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Rise Of Qallupuit
Welcome to Dominions 3.
For a variety of reasons, I find myself, in the next 14-17 days with much more time on my hands then I am used to and I have decided to use it to write an after-action report (AAR) about a game I have been enjoying considerably lately. That game is Dominions 3. For those of you who arent familiar with it, check out the wiki (http://en.wikipedia.org/wiki/Dom3). My first exposure to the game was through a Dominions 3-based Never Ending Story (NES)( http://forums.civfanatics.com/showthread.php?t=323730) which may be of interest to some readers.
So, without further adue, let us explore the world of dominions. In dominions, each player controls a would-be god, a pretender. Each pretender leads a culture (or civilisation) with the ultimate goal of trying to take over the entire world, extinguish the dreams and aspirations of all other pretenders and ultimately ascend to true godhood.
For this game, I will be assuming command of the Atlaneans. In times past the atlaneans were a strange kingdom of deep ones, amphibious creatures that made their home deep beneath the sea. They lived in their basalt cities and were led by Basalt kings. In that age they shared the oceans with the aboleth-inspired Rlyeh and the triton-kings of Oceana. Then came the ascent of the Rlyeh as their star fell into the sea and the Basalt city was destroyed. New cities of coral were built but ultimately these were destroyed by the tentacled Rlyeh who now spoke of strange whispers from beyond the stars and beyond sanity. The hated Rlyeh employed strange astral and telepathic magics to mentally enslave the surviving atlaneans (and any others who would face them) and to drive those who would not serve mad.
Now, in the late age, Atlantis has been driven from the seas by the hated Rleyh. Those that survived, those that fled, found themselves in the deep cold of arctic ice-floes on a forsaken coast of ice and bones. New kings of Atlantia arose and they called themselves Angakut; they were shaman kings and lead a bone cult. They practice death magics never before known to their ancestors and promise a return to the sea.
This is a single player game and for my opponents I have chosen seven random AI set at difficult and the Rleyh, set at mighty. There is one more setting above mighty but Im still pretty new to this game so I dont really want to try and take that setting on yet.
Our pretender is a shard of the darkest basalt, the last of the dark crystals that grew in our ancient basalt cities. With time and magics unknown to living atlaneans today, it has grown not only to sentience but to great aspirations of vengeance and even godhood.
The shard of our nations history has learned from the enemy and commands grave and terrible astral magics as well as some minor competence in the magic of nature itself. The blessing of the great basalt shard will bring magic resistance and some minor regeneration to those sacred units who can take advantage of it.
Finally the Basalt shard is a benevolent god. Those who live in its lands are blessed with lives of interest and change (turmoil 1 causes loss of income but increase the chances of random events), productivity (it is easier for us to produce heavy weapons and armour), great cold (our lands are frozen slabs of ice suitable for us, the giants of ancient times, the caelum-flying angel-like creatures, and few others), growth (our women are fertile, our young strong, the fishing is good and so too is the hunt), luck (synergizes with the turmoil scale to produce more positive random events) and magic (our researchers are inspired by our gods presence and research should be faster for us where our gods dominion is strong). Finally, with a dominion score of 7, our faith will not be any danger of being snuffed out by some of the stronger enemy faiths but we will not be able to use it effectively as a weapon. These are pretty good scales in general, an approach I have never explored in the past (usually I prefer stronger magic) but am eager to try out now.
Finally our pretender monolith is sleeping and will only awaken (and be useable) once we begin the first year (12 turns into the game). We name the monolith Qallupuit in honor of the inuit legend of the same name.
Now that we have designed our pretender god, let us begin the game itself.
I realize that strictly speaking this isn't a CIV story, but i hope you'll tolerate me posting this here. I've long been part of this community and i wanted to share a non-CIV gaming experience with members of this community.
Welcome to Dominions 3.
For a variety of reasons, I find myself, in the next 14-17 days with much more time on my hands then I am used to and I have decided to use it to write an after-action report (AAR) about a game I have been enjoying considerably lately. That game is Dominions 3. For those of you who arent familiar with it, check out the wiki (http://en.wikipedia.org/wiki/Dom3). My first exposure to the game was through a Dominions 3-based Never Ending Story (NES)( http://forums.civfanatics.com/showthread.php?t=323730) which may be of interest to some readers.
So, without further adue, let us explore the world of dominions. In dominions, each player controls a would-be god, a pretender. Each pretender leads a culture (or civilisation) with the ultimate goal of trying to take over the entire world, extinguish the dreams and aspirations of all other pretenders and ultimately ascend to true godhood.
For this game, I will be assuming command of the Atlaneans. In times past the atlaneans were a strange kingdom of deep ones, amphibious creatures that made their home deep beneath the sea. They lived in their basalt cities and were led by Basalt kings. In that age they shared the oceans with the aboleth-inspired Rlyeh and the triton-kings of Oceana. Then came the ascent of the Rlyeh as their star fell into the sea and the Basalt city was destroyed. New cities of coral were built but ultimately these were destroyed by the tentacled Rlyeh who now spoke of strange whispers from beyond the stars and beyond sanity. The hated Rlyeh employed strange astral and telepathic magics to mentally enslave the surviving atlaneans (and any others who would face them) and to drive those who would not serve mad.
Now, in the late age, Atlantis has been driven from the seas by the hated Rleyh. Those that survived, those that fled, found themselves in the deep cold of arctic ice-floes on a forsaken coast of ice and bones. New kings of Atlantia arose and they called themselves Angakut; they were shaman kings and lead a bone cult. They practice death magics never before known to their ancestors and promise a return to the sea.
This is a single player game and for my opponents I have chosen seven random AI set at difficult and the Rleyh, set at mighty. There is one more setting above mighty but Im still pretty new to this game so I dont really want to try and take that setting on yet.
Our pretender is a shard of the darkest basalt, the last of the dark crystals that grew in our ancient basalt cities. With time and magics unknown to living atlaneans today, it has grown not only to sentience but to great aspirations of vengeance and even godhood.
The shard of our nations history has learned from the enemy and commands grave and terrible astral magics as well as some minor competence in the magic of nature itself. The blessing of the great basalt shard will bring magic resistance and some minor regeneration to those sacred units who can take advantage of it.
Finally the Basalt shard is a benevolent god. Those who live in its lands are blessed with lives of interest and change (turmoil 1 causes loss of income but increase the chances of random events), productivity (it is easier for us to produce heavy weapons and armour), great cold (our lands are frozen slabs of ice suitable for us, the giants of ancient times, the caelum-flying angel-like creatures, and few others), growth (our women are fertile, our young strong, the fishing is good and so too is the hunt), luck (synergizes with the turmoil scale to produce more positive random events) and magic (our researchers are inspired by our gods presence and research should be faster for us where our gods dominion is strong). Finally, with a dominion score of 7, our faith will not be any danger of being snuffed out by some of the stronger enemy faiths but we will not be able to use it effectively as a weapon. These are pretty good scales in general, an approach I have never explored in the past (usually I prefer stronger magic) but am eager to try out now.
Finally our pretender monolith is sleeping and will only awaken (and be useable) once we begin the first year (12 turns into the game). We name the monolith Qallupuit in honor of the inuit legend of the same name.
Now that we have designed our pretender god, let us begin the game itself.