.
  
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 ??Fall Bear?? can share a similar role as can R'lyeh's ??Shambler Thrall??s. The key here is that the chaff needs to be mindless, have plenty of hp and cannot be inanimate. ??Fall Bear?? can share a similar role as can R'lyeh's ??Shambler Thrall??s. The key here is that the chaff needs to be mindless, have plenty of hp and cannot be inanimate.
  
-<WRAP box 800px center> 
 ==== Healing Communions ==== ==== Healing Communions ====
 **7thPath** has experimented with a variant of the turbo communion using {{path>N1}} mages outside the communion to heal the slaves. Here is what he writes: **7thPath** has experimented with a variant of the turbo communion using {{path>N1}} mages outside the communion to heal the slaves. Here is what he writes:
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 {{ :guides:communions:theurgs.png?nolink |}} {{ :guides:communions:theurgs.png?nolink |}}
 {{ :guides:communions:theurgs_script.png?nolink |}} {{ :guides:communions:theurgs_script.png?nolink |}}
-</WRAP> + 
-===== Linebacker communions ===== + 
-The last three forms of communions are more niche, as in there are less situations where they will be better than any other alternative, or they are harder to pull off. We will start with the linebacker communion.+===== Special communions ===== 
 +Special communions are communions you pull out of your toolbox to hopefully surprise your opponent. These forms of communions are more niche, as in there are less situations where they will be better than any other alternative, or they are harder to pull off. 
 + 
 +==== Linebacker communions ==== 
  
 Linebacker communions are also called reversed communions. The idea is to pick some very combat capable slaves, buff them up with all sorts of "range: caster" spells from masters who then retreat from the field. The slaves take 3d50 fatigue damage in the process but are no longer considered slaves. Once the slaves wake up they go to town. Linebacker communions are also called reversed communions. The idea is to pick some very combat capable slaves, buff them up with all sorts of "range: caster" spells from masters who then retreat from the field. The slaves take 3d50 fatigue damage in the process but are no longer considered slaves. Once the slaves wake up they go to town.
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 There is just one... major... flaw. There is just one... major... flaw.
  
-Illwinter, in its infinite wisdom, or maybe due to sloppiness in its coding, has decided that as long as **any** communion master remains on the field of battle **all** slaves will remain slaves indefinitely. This means that linebacker communions are hardcountered by one mage casting ??Communion Master?? or ??Sabbath Master??.+Illwinter, in its infinite wisdom, or maybe due to sloppiness in its coding, has decided that as long as **any**((friendly **or enemy**)) communion master remains on the field of battle **all** slaves will remain slaves indefinitely. This means that linebacker communions are hardcountered by one mage casting ??Communion Master?? or ??Sabbath Master??.
  
 So good luck using Linebacker communions. If you succeed I applaud you. So good luck using Linebacker communions. If you succeed I applaud you.
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-===== Blocker communions =====+==== Blocker communions ====
 Blocker communions are somewhat similar to Linebacker communions. The idea is that a few mages buff a great number of slaves to the point where the enemy cannot kill them any longer. Usually the slaves are also buffed with things like ??Fire Shield?? so they can passively kill chaff. Blocker communions are somewhat similar to Linebacker communions. The idea is that a few mages buff a great number of slaves to the point where the enemy cannot kill them any longer. Usually the slaves are also buffed with things like ??Fire Shield?? so they can passively kill chaff.
  
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 {{ :guides:communions:linebacker.png |}} {{ :guides:communions:linebacker.png |}}
 </WRAP> </WRAP>
-===== Innate Autocommunions =====+==== Innate Autocommunions ====
  
 What is more powerful than a turn 1 ??Earthquake??? A turn 0 of course. [[Innate-spellcaster|Innate Spellcasters]] are immensely powerful caster. They have no cast time, and their spells go off at the very beginning of the combat round. But sometimes they lack those all important paths necessary to cast ??Master Enslave?? turn 0. For that you can set up autocommunions. The requirements for a turn 0 autocommunion are steep: What is more powerful than a turn 1 ??Earthquake??? A turn 0 of course. [[Innate-spellcaster|Innate Spellcasters]] are immensely powerful caster. They have no cast time, and their spells go off at the very beginning of the combat round. But sometimes they lack those all important paths necessary to cast ??Master Enslave?? turn 0. For that you can set up autocommunions. The requirements for a turn 0 autocommunion are steep:
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 If you didn't know before, at least now you know one reason why Nazca is considered powerful. If you didn't know before, at least now you know one reason why Nazca is considered powerful.
 +
 +==== Bailout Communions ====
 +**Causk** mentions another special communion, the bailout communion. He writes:
 +
 +//"As we are already discussing edgecase stuff maybe add the bailout communion://
 +
 +//You tryhard script your communion to arrive at fatigue 200. Then on turn 5 on the slowest caster rescue the slaves via the ??Returning?? spell."//
 +
 ===== Nations with special communions ===== ===== Nations with special communions =====
 <WRAP column 35px>{{ :nations:flags:ma_pythium.png?nolink |}}</WRAP>[[pythium-ma|MA Pythium]] has access to the ??Theurg Communicant?? which is a 1/fort unit that acts as a communion slave. As the slaves take quadruple fatigue from any spell cast it is easy to lose a lot during a fight. The challenge then becomes making sure enough are around for the important battles. <WRAP column 35px>{{ :nations:flags:ma_pythium.png?nolink |}}</WRAP>[[pythium-ma|MA Pythium]] has access to the ??Theurg Communicant?? which is a 1/fort unit that acts as a communion slave. As the slaves take quadruple fatigue from any spell cast it is easy to lose a lot during a fight. The challenge then becomes making sure enough are around for the important battles.
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 <WRAP column 35px>{{ :nations:flags:ma_nazca.png?nolink |}}</WRAP>[[nazca-ma|Nazca]] stands out for being the only nation with recruitable [[innate caster|innate casters]]. In itself that gives Nazca incredible magical power. Coupled with communions the ability to cast huge impactful spells before counters come out is unrivaled. <WRAP column 35px>{{ :nations:flags:ma_nazca.png?nolink |}}</WRAP>[[nazca-ma|Nazca]] stands out for being the only nation with recruitable [[innate caster|innate casters]]. In itself that gives Nazca incredible magical power. Coupled with communions the ability to cast huge impactful spells before counters come out is unrivaled.
 +
 +<WRAP column 70px centeralign>{{:nations:flags:ea_ubar.png?34&nolink|}}{{:nations:flags:ma_naba.png?34&nolink|}}</WRAP>[[ubar-ea|Ubar]] and [[naba-ma|Na'Ba]] can summon ??Ghulah?? who have 50% regeneration for turbo communions. Na'Ba also has access to ??Jinn Block??s for matrixed autocommunions. \\ \\
 +<WRAP column 175px centeralign>{{:nations:flags:ea_arcoscephale.png?34&nolink|}}{{:nations:flags:ma_arcoscephale.png?34&nolink|}}{{:nations:flags:la_arcoscephale.png?34&nolink|}}{{:nations:flags:ma_phaeacia.png?34&nolink|}}{{:nations:flags:la_erytheia.png?34&nolink|}}</WRAP> All iterations of Arcoscephale as well as [[phaeacia-ma|Phaeacia]] and [[erytheia-la|Erytheia]] can summon ??Keledone??, an immobile autocommunion slave. The fact that they are immobile gives them limited utility though.
 +\\ \\
 +
 +<WRAP column 35px>{{ :nations:ma:pangaea:hamadryad.png?nolink |}}</WRAP> A number of nations can summon Hamadryads which are innate casters and can be matrixed for innate autocommunions. Unfortunately they are also immobile.
 +
 ===== "Don't do communions... or do? I'm confused" ===== ===== "Don't do communions... or do? I'm confused" =====
 When deciding whether to form a communion you should alwas begin with asking yourself: //Do I really have to?// When deciding whether to form a communion you should alwas begin with asking yourself: //Do I really have to?//
-  * Are there any spells that are powerful enough to turn the tides on the battlefield and that you can only access via communions? Then you should probably do communion. +  * Are there any spells that are powerful enough to turn the tides on the battlefield and that you can only access via communions? Then you should probably do an **access communion**
-  * Will my ability to inflict damage be higher with a fewer mages casting more powerful spells? Then maybe a burnout communion is the answer. +  * Will my ability to inflict damage be higher with a fewer mages casting more powerful spells? Or will I be on a timer to finish the battle quickly (e.g. you expect your opponent to cast ??Rigor Mortis??)? Then maybe a **burnout communion** is the answer. 
-  * Are there any useful spells your mages could be casting outside a communion? If the answer is yes, you should probably do that instead+  * Are there any useful spells your mages could be casting outside a communion? If the answer is yes, you should probably not put those mages in a communion
   * If the answer is no, then maybe you should consider if you have been recruiting the right mages or if you should start recruiting something else.   * If the answer is no, then maybe you should consider if you have been recruiting the right mages or if you should start recruiting something else.
-  * Can I outlast my opponent with a turbo communion or outsmart them with a blocker or linebacker communion? Then maybe do one of those.+  * Can I outlast my opponent with a turbo communion or outsmart them with a blocker or linebacker communion? Then maybe it is time to surprise your opponent with such a communion.
  
 ==== Size matters ==== ==== Size matters ====
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   * Don't try to calculate the optimal ratio of mages to slaves. Use less masters. Shit happens. All the time.   * Don't try to calculate the optimal ratio of mages to slaves. Use less masters. Shit happens. All the time.
  
 +If you want some rules of thumb here are some conventional wisdom for you (completely untested though):
 +  * Two masters and four slaves who share paths are generally going to survive most battles. The masters should fall asleep before the slaves die.
 +  * Four masters with four slaves **that have higher paths** than the masters should similarly be stable.
 +
 +Anything else and you have to consider different strategies to prevent slave burnout.
  
 ===== Conclusion ===== ===== Conclusion =====
 I hope you have learned something from this small guide to communions. If you have any feedback please leave it in the guide channel on the Dominions-guides-and-discussions Discord hosted by **7thPath** (click the picture at the top of the guide to get there), or message me on Discord. I hope you have learned something from this small guide to communions. If you have any feedback please leave it in the guide channel on the Dominions-guides-and-discussions Discord hosted by **7thPath** (click the picture at the top of the guide to get there), or message me on Discord.
 +
 +{{tag>Guides}}
naaira-communion.1652127995.txt.gz · Last modified: 2022/05/09 20:26 by naaira