LA Agartha in Dominions 6: Changes and New Considerations

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  • čas přidán 20. 07. 2024
  • In this video I discuss changes to Late Age Agartha in Dominions 6, and my thoughts on synergy and considerations for them and the blesses, spells, items in Dominions 6. I recommend listening at 1.25 or 1.50 speed because I am speaking slowly after recovering from illness.
    00:00 - Introduction
    01:00 - Economy changes and scales
    07:02 - Units
    10:05 - Cave Knight/drake and "reach" mechanic discussion
    13:52 - Cave Knight battle and continued drake discussion
    19:39 - Mages and commanders
    23:47 - Summons
    27:24 - Items
    30:43 - Blesses and pretender samples
    #dom6 #dominions6 #agartha
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Komentáře • 28

  • @Isvoor
    @Isvoor Před 5 měsíci +18

    Commanders with innate magic leadership now scale that leadership with experience. Another good thing for the blind lord

  • @Milorada7375
    @Milorada7375  Před 5 měsíci +4

    Correction: I forgot Shademail got changed to Glamour Earth, so they can't make it natively anymore if you want to do the obscure stealth strategy i mentioned. Alchemists have to stay at home for that and only use sacred mages
    Or make Shrouds like @werotan mentioned

  • @TTHJJD100
    @TTHJJD100 Před 5 měsíci +2

    Some things to note about the cav changes. Cavalry that fatigue out or get stunned in some way knock the rider off until said effect ends in which the rider will go and get back on the mount after. Taking blood bond on sacred cav is bad! It'll get your sacreds killed fast! However larger is great because it'll bring the mount stats up and make the rider even harder to hit!

  • @Kris_Lighthawk
    @Kris_Lighthawk Před 5 měsíci +6

    Another important change to magic leadership is that commanders get increased magic leadership when they get experience stars, so commanders with high experience can command a lot more magic beings.

  • @Kris_Lighthawk
    @Kris_Lighthawk Před 5 měsíci +5

    Actually, the healer ability have also been changed and will no longer work on undead. In fact, there is now very few ways of removing afflictions from undead, as gift of health also no longer affect undead. (Yep, this means that LA Agartha may be the only nation that can reliably use Tartarians)
    Recuperation also do not work on undead in dom 6

    • @gibbcharron3469
      @gibbcharron3469 Před 5 měsíci

      I guess that gives more heft to the new death bless for undead recuperation!

  • @fishbones1397
    @fishbones1397 Před 5 měsíci +2

    Thinking about it, riders should probably use their mounts size for calculating their reach. Seems weird that the horse can strike the cave drake rider, but the knight riding the horse can't.

  • @werotan
    @werotan Před 5 měsíci +3

    shrouds would be better than shade mails with that bless also great ideas all video

  • @yugonostalgia8961
    @yugonostalgia8961 Před 5 měsíci +2

    Cool nation and video like it~ Just wish PR was cheaper

  • @MogFlintlock
    @MogFlintlock Před 5 měsíci +2

    Crossbows aren't additive. That's a mistake in the manual (I went and tested this when someone mentioned it). They ignore 57.5% of armour rather than 65%, round to the nearest number (because piercing rounds up, but armour piercing still rounds down and piercing applies before armour piercing).

    • @Kris_Lighthawk
      @Kris_Lighthawk Před 5 měsíci +1

      That is true, I have verified this myself by having a close look at the damage numbers from crossbow hits against various amounts of protection.

    • @Milorada7375
      @Milorada7375  Před 5 měsíci

      Oh you're kidding me. I was so convinced I was wrong in my other video.

  • @butterflyvision3084
    @butterflyvision3084 Před 5 měsíci

    The undead healing has good synergy with the Dracolich since you don't have to worry about the afflictions you get during expansion, it can then take reforming flesh bless to expand easily and make your tomb oracles into good SCs. Sepulchrals with reforming flesh are good bodyguard batteries for soul vortex combat mages. And a high death pretender scales pretty well into lategame. Your old age cap only mages can cast twiceborn when they get diseased, and once they are reborn they will get all their old age afflictions healed.

    • @Robby494
      @Robby494 Před 5 měsíci

      You can not benefit from using Soul Vortex on Sepulchrals because they are undead

  • @jowkeen9169
    @jowkeen9169 Před 5 měsíci +1

    The new trick Lucid did with Life After Death on LA C'Tis should work great for LA Agartha. While the LA C'Tis LAD build makes all the freshly dead holy priests into Reanimators, it's a good way to remove upkeep/oldage-disease from your Old Age mages. While LA C'Tis would need to take the undead-rejuvenation bless, LA Agartha can mend even their non-sacred undead mages through corpse-stitcher. Ench 7 is also EarthBlood DeepWell, and you get some good stuff on the way (Rigor Mortis, Horde of Skeletons, big versions of Giants Str, Flaming Arrows and WoS)
    Duno exactly Lucid does/did the LA C'Tis LAD stuff (I think it was done during patrol-battles?) but it definitely sounds like a good way for LA Agartha to scale for the late game without ringing the Big Scary Tart Bell.
    I think their late game looks pretty excellent between LAD and Tarts. You've got a lot of potential targets in a lot of different schools, solid scales troops and an odd sacred that have some solid synergies in the middle part of the game depending on bless. Specifically that Weightlessness floating bless looked really good with Earth Meld and Earthquake. Very nice.

  • @torindechoza7266
    @torindechoza7266 Před 5 měsíci +1

    is that a mod that is showing you the summons?

    • @Milorada7375
      @Milorada7375  Před 5 měsíci +7

      Yes Sturm's mod Better Nation Overview in Steam workshop

  • @user-pp9yy3sc5x
    @user-pp9yy3sc5x Před 5 měsíci

    I wonder how good are blindfighters with hard skin and fortitude. Each one a mini protection thug

    • @chuckwood3426
      @chuckwood3426 Před 5 měsíci

      They have 10 encumbrance. So expect to get out 10 attack with 16 damage.

    • @user-pp9yy3sc5x
      @user-pp9yy3sc5x Před 5 měsíci

      @@chuckwood3426Yeah. At least they still can be an impenetrable rock while passed out

    • @chuckwood3426
      @chuckwood3426 Před 5 měsíci

      Blind fighters are good. Just not good enough to deserve a major bless. Their big problem is damage output, not protection.
      I made a scale build with 5 x heroism for them and it worked great. Spam them from every fort as a living wall to protect the mages and the crossbowmen that do the real damage dealing.

  • @danshabash
    @danshabash Před 5 měsíci +2

    Auras are much worse now because I think before they hit more often and stacked infinitely. With the new limit of 2 hits per round they do like 7 fatigue per round and that’s it. Far inferior to slowing weapons for example

    • @feelingveryattackedrn5750
      @feelingveryattackedrn5750 Před 5 měsíci

      I think the change made multiple sources of aura better but fewer sources of aura worse. So like, a single big guy casting breath of winter is now worse but 5 size 2 troops is better. At the very least this change applies to fear, i wanna say it applies to the fatique auras too but I havent tried it yet.

    • @soccrplayr232
      @soccrplayr232 Před 5 měsíci +2

      There are some interesting things with the new system not being able to hit the same tile with multiple aura procs even if it definitely slows the fatigue on the stuff right next to the auras. Now if 2 fatigue aura procs hit the same tile it spreads to another tile instead of stacking, being able to fatigue out stuff behind the frontline is kinda cool but it’s definitely different.

    • @danshabash
      @danshabash Před 5 měsíci

      ​@@feelingveryattackedrn5750 This may be true for fear, it seems very strong, but I think that's a consequence of morale penalty going to -10 and units routing individually
      Temperature auras are pretty much straight worse because no matter how many sources you stack enemies will still take ~15 combat rounds to pass out from the auras themselves, which is often almost irrelevant
      The "improvement" is that auras cover a huge area now, but I think this will only be relevant when huge piles of units fight for 10+ turns, so like very late game

    • @DarkSideCookies
      @DarkSideCookies Před 5 měsíci

      @@danshabash But in late game it's pretty easy to cast resistance spells so the heat and cold auras may generally be kind of bad now unless you surprise an opponent or gem bait them.

    • @danshabash
      @danshabash Před 5 měsíci +1

      @@DarkSideCookies Ah, good point, so auras are probably just bad now