Dominions 6 MA Ind SIMPLIFIED

  Рет қаралды 1,979

AO Reaper

AO Reaper

Күн бұрын

Ind is a human nation in Middle Age Dominions 6 that confuses a lot of people, and frankly can fool a lot of people into over-investing into certain parts of the nation. This is a simplified guide where I test and show EXACTLY what works for these guys, so you can just hop in and start to dominate with a human sized nation.
Please feel free to use the chapters to flick back and forth through the guide as a reference!
Timecodes:
0:00 - Intro
0:30 - Troops, brief nation overview
5:01 - Oriande discussion and Lions of strange colors
6:19 - The Gog and Cynocephalians (and great blood access)
7:58 - Wasteland Giants
8:31 - Piconye tiny people
9:17 - Pretender Design and plan of attack for the nation (quick summary)
13:06 - First year playthrough and example of "thinking" for Ind expansion
26:15 - Reminder about Pretender goals
26:30 - Blood summons available to us AKA How to break into other paths of magic
27:49 - Angel summons brief overview of useful ones
28:42 - Brief example battles
28:46 - Ethereal Trick vs tramplers
29:40 - Gog reaver army vs knights example of "the blenders"
30:29 - Basis battle for testing (AKA we lose this battle and see what we can do magically to "fix" it)
31:51 - Archery only vs arrow fend
32:45 - Archery only vs mistform (spoiler: its better EVEN vs archers)
33:45 - Protection buffs (Army of Gold/Temper army followed by Earthquake)
35:12 - Breaking into late game fire magic (fire fend + fire evocations)
35:57 - Breaking into death magic Horde of skeletons with plague
36:30 - Outnumbered with high level astral spells
37:33 - Outro
Outro music by Karl Casey @ White Bat Audio

Пікірлер: 34
@AOReaper
@AOReaper 11 күн бұрын
Thank you guys so much for the comments! Loved making it, as Ind is one of those nations that can feel so frustrating to figure out, but my goodness is it satisfying when it all comes together! Let me know how your astral/holy dominance is coming in your games, and any tips/tricks you guys have pulled off!
@ChazzyBurger
@ChazzyBurger 17 күн бұрын
Great video! Really well put together and very informative, especially on a tough nation like Ind with all those different troops and mages, keep up the good work!
@AOReaper
@AOReaper 17 күн бұрын
Thank you so much for the kind words! Trying my best over here, but man... some of these nations are just brutal haha! Really appreciate the comment, and glad to see you here!
@epyjacek
@epyjacek 6 күн бұрын
Great video, thank you for the breakdown!
@AOReaper
@AOReaper 6 күн бұрын
Happy to help! And thank you so much for the comment and feedback, its greatly appreciated!
@evilmordekai
@evilmordekai 3 күн бұрын
Great stuff. well put together; cogent, even.
@AOReaper
@AOReaper 3 сағат бұрын
Hey: I appreciate you! Thank you so much for the comment and feedback!
@scages101
@scages101 17 күн бұрын
Making me want to play some Ind again, nice informative guide
@AOReaper
@AOReaper 17 күн бұрын
Thanks for the feedback! Very neat nation, and super fun to play, even if it is sometimes a bit of an information overload! Enjoy!
@German_Kraut
@German_Kraut 17 күн бұрын
Great video. i am a big fan of Ind so this video hits just right. Keep it up. 👍
@AOReaper
@AOReaper 17 күн бұрын
Awesome, glad to help! And thank you so much for the feedback!
@sofiasantiago3351
@sofiasantiago3351 18 күн бұрын
Great video, good research, short enough and to the point. Keep working, man, and you will definitely blew up, at least in the Dominions community P.S. Your voice is cool
@AOReaper
@AOReaper 18 күн бұрын
Thanks so much! Appreciate the feedback! Working on making EA Tien Chi work for another viewer request right now, but did you have anything you were interested in for another video?
@TheMelnTeam
@TheMelnTeam 9 күн бұрын
It isn't just high damage that can pop mist form; you can also lost it just to the 1% chance any time it reduces damage. If you would take > 1 damage 100 times, there's a > 60% chance it will pop just from that 1% chance. IMO, that's unacceptably risky for pretender expansion even w/o the lucky exploding roll! At low prot, you're going to take many hundreds of damage rolls and if they happen early in a particular combat, you just get blown to pieces. I'm a lot more comfortable with 20+ provinces in expansion tests than I am with < 15. It's not so easy on nations like this, but small nations tend to look like food and there are some early tech goals for some nations such that even a pile of chaff + evo 2 or something is legit threat to ind sacreds with mostly strength. LA version of this nation with the little guys is even more precarious in expansion, still need to test with them a lot more.
@AOReaper
@AOReaper 9 күн бұрын
Couldn't agree more! In general in Dom 6 its becoming much more difficult to expand, especially for the smaller (human) nations. Figuring them all out is requiring all sorts of tricks, but the part that's the most difficult is to ensure you don't somehow cripple your late game by leaning TOO far early. Ind's biggest issue (it seems) is that a ton of their power lies in their ability to get their first forts up for their "other troop" generation, and that makes it very iffy, at best, for them. Great comment, thanks for the feedback!
@stephenlucas8836
@stephenlucas8836 21 күн бұрын
Just to note, an error that was not corrected was one that I also encountered when researching the nation in Dom 5. The National Cap has a Fountain of Youth site, Making it so all your units except your starting commander don't start old, so The Pretender Design screen lies about the Marshal and Abbot Magus being old. For the benefit of specific use cases, you may recruit the Marshal or Magus over their superior upgraded forms only because they cost one Cap Recruitment turnover 2. For example, you may need a leader that gives out Moral +3+item/bless bonuses to 4 squads or massing more mage bodies with Astral 2 to spam more spells (like 1 mind burner and mind hunts vs 1/2 mage a turn). Mass recruiting Abbot Magus seems like a reasonable move, particularly in matchups in Multiplayer, but recruiting a Marshal over a King means you need more turns to recruit mages or need a formation commander next turn. (Also, unless we are talking about gold efficiency, a marshal is better than a general for cap turns.) But it's still a good video, and I hope to see more.
@AOReaper
@AOReaper 21 күн бұрын
Very true, and I appreciate the deeper insights! My primary concern for the age of the magus' also ties into the facts that in multiplayer, oftentimes human nations with "old" commanders (esp. if massed) will often get stomped by things such as Burden of Time, or my least favorite bless withering weapons. You're 100% correct however, and I did indeed miss that the starting age will NOT be old for either one (you will have 9 years for the Magus until old, and you will have 71 years on average for the supreme). Good catch, and thank you (though on a side note be cautious with burden of time/withering weapons/winds of death traps, though that's even rare enough even in multiplayer)! And I couldn't agree more about the specific use cases of spamming 1 turn recruitment mages/commanders (ESPECIALLY with communion setups!), but in general in my guides, I'm trying to give people an easier "cover all situations" sort of setup, so that they can get back to focusing on playing and getting more experience with the game ;) On a side note: have you yet found a use case for the darn piconyes? I still haven't found a way to make them useful, and I've even tried Hail of burning embers along with a billion of their slingers to no avail. I can't seem to figure out a use for them at ALL, other than just another site to recruit Sages for research. Even with huge attack density with all of them jammed into one square, I'm not really figuring out a sneaky way to use them in multiplayer or even singleplayer :( Greatly appreciate the feedback, and will work on the next one asap! Have any particular nations you'd like to see?
@stephenlucas8836
@stephenlucas8836 21 күн бұрын
@@AOReaper don’t now about horned men, and aren’t most strong human mages already within decay range? For nations love EA T’en chie with all the new foreign mages and swords thugs.
@AOReaper
@AOReaper 21 күн бұрын
@@stephenlucas8836 It depends on the age difference between their current age and the "old" age position. For Magus, for example, they have 9 years (2 rounds of decay) before they're old, whereas the supremes have 71 years (15 rounds of decay) before they suffer from old age. Then, once they ARE "old" they take damage equal to (Old Age penalty * 5 + closed d10 - 1 + max(5 number of years actually aged))/10, rounded down, which the first number (old age penalty) is basically a multiplier of your max age that you currently are. So by the time a Magus hits 15 rounds of decay (and a supreme is now "old x1",) the Magus will actually be suffering increased penalties. It gets exponentially worse pretty quickly, but again: you ARE correct. Its not so dramatic that it ends a game for you, usually. It just gives players a MUCH larger range. Old age hits at 48 for a Magus, and hits at 195 for a supreme, so if you look at the breaking point between "Old Age penalty" 1 and 2, Magus hits 57.6 years for Old Age 2, whereas it takes Magus Supreme to age up to 234 years to hit "Old Age" 2. This gives you a MASSIVELY wider range before your mage starts dying from the enhanced old age. TL/DR: Magus is "old" and takes damage within 2 rounds (and enhanced damage within 2 more rounds) whereas Magus Supreme doesn't hit old for 14 rounds of decay (And then enhanced decay damage after another 7.8 rounds of decay). Considering the fact that when you complete combat you're guaranteed another "20 rounds of decay" for anybody that survives, this basically means a hit of decay on a Magus = guaranteed death, whereas a Supreme has a really good chance at survival. Alright! I'll take a look at EA Tien Chi, and try to whip together a guide for them over the next 2 days or so. I'm fairly familiar with them from Dom 5, but I'll run a bunch of test games, and hop into a multiplayer and see what people "go to" for against me. Thanks for the suggestion!
@stephenlucas8836
@stephenlucas8836 20 күн бұрын
@@AOReaperthank you for the breakdown, I appreciate if you can figure out how to best gear Master of the Swords as no one on KZfaq covered ea tien Chi yet.
@AOReaper
@AOReaper 18 күн бұрын
Been working on it for a few days... man EA Tien Chi is BRUTAL now that expansion has gotten so much more difficult! I think I've finally figured out exactly how to expand, as I'm averaging 18 provinces now, but I need a little more time to figure out late and mid game tricks for the average player. Honestly: it would've been smart if I did one of my "quick" tutorial videos on communions first, but I fear the average player doesn't like depending on communions, given how quickly they can go wrong. I should be done here in the next day or two, and I'll figure out how to get a concise guide put together for what I think is one of the most versatile, but finesse-required nations in the game haha :)
@ed2365
@ed2365 16 күн бұрын
Thaanks for this, hard to find info on ind. I use s8 f5 dormant divine glyph with twist fate andd solar weapons with almost maxxed out scales. Seems to be ok. Give it a shot!
@AOReaper
@AOReaper 16 күн бұрын
It is, isn't it? Twist fate and solar weapons seems solid, especially against Ermor or a death heavy player in the game. I don't ever trust solar weapons, just since weapon blesses are their "own attack" (i.e. its a TOTAL damage of 3 vs prot of like 10 for most troops), but it does sound good if you're running into massive undead spam. Let me know how it goes, and if you end up leaning into the other provincial recruitment (gogs, etc), or if you're able to carry with the bless primarily!
@ed2365
@ed2365 16 күн бұрын
@@AOReaper the bless is secondary. Its really made mainly for exterior recruitment and to use the unique lvl 9 conj spell call merkava. I use it to get a fort up super quick almost totally relying on cynocephalians and femm infantry knights and crossbows.
@AOReaper
@AOReaper 15 күн бұрын
@@ed2365 Oh yea, I kinda figured when you mentioned nearly maxed out scales (which is key I think). You're well on your way to kicking butt with these guys, keep it up and let me know if you figure out any other monstrous tricks (like small communion stellar cascades spam... that's a fun one)!
@discotheray2020
@discotheray2020 16 күн бұрын
what is the map you are using?
@AOReaper
@AOReaper 16 күн бұрын
I use map-nuke to create a map that is "generic" for pretty much all MA nations. I find this removes a lot of the random bad-start stuff in the Illwinter map creator (i.e. starting with only 3 connecting provinces, etc). If you'd like I can hunt down a link to download the Mapnuke for you.
@discotheray2020
@discotheray2020 16 күн бұрын
@@AOReaper Thank you so much! I got it from here ;)
@AOReaper
@AOReaper 15 күн бұрын
@@discotheray2020 Awesome, thanks for letting me know! I really like the tool, it helps balance the game out to be fair for all really well!
@Leverquin
@Leverquin 3 күн бұрын
I am still confused with dominions 5
@AOReaper
@AOReaper 3 күн бұрын
Its a tough game! If you have anything in particular you're struggling with, let me know and I'll try and crank out a video for you. Would a "basics" video for Dominions help you out at all? Like something starting from absolutely nothing to learning how to actually run your turns? Thanks for the comment!
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