Both sides previous revision
Previous revision
Next revision
|
Previous revision
|
taorec-bless-strategies [2021/04/20 22:07] naaira [Bless Cost] |
taorec-bless-strategies [2022/01/26 11:38] (current) dude [1.3 Dominion and Scales] Pretty sure it is only 10% bonus HP per candle |
With the strategy and magic path chosen, you can now determine your dominion strength and scales. Dominion express much influence your gods has and whether population of has faith in you (shown by candles on the map). Scales determine how your pretender god influences the world around him, whether his dominion brings for example growth or decay, order or chaos. You may want to take a look at [[http://dominionsmods.com/index.php?showtopic=3235|A Look at Scales in Dominion 5]] | With the strategy and magic path chosen, you can now determine your dominion strength and scales. Dominion express much influence your gods has and whether population of has faith in you (shown by candles on the map). Scales determine how your pretender god influences the world around him, whether his dominion brings for example growth or decay, order or chaos. You may want to take a look at [[http://dominionsmods.com/index.php?showtopic=3235|A Look at Scales in Dominion 5]] |
| |
**Dominion:** Generally you want a strength of at least 5 so you don't get dominion killed (also domkilled, i.e. no more of your faith's candles on the campaign map). Bless nations, especially with cap only units, or those with dominion monster spawn (e.g. EA Rlyeh, MA Ermor) will want a strength of 6-8 to recruit more sacreds. Scales nations want 6 to 7 to spread their excellent dominion faster. Your dominion strength will also increase as you build more temples (1 per every 5 temples), so don't go overboard. Your pretender gains a bonus of +20% HP, + 0.5 MR and 1 strength per candle in your dominion and receives an equal malus in enemy dominion. | **Dominion:** Generally you want a strength of at least 5 so you don't get dominion killed (also domkilled, i.e. no more of your faith's candles on the campaign map). Bless nations, especially with cap only units, or those with dominion monster spawn (e.g. EA Rlyeh, MA Ermor) will want a strength of 6-8 to recruit more sacreds. Scales nations want 6 to 7 to spread their excellent dominion faster. Your dominion strength will also increase as you build more temples (1 per every 5 temples), so don't go overboard. Your pretender gains a bonus of +10% HP, + 0.5 MR and 1 strength per candle in your dominion and receives an equal malus in enemy dominion. |
| |
**Order/Turmoil:** The most important factor for this scale in Dominions 5 are the recruitment points (10% per level). Most standard units have 10-20 rec points while large units like giants and cavalry cost 30-50 points. Adapt your scale to the needed level by testing them in game. The scale only marginally impacts your income and event chance. Blood nations may find order useful to reduce unrest from hunts. Turmoil doesn't lead to your provinces getting unrest but they will be slower in reducing it automatically and the chance of unrest events increases. | **Order/Turmoil:** The most important factor for this scale in Dominions 5 are the recruitment points (10% per level). Most standard units have 10-20 rec points while large units like giants and cavalry cost 30-50 points. Adapt your scale to the needed level by testing them in game. The scale only marginally impacts your income and event chance. Blood nations may find order useful to reduce unrest from hunts. Turmoil doesn't lead to your provinces getting unrest but they will be slower in reducing it automatically and the chance of unrest events increases. |
=====Bless Cost===== | =====Bless Cost===== |
| |
Magic paths have an increasing cost (see table below). Levels already on the pretender chassis or extra bless points for a nation can reduce cost **drastically** ( e.g. 1 level present = 10 -> 9 and reduces point cost by 90 or on {{path>W3}} pretender {{path>W10}} bless cost only 226 instead of 440 points) | <WRAP box right third>{{ :guides:bless_strategies:taorec.png?48&nolink|}}**Tip:** Picking either {{path>F3A3W3E3}} (elements) or {{path>S3D3N3B3}} (sorcery) also gives you bless points instead of going to 4. |
<WRAP box right third>**Tip:** Picking either {{path>F3A3W3E3}} (elements) or {{path>S3D3N3B3}} (sorcery) also gives you bless points instead of going to 4. | </WRAP>Magic paths have an increasing cost (see table below). Levels already on the pretender chassis or extra bless points for a nation can reduce cost **drastically** ( e.g. 1 level present = 10 -> 9 and reduces point cost by 90 or on {{path>W3}} pretender {{path>W10}} bless cost only 226 instead of 440 points) |
</WRAP> | |
^Path Level ^ Cost | ^Path Level ^ Cost |
| 1 | 10 - 80 (depends on chassis) | | | 1 | 10 - 80 (depends on chassis) | |
Mictlan +{{path>A2}} +{{path>N1}} \\ | Mictlan +{{path>A2}} +{{path>N1}} \\ |
Agartha +{{path>E1}} \\ | Agartha +{{path>E1}} \\ |
Abysia +{{path>F1}} | Abysia +{{path>F1}} \\ |
| Ind +{{path>S1}} |
</WRAP> | </WRAP> |
<WRAP column third> | <WRAP column third> |
* Blood Vengeance: Quite expensive at Blood7 but great to counter banishment, evocations and battlefield wipes by killing the caster | * Blood Vengeance: Quite expensive at Blood7 but great to counter banishment, evocations and battlefield wipes by killing the caster |
| |
| {{tag>Guides}} |