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1.) An imprissioned god gives you lots of design points. Good scales, and some good blessings.
2.) I've tried a game where I use a shield-wall to protect my mages, then FIRE evocation magic.
3.) Assassins are great in dom 5. Now you recrewt 3 of them a round in good fortresses. And they are potent enough to kill enemy commanders. Maybe not their top of the line ones, but many of them. Don't remember if LA is the age where they have the holy assasin, but if so, making a bless to help your assassins may be a good way to go.
I'm also concidering a bless strategy for the mages...
I have been trying to use a imprisoned mage pretender with good scales, and a mage bless. I would like to expand into playing them in multiplayer eventually but first I would like to be able to "master" single player with them.
It is, yeah. And the slayers are pretty damn good at causing havoc in an enemy's backyard. With a good bless they can also assist in expansion...it may take 4 turns, but they'll get you a neutral province with minimal effort.
- great sacred recruit anywhere assassins
- pretty decent sacred heavy armored capital only Infantry
- lots of sacred mages, some of them non cap only: Blood mage/priest and 2F/1D Anathamenant salamander
- in Dom 5 as of now: very good sacred national summon
Good Blesses are the key here, since you profit from them throughout the game with a ton of different sacreds..
You can either go imprisoned with lots of low level blesses or dormant with low to medium level blesses. Awake pretender is a waste for LA Abysia, since you got strong starting army + strong strats generally for early game. Good scales are important.
Usually early game is all about assassins to kill indie commanders and H3 Priest+ guardians of the pyre+some regular infantries to conquer provinces.
I tend to research construction first, to give assassins +x attack items (Blood is the best, but Fire item is ok ,too), this makes them like 2 times better.
EarlyMid game I make the transition to blood.
I consider LA Abysia one of the best blood nations in that Era.
Try to search for Death sites asap, because spamming Abysian Ancestors is very strong...SP and MP alike.
Since Abysia has really useful Heroes, I would never go below Luck -1.
I usally have teams of 2-3 assassins running around. Doable already very early in the game..at the cost of not recruiting a mage in the capital here and there.
Experience makes assassins notably better , not to mention Hall of Fame bonuses(its rather easy to place assassins in the HoF). Its probably a good idea to retreat some of the very experienced assassins to a lab and wait until you can forge some good items for them. Pays off later.
Also, if you can get access to water magic/gems, amulet of water breathing+1 or 2 other items on assassins is a cheap way to conquer indie water provinces.
I'm wondering about that... If being great at beating the AI you learn how to BEAT the AI. Not how to play a human...
It's quite simple to build a strategy that'll utterly destroy the AI regardless of difficulty level, but if you do that, any human players will completely destroy you because unlike the AI, they can see what you're doing and put some hard counters on the field. And if you play with strategies that work against humans, the AI's production bonuses can overwhelm you.
The AI can be really tough to beat with some nations, but ultimately as the game goes on the player gets disproportionately advantaged due to being better able to adapt to the AI than the other way around.
There is SOME overlap between what works vs humans and what works vs the AI, but otherwise you are pretty spot on here in that good anti-human player strategies tend to be inefficient vs the AI, and strategies that work well vs the AI tend to be meticulous and monotonous enough that any reasonable human player will eventually be able to completely counter it.
That said, throwing an impossible AI or 2 into a multiplayer game does tend to generate some lulz even if it completely unbalances the game in the process.