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  #1  
Old October 22nd, 2004, 08:07 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 11:

Provinces: 5
Treasury: 369
Income: 410
Upkeep: 99
RP Total: 27
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 11

Research
Conjuration:
Alteration: 3
Evocation:
Construction: 1 (+27)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 2 (+1)
Water: 35 (+4)
Earth:
Astral:
Death: 24 (+3)
Nature:
Blood:

~ Hugin was struck by an arrow again and survived.
~ There was a battle in Oeversee (195).

There are 2 barbarian chiefs, 20 barbarians with mauls, and 29 barbarians with great swords. My army timing works well and all move together except for Gotvid, which went a turn too early. I will add one more (hold) to his script for the next battle. Upon charging, though, Vaklidun gets stuck behind the spearmen and does nothing for 2 turns. I think perhaps the wolves got in his way and that caused him to veer more to the center of the battlefield. I end up routing the barbarians and taking the province, but not before I lose 2 Jotuns and have one squad of Jotuns rout and flee.

I check my remaining units and notice that one of my Niefel Giants has lost one eye and has been weakened. At least he didn’t get morale loss, which would be much worse I think.

Upon taking province (195) I notice it has the Arena as a site which gives an extra 15 gold income per turn.

Hector’s Heavy Horsemen were recruited by Marignon.
Black Bone’s Pirates are now available, 25 men for 180 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 5 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 70/14 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70 Barbarians
I 5 (180) Suddeir Down – Plains – (20),10 Heavy Infantry/Heavy Cavalry
I 4 (183) North Horslund Forest – Forest – (50),50,30,40 Militias/Light Infantries/Archers
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
? 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 1 (166) Horslund Forest – Forest – (40) Barbarians
I 1 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 1 (152) South Horslund Forest – Forest – (50),(60),(40) Light Infantry/Heavy Infantry
Mg -1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50) Militias/Longbowmen/Knights
Mg -2 (141) The Sinking Land – Farm Lands
? ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
I ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
Mg ? (161) Bolfar – Farm Lands
I ? (187) Godsgrave Pass – Mountain
Mg ? (172) Mount Isen – Plains

I notice there are now 20 Heavy Cavalry in (179) and it is probably Hector’s Heavy Horsemen that Marignon has just hired. I set the defense to 5 in my newly acquired province (195).

Alf is the Jotun Skratti that appears and has 2W, 3B. Excellent! This is what I was hoping for as I don’t recall it being easy to get +1B without having at least 3B already.

This turn I recruit another Gygja for research and forging and 3 Jotun Spearmen.

I send Hugin back to my capitol to pick up the 6 Jotun Spearmen that will be there next turn. I send Freke to (202) to pick up the 2 Jotuns that fled there. Vaklidun and Gotvid will search (195) for magic sites while they await reinforcements.

I have Starkader move up to (179) to wait for any advancement by Marignon and have Tunne wait and scout in (152).

My mages in the capitol continue to research construction with 27 total RPs.

I will attach the turn 10 map file to this post.
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  #2  
Old October 22nd, 2004, 08:11 PM
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Default Re: Jotunheim: Niefelheim AAR

Hmm... I tried to use Tab and spaces to try to help format the reports a bit, but they don't seem to have any effect.

Does anyone know of a way to get columns of data to line up in a post? Perhaps I can just try to add some of these characters to help ____.

I also tried to add some color codes, but couldn't get them to work either. Could someone point out what the exact syntax would be to try some custom colors?
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  #3  
Old October 22nd, 2004, 08:34 PM

Zen Zen is offline
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Default Re: Jotunheim: Niefelheim AAR

Use code, /code to be able to format things in rows. For colors I believe you just use the normal color:red, /color tags.
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Old October 22nd, 2004, 09:23 PM
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Default Re: Jotunheim: Niefelheim AAR

Code:
 J  5 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 70/14 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70 Barbarians
I 5 (180) Suddeir Down – Plains – (20),10 Heavy Infantry/Heavy Cavalry
I 4 (183) North Horslund Forest – Forest – (50),50,30,40 Militias/Light Infantries/Archers
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
? 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 1 (166) Horslund Forest – Forest – (40) Barbarians
I 1 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 1 (152) South Horslund Forest – Forest – (50),(60),(40) Light Infantry/Heavy Infantry
Mg -1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50) Militias/Longbowmen/Knights




TEST....
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  #5  
Old October 22nd, 2004, 09:25 PM
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Default Re: Jotunheim: Niefelheim AAR

Cool, thanks Zen. I will play around with this some more and try to come up with a better format.
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  #6  
Old October 23rd, 2004, 10:33 AM
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Default Re: Jotunheim: Niefelheim AAR

TURN 12:

Provinces: 5
Treasury: 289
Income: 415
Upkeep: 121
RP Total: 20
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 11

Research
Conjuration:
Alteration: 3
Evocation:
Construction: 2 (+20)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 3 (+1)
Water: 39 (+4)
Earth:
Astral:
Death: 27 (+3)
Nature:
Blood:

~ Construction 2 has been completed.
~ Gotvid cannot find any magic sites in Oeversee (195).
~ Vaklidun cannot find any magic sites in Oeversee (195).

Black Bone’s Pirates were recruited by Mictlan.
The Archers in White are now available, Sanne commands 20 men for 100 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 5 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 90/3 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90 Barbarians
I 5 (180) Suddeir Down – Plains – (20),10,30 Heavy Infantry/Heavy Cavalry
I 5 (183) North Horslund Forest – Forest – (50),50,30,40,70 Militias/Light Infantries/Archers
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 2 (166) Horslund Forest – Forest – (40) Barbarians
I 2 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 1 (152) South Horslund Forest – Forest – (50),(60),(40),(40) Light Infantry/Heavy Infantry
Mg 0 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

Sif is the new Gygja that was recruited and has 2D, 2N, 1B. Now I have two mages that can forge Wraith Swords and Rings of Regeneration. I would like to get at least one random Gygja with 1S to help with making pendants of luck and to allow Angerboda to keep researching.

I notice that I can now forge Horror Helmets, Pendants of Luck, and Clams of Pearls. I have 140 total RPs to get to Construction 4 and want to get there as soon as possible, but decide to have two of my Jotun Skratti forge a Clam of Pearls this turn. I will need the pearls to make pendants of luck and can turn them into nature gems to make rings of regen and other nature items in case I don’t find any nature sites soon. Once I get enough items made for my army early on, I will research conjuration and try out some new summons like the ice drakes.

This turn I recruit another Gygja for 250 gold.

Hugin picks up the 6 spearmen in my capitol and heads to (195). He will offer support in the attack on the heavy cavalry in (180) if I decide to attack there next turn. Freke picks up the 2 Jotun in (202) and heads to attack (183) along with my main army which moves from (195). Vaklidun now has 9 winter wolves which have built up a bit over the turns. I group them together and tell them to Hold and Attack Rear to see if they are more effective that way.

I have Starkader wait in (179) and Tunne wait in (152).

My extra mages in the capitol continue to research construction with 20 total RPs.
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Old October 23rd, 2004, 11:25 AM
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Default Re: Jotunheim: Niefelheim AAR

TURN 13:

Provinces: 6
Treasury: 362
Income: 474
Upkeep: 138
RP Total: 27
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 11

Research
Conjuration:
Alteration: 3
Evocation:
Construction: 2 (+27)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 4 (+1)
Water: 23 (+4)
Earth:
Astral:
Death: 30 (+3)
Nature:
Blood:

~ Gotvid was stuck in the heart with an arrow and received a wound. Ugh! The +5 Enc will really hurt him now.
~ There was a battle in (183) North Horslund Forest.

For defenders, there are 1 priest, 3 commanders, 15 Militias, 19 Light Infantry, and 14 Archers. The timing of this battle went very well. The Jotuns took the initial charge and Vaklidun and Gotvid hit the sides of the enemy hard. 5 of my winter wolves charged ahead and quickly killed the priest and attacked the commanders. I ended up with no losses while taking the province.

The Archers in White were recruited by T’ien Ch’i.
Dante’s Stingers are now available, Dante commands 30 men for 150 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90,40 Barbarians
I 5 (180) Suddeir Down – Plains – (20),10,30,20 Heavy Infantry/Heavy Cavalry
J 6 (183) North Horslund Forest – Forest – 60/20 (8970, 36, 30, 167) 5 Def
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 3 (166) Horslund Forest – Forest – (40),50 Barbarians
I 2 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 2 (152) South Horslund Forest – Forest – (50),(60),(40),(40),(40) Light Infantry/Heavy Infantry
Mg 0 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

Tokk is my new Gygja that was recruited and has 2D, 2N, 1B. Dang… no random astral yet. At least I now have 2 mages with 2D and 2N other than Angerboda now and I can always use any extra Gygja to get my blood hunting going.

This turn I recruit another Gygja for 250 gold and 3 Jotun Spearmen. I set defense in (183) to 5.

I have my 2 Jotun Skratti forge another clam of pearls each and equip each of them with one that is in the lab.

I put the 2 Jotuns that Freke brought down into the same squad as the other Jotuns to help minimize routing chances. I sent my main army from (183) to (180) to try to take over the Heavy Infantry and Cavalry there. I have reports ranging from 10-30 there with Heavy Cavalry listed 2nd, so hopefully the cavalry are 10 or less in number. Hugin comes down from (195) with his 6 Jotuns to join in the fight.

Assuming I can take over (180) next turn, I plan to then move on to take (166) and build a fort/temple/lab and await construction 4 for wraith swords and other goodies. Then I may have to decide to move on Marignon and start building my 2nd army to send out West from my capitol.

I have Starkader wait in (179) and Tunne wait in (152).

My extra mages in the capitol continue to research construction with 27 total RPs.
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