OP and Turn 22
Karlito
Bzzzzzzzzzzzzz!
A battle is raging. Snarling lizards are let loose from their chains to charge their foe. A group of dancing men twirl across the field to meet them, their swords bursting into flame. White clad Amazons launch arrows with uncanny precision. And today, the dead fight on both sides. Serpentine mages call down the light of the sun, trying to stem the tide of spectral men that threaten to overwhelm them. Will it be enough?
Welcome to Dominions.
What's This?
Dominions 4: Thrones of Ascension is a turn-based fantasy strategy war-game, with ugly graphics and some of the most engaging multiplayer gameplay I've ever had the pleasure to experience. If you want to know more, check out our SV threads here or here. Even if you don't know what this is, if you like strategy games, fantasy, or mythology, keep reading! I'll do my best to make this AAR accessible and entertaining for Dominions neophytes.
Anyway I'm currently involved in an email game with a few other players, and this is a live record of the turns I play as I play them. I'm fairly confident in my chosen strategy this game, but it's still entirely possible that the game will end in my complete defeat in another 5 turns, rather than complete victory in another 50.
"First" Turn
Situation Overview
This is the game map, where most of the action takes place. It's now actually turn 22. For me, the first score turns just consisted of expanding into neutral provinces, building up an army, and hitting my magical research targets (more on that later).
I'm playing Marverni, a nation of Celtic Gauls ruled by druids; that's the green with gold-fringe flags in the upper center of the map. My capital is the coastal fort with all the white candles next to it. All around me you see my neighbors and opponents in this match. Starting with the underwater one to the north we have Therodos, the ghosts of a sunken Atlantis-like city who don't know they're dead. Clockwise from them we have Sauromatia, a nation of Amazonian warrior-women ruled by cannibalistic witch kings. South of them we have Hinnom, a land of Jewish giants (also with a taste for human flesh). The other big green nation to the south of me is C'tis, a bunch of Egyptian-flavored lizard people. In the far southwest, the yellow flag is Lanka (Hindu demons) and the purple flag is Ermor (Roman Empire). Directly to the west of my nation is Ur, populated by Enikdu beastmen of Mesopotamian origin. You can also see one province of Tir na N'Og in the northwest, which also has roots in Celtic mythology. Formoria was also playing but isn't visible, though it doesn't matter since that player has since dropped out. The empty spots on the map are provinces I can't see this turn, due to not having a scout in position.
Anyway, that's quite the eclectic collection of foes! Pretty typical for a Dominions game, I have to say. Each of those nations is led by a false god, trying to claim the throne of the Pantokrator for their-selves. Luckily, our nation is led by the One True God, so we shouldn't have any trouble putting these false Pretenders in their place.
This is the message screen I'm greeted with when I open up the turn. The only interesting thing is the first message, informing me that my national mages have completed another level of magical research, giving me access to more spells. This is the last step in my prewar plan, but again more on that later. The random events in the middle are respectively, brigands attempting to usurp my rule in a province, brigands moving into another province, and one of my mages having a vision of eternal darkness falling over the land in 3 months time yada yada. Like I said, not interesting. The battle that occurred is a result of the first random event, but luckily the 1 gold I spent garrisoning the province paid off and I retained control. I could show the battle in more detail, but it's not really worth seeing. Anyway, this post has gotten long enough.
Next Time: I go to War
This is the game map, where most of the action takes place. It's now actually turn 22. For me, the first score turns just consisted of expanding into neutral provinces, building up an army, and hitting my magical research targets (more on that later).
I'm playing Marverni, a nation of Celtic Gauls ruled by druids; that's the green with gold-fringe flags in the upper center of the map. My capital is the coastal fort with all the white candles next to it. All around me you see my neighbors and opponents in this match. Starting with the underwater one to the north we have Therodos, the ghosts of a sunken Atlantis-like city who don't know they're dead. Clockwise from them we have Sauromatia, a nation of Amazonian warrior-women ruled by cannibalistic witch kings. South of them we have Hinnom, a land of Jewish giants (also with a taste for human flesh). The other big green nation to the south of me is C'tis, a bunch of Egyptian-flavored lizard people. In the far southwest, the yellow flag is Lanka (Hindu demons) and the purple flag is Ermor (Roman Empire). Directly to the west of my nation is Ur, populated by Enikdu beastmen of Mesopotamian origin. You can also see one province of Tir na N'Og in the northwest, which also has roots in Celtic mythology. Formoria was also playing but isn't visible, though it doesn't matter since that player has since dropped out. The empty spots on the map are provinces I can't see this turn, due to not having a scout in position.
Anyway, that's quite the eclectic collection of foes! Pretty typical for a Dominions game, I have to say. Each of those nations is led by a false god, trying to claim the throne of the Pantokrator for their-selves. Luckily, our nation is led by the One True God, so we shouldn't have any trouble putting these false Pretenders in their place.
This is the message screen I'm greeted with when I open up the turn. The only interesting thing is the first message, informing me that my national mages have completed another level of magical research, giving me access to more spells. This is the last step in my prewar plan, but again more on that later. The random events in the middle are respectively, brigands attempting to usurp my rule in a province, brigands moving into another province, and one of my mages having a vision of eternal darkness falling over the land in 3 months time yada yada. Like I said, not interesting. The battle that occurred is a result of the first random event, but luckily the 1 gold I spent garrisoning the province paid off and I retained control. I could show the battle in more detail, but it's not really worth seeing. Anyway, this post has gotten long enough.
Next Time: I go to War
Last edited: