Dominions 3: The Awakening/Nations/Kailasa: Difference between revisions

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{{All Game Nav|game=Dominions 3: The Awakening}}
{{Header Nav|game=Dominions 3: The Awakening}}
''Note: This article was started as an thread on Shrapnelboards with the subject: [[http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=456050&page=0&view=collapsed&sb=5&o=&fpart=1&vc=1 Demo Guide to Kailasa]] by User [[http://www.shrapnelcommunity.com/threads/showprofile.php?Cat=&User=8708&Number=456050&Board=dom3&what=showflat&page=0&view=collapsed&sb=5&o=&fpart=1&vc=1 dirtywick]]''
''Note: This article was started as an thread on Shrapnelboards with the subject: [http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=456050&page=0&view=collapsed&sb=5&o=&fpart=1&vc=1 Demo Guide to Kailasa] by User [http://www.shrapnelcommunity.com/threads/showprofile.php?Cat=&User=8708&Number=456050&Board=dom3&what=showflat&page=0&view=collapsed&sb=5&o=&fpart=1&vc=1 dirtywick]''


===Backround===
===Backround===
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===History===
===History===
On the sacred Mount Kailasa, beings from an earlier era still linger. They are blessed with mystical powers but are few in number. With the emergence of the new God they have mustered aid from a most unsuspected force. Deep in the forests below, the sacred mountain apes of uncanny brightness have evolved. The apes are uncivilized and have only recently mastered the mysteries of metal working.  
On the sacred Mount Kailasa, beings from an earlier era still linger. They are blessed with mystical powers but are few in number. With the emergence of the new God they have mustered aid from a most unsuspecting force. Deep in the forests below, the sacred mountain apes of uncanny brightness have evolved. The apes are uncivilized and have only recently mastered the mysteries of metal working.


Kailasa represents the Early Age of the [[Dominions 3: The Awakening/Nations/Bandar Log|Bandar Log]] nation, known as the Rise of the Ape Kings.
Kailasa represents the Early Age of the [[Dominions 3: The Awakening/Nations/Bandar Log|Bandar Log]] nation, known as the Rise of the Ape Kings.
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===Pretender Design===
===Pretender Design===
I went with a F9 Red Dragon, awakened. The scales I chose were Order:2, Sloth:2, Heat:2, and Growth:2. Kailasa, for the most part, has gold expensive troops at low resources, so I find these scales work well. You could possibly substitute 1 point in growth with 1 point in magic for a research boost without effecting your income too much.
I went with a F9 Red Dragon, awakened. The scales I chose were Order:2, Sloth:2, Heat:2, and Growth:2. Kailasa, for the most part, has gold expensive troops at low resources, so I find these scales work well. You could possibly substitute 1 point in growth with 1 point in magic for a research boost without affecting your income too much.


Another possible route to take would be W9 Mother of Rivers awakened. I sometimes have trouble finding magic sites that give you water gems on land, so the immediate boost is worth it, and the bless isn't too bad either. It's also recommended if you plan on facing underwater nations. However the expense is you won't have access to fire gems as easily through searching and a few key fire spells won't be readily castable without some luck and forging.
Another possible route to take would be W9 Mother of Rivers awakened. I sometimes have trouble finding magic sites that give you water gems on land, so the immediate boost is worth it, and the bless isn't too bad either. It's also recommended if you plan on facing underwater nations. However the expense is you won't have access to fire gems as easily through searching and a few key fire spells won't be readily castable without some luck and forging.
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Over the next few turns or less you can begin to design your own army. Here's a list of the better troops and how to use them:
Over the next few turns or less you can begin to design your own army. Here's a list of the better troops and how to use them:


You've got three different types of archers available, Markata, Atavi, and Bandar. Markata archers are cheap so it's easy to amass them in large numbers, however their range is smaller and they're fast, so frequently what happens is they run out in front of your lines to fire and get slaughtered. Atavi archers have the range necessary to stay put, for the most part, and fire. Bandar archers are even more expensive than both, but have a lower precision and more hit points. I don't think they're worth the cost. Atavi archers are probably the best option, they have a chance of surviving an arrow or sling and don't run out to get cut down.
You've got three different types of archers available, Markata, Atavi, and Bandar. Markata archers are cheap so it's easy to amass them in large numbers, however their range is smaller and they're fast, so frequently what happens is they run out in front of your lines to fire and get slaughtered. Atavi archers have the range necessary to stay put, for the most part, and fire. Bandar archers are even more expensive than both, but have a lower precision and more hit points. They're not always worth the cost;  On the one hand, they're less precise, but on the other, they use Long Bows, which are more capable of puncturing through the heavy armor you sometimes see in the Early Age.  They're best when the enemy has heavier defenses, such as Ulm or Jotun. Atavi archers are probably the best option, they have a chance of surviving an arrow or sling and don't run out to get cut down.


Out of all the infantry, Markata, Atavi, and Bandar, I think the resource heavy Bandar Swordsmen is the best option. They can take a few hits and hold a line, and are pretty good at absorbing missle weapons. It's well worth the cost, and additionally they're the only troop that uses more than a single digit of resources and even at sloth:2 you'll have enough to get quite a few of them and still get plenty of archers. In the early stages of the game, however, mass Markata with Atavi mixed in is a cheap source of troops for taking on independents. Keep in mind that they will become significantly less useful as soon as you start meeting other Gods, except as a body shield to distract the first wave of melee units from your main force.
Out of all the infantry, Markata, Atavi, and Bandar, I think the resource heavy Bandar Swordsmen is the best option. They can take a few hits and hold a line, and are pretty good at absorbing missile weapons. It's well worth the cost, and additionally they're the only troop that uses more than a single digit of resources and even at sloth:2 you'll have enough to get quite a few of them and still get plenty of archers. In the early stages of the game, however, mass Markata with Atavi mixed in is a cheap source of troops for taking on independents. Keep in mind that they will become significantly less useful as soon as you start meeting other Gods, except as a body shield to distract the first wave of melee units from your main force.


Unfortunately, there is no cavalry to speak of in Kailasa.
Unfortunately, there is no cavalry to speak of in Kailasa.
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The basic strategy is to put the Bandar swordsmen in front, behind them the Yavana, and behind them/on the flanks your archers. I set all melee troops to hold and attack to let your most likely superior firepower fire a few volleys, and then move in to finish them off. Thinning the enemy out with arrows should minimize your losses. Towards the latter stages of the game a Yashkini with a group of Yavana Archers backing her up is a great source of artillery fire, they can hold their own in a melee fight as well.
The basic strategy is to put the Bandar swordsmen in front, behind them the Yavana, and behind them/on the flanks your archers. I set all melee troops to hold and attack to let your most likely superior firepower fire a few volleys, and then move in to finish them off. Thinning the enemy out with arrows should minimize your losses. Towards the latter stages of the game a Yashkini with a group of Yavana Archers backing her up is a great source of artillery fire, they can hold their own in a melee fight as well.


Your basic commanders are either Bandar Commanders or Atavi Chieftains. I'd stick with the Bandar Commander whenever possible, theose Atavi have a tendancy to die easily.
Your basic commanders are either Bandar Commanders or Atavi Chieftains. I'd stick with the Bandar Commander whenever possible, those Atavi have a tendency to die easily.


===Mages===
===Mages===
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===Magic===
===Magic===
What paths to pursue depend on what you want to do with your nation. Conjuration is a must if you want to get underwater, you can get a huge army using Summon Sea Dogs quickly. Conjuration is also good if you want calvary, as Ambush of Tigers can give you that, and Asparas are free sacred troops which you will always be limited in producing. This is the school I'd pursue first, at least to Asparas.
What paths to pursue depend on what you want to do with your nation. Conjuration is a must if you want to get underwater, you can get a huge army using Summon Sea Dogs quickly. Conjuration is also good if you want cavalry, as Ambush of Tigers can give you that, and Asparas are free sacred troops which you will always be limited in producing. This is the school I'd pursue first, at least to Asparas.


Alteration is a good school to pursue, many of your buffs come from here early. Body Ethereal, Protection, and Swarm are great spells. Encase in Ice is nice as well as Ironskin.
Alteration is a good school to pursue, many of your buffs come from here early. Body Ethereal, Protection, and Swarm are great spells. Encase in Ice is nice as well as Ironskin.
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Construction is a great school. In addition to the many items you'll want to equip on commands, Legions of Steel comes with this school which is a great spell to open combat with.
Construction is a great school. In addition to the many items you'll want to equip on commands, Legions of Steel comes with this school which is a great spell to open combat with.


Thaumaturgy has some really great astral spells in it, like Paralyze, Mind Burn, and Horror Mark. Panic and Curse are also good spells. If you plan on using Gurus much, this school is definately worth it.
Thaumaturgy has some really great astral spells in it, like Paralyze, Mind Burn, and Horror Mark. Panic and Curse are also good spells. If you plan on using Gurus much, this school is definitely worth it.


Enchantment can be put off for the most part, Strength of Giants is about it in there, unless you took the recommended F9 pretender. Flame Arrows and Fire Shield are excellent spells from this school, Flame Arrows alone will make your army of archers devestating, however basically useful only to your pretender in the demo.
Enchantment can be put off for the most part, Strength of Giants is about it in there, unless you took the recommended F9 pretender. Flame Arrows and Fire Shield are excellent spells from this school, Flame Arrows alone will make your army of archers devastating, however basically useful only to your pretender in the demo.


===General Strategy===
===General Strategy===
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===Thugs and Super Combatants===
===Thugs and Super Combatants===
When you're ready to start buffing up thugs to wreck heavy damage on enemy nations, your best bet is the Yakshas. But with an investment of a whopping 360 gold and relatively low hit points you'll want to be handing them ethereal robes, luck pendants, etc. anything to prevent them from actually getting hit. Set them to cast three or so spells before wading into combat as well, iron skin or other earth based buffs will help all the more when they're in the midst of the enemy. A regiment of many Markata or few Bandar Swordsmen will do wonders for survival rates too.
When you're ready to start buffing up thugs to wreck heavy damage on enemy nations, you should be prepared to get disappointed. Your best bet for a thug will be Devasura, a randomly appearing hero unit, outside of Devasura you'll want to focus on the Yaskhas. But with an investment of a whopping 360 gold and relatively low hit points you'll want to be handing them ethereal robes, luck pendants, etc. anything to prevent them from actually getting hit. Set them to cast three or so spells before wading into combat as well, iron skin or other earth based buffs will help all the more when they're in the midst of the enemy. A regiment of many Markata or few Bandar Swordsmen will do wonders for survival rates too.


===Closing===
===Closing===
Kailasa is a mostly straightforward nation. One thing that stands out is the lack of any natural cavalry but an overabundance of archers. Also, all the high-level units are sacred and magical meaning you'll need to have the high-level commanders (who are also sacred and magical) in order to make use of them. Other than that, Kailasa is a perfectly normal and balanced nation. I'd recommend this nation to a beginner in the demo as you get to use a variety of troop types and schools of magic. Playing them successfully doesn't require complete mastery of tactics or the game, but it give you a basic idea on practically everything and a good foundation to try some more complicated and difficult tactics.
Kailasa is a mostly straightforward nation. One thing that stands out is the lack of any natural cavalry but an over-abundance of archers. Also, all the high-level units are sacred and magical meaning you'll need to have the high-level commanders (who are also sacred and magical) in order to make use of them. Other than that, Kailasa is a perfectly normal and balanced nation. I'd recommend this nation to a beginner in the demo as you get to use a variety of troop types and schools of magic. Playing them successfully doesn't require complete mastery of tactics or the game, but it give you a basic idea on practically everything and a good foundation to try some more complicated and difficult tactics.
 
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