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Turin Turambar
Jun 5, 2011



Dominions 6 is the newest entry to this indie fantasy turn based strategy series, where you are a Pretender God fighting for ascension to Godhood, done by Illwinter. You can be a Dragon, a mythical Titan, an Archmage, a Chuthulu-like entity under the Oceans who turns everyone crazy, a creepy Fountain of Blood that people reveres or a Sphinx monster.
Who is Illwinter? The devs, basically two dudes in Sweden, working on games on their free time as a hobby.

It is known by its crazy complexity, although I’d say it’s more ‘complicated’ than ‘complex’. One of the main features is the sheer tons of content: 100 different nations, 3700 units, 1000 spells, 450 magical items, 300 Pretenders, etc. You can peruse the unofficial Dominions 5 Inspector to have an idea of what the game has https://larzm42.github.io/dom6inspector/ , and the wiki too https://illwiki.com/

Although don’t be scared, you always can have fun smashing your fantasy Greek pixelmans against the opponent fantasy Incan pixelmans, and enjoy the spectacle of fireballs in the sky, while doing ritual sacrifices to summon the help of demons, even if you aren’t playing “efficiently” or following the “meta” (oh nooees!).
Perhaps one of the most interesting points is that all this content has a very cool flavor, one of the devs is a professor with ancient history and religion studies, and instead of being a boring, stale fantasy with orcs, dwarves, elves and haflings, the game is a vibrant mix of ancient history and mythology (think Roman empire, greek city states, ancient Egypt, Jewish myths, Norse sagas, Oriental myths, etc), and some extra fantasy touches from tabletop RPG games like Ars Magica, Bushido or Earthdawn, or just straight sword & sorcery pulp influences.
The lore of the game is super cool, despite not having a 'story campaign' or anything like that, it is something more integrated into the game itself, with ages advancing and some nations falling or splintering and others appearing, cultures intermingling and forming new nations, and all influencing each other.


However, we have to also say that this part I mentioned before (“...working on games on their free time as a hobby”) means that you shouldn’t expect fancy things like great UI, nice production values or superb AI; although it also have to be clarified that it is literally impossible to make a human-level AI in this game, it’s ‘player decision’ space is just too huge.

The game itself is closer to a wargame than to a fully featured 4x game: you don’t build wonders and aqueducts and control corruption in your cities, nor manage workers doing roads or irrigation works, the game is focused on conquering the map with armies. It uses a simultaneous turn system (orders are planned on the map, and executed on end turn), and battles use a novel system: you can prepare your army formations and their general orders, and the starting spells of your mages, but otherwise are totally automated, you only watch how they battle on their own. This solves lots of tedium that other 4x games suffer with tactical battles.

Buy
https://store.steampowered.com/app/2511500/Dominions_6__Rise_of_the_Pantokrator/
(<= we all know sex sells soo... =>)

Past threads
Dominions 4 https://forums.somethingawful.com/showthread.php?threadid=3568182
Dominions 5 https://forums.somethingawful.com/showthread.php?threadid=3842007

Trailer
https://www.youtube.com/watch?v=7YYj-FzqqK4

Dominions 6 new features
-Seven new nations
-New magical path, ‘Glamour’, the magic of illusions, dreams and forgotten legends, with all related stuff (~95 spells, new summons, new items, new blesses).
-~75 new spells for other paths.
-Reworked cavalry system, now riders and mounts are simulated as individual entities, mounts can have their own magical items, armor, and there are new related abilities..
-Reworked scales, economy and magic vs mundane armies balance, trying to give more time where mundane armies matter, and increasing armies size.
-Provinces are a bit more mutable, their scales and even their type can change in more interesting ways.
-New blesses, and a more flexible bless point system.
-New multiplayer ingame lobby system, although old methods still work.
-New cave layer system, that is in a separate map, Age of Wonders style.
-New map system that can use templates to build random maps.
-New modding options: blesses are now moddable, map layer system also can be used to create custom maps with custom layers, and mods are Steamworkshop-enabled now.
-Improved UI, and a pair of QoL features that should reduce the micro a bit.
-Possibility to do non aggression pacts with AI, and see diplomatic status.
-Many more changes, from a bit more of spread out on what each magical path is about thanks to new spells and spell path changes, rebalance of important spells, summons made more efficient, changes on how long battles end, how some unit abilities and spells interact with each other, how some damage types and some spells interact with protection, unit size has changed too, etc etc
https://www.youtube.com/watch?v=4d8fRkHp-FQ

Post made with the UI improvements over Dom5

Goon Discord Link https://discord.gg/cgCKXZcr6J

Turin Turambar fucked around with this message at 16:12 on Apr 29, 2024

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Turin Turambar
Jun 5, 2011



THE NOOB GUIDE/NEW PLAYER PRIMER
In only 125 short bullet points :2monocle:

<Still somewhat draft, veterans should warn me if I did say something very wrong or I missed something important>
<I'm not an expert in the game>

Essential learning tools
1. https://larzm42.github.io/dom6inspector/ For a complete list of units, spells, items, etc, with advanced filters and more. Obligatory to have if you are a Dominions players, as the game don’t have a ‘Dominionspedia’ or equivalent.
2. https://illwiki.com/dom5/ for the Wiki for the game.
3. https://www.illwinter.com/dom6/docs.html for the official manuals. Yes, the game don’t have an ingame tutorial, but an old school hundred pages manual.
- Other useful links
https://caleb-distributive.github.io/pretenders-dom6/ - Pretender Calculator for Dominions 6
4. Press ? key in every in-game screen. Seriously, do it. It will show the shortcut keys for the screen you are in that moment. Each one (battle formation, army setup, normal map view, battle view, item view, spell list, etc) has a series of very useful keys to learn. On the long term, learning them is good because it means less micro for the game, less wasted time. Example of a few basic keys:
r to recruit
t to setup army
c to see a battle report in the selected province
v to view the battle in the selected province
n is next commander, f is previous commander
m is the message (events) list

General
5. What is Dominions? Dominions is 4X/wargame game. You focus on expanding on the map, and beat the crap out of other players with your armies. You don’t get culture points or build aqueducts or Wonders, you fight, which is why it can be seen more as a fantasy wargame.
6. The goal of the game is to capture the Thrones of Ascensions, as they give you victory points, they reside in specific provinces. This is really implemented so you don’t have to conquer all the map to win, making games too long.
7. Players start surrounded by neutral (grey flag) provinces with relatively weak native independent armies. As any similar strategy game, expanding fast and getting as big as possible before the real wars against other nations start is key to victory.
8. A turn is a month in the game, so saying ‘in two years’ in game, means in 24 turns.
9. Before starting the real game, you have first the Pretender Design phase, where you choose who is your avatar in the game, who (or which) is trying to ascend godhood. It can be an archmage, or a mythical giant monster, or a giant of divine heritage, or a sacred monument that after eons of prayer, it gained a will.
10. In this phase, apart from your “chassis” (what unit you are), you choose other attributes and traits like your Dominion score, your bless, your magical paths and your Dominion scales, this will be explained later.
11. Like in Heroes of Might & Magic, and unlike Master of Magic, normal troops can’t move on their own but need a commander, and will retreat in battle if all commanders are killed. Although it’s trivial to recruit them, so the comparison with Heroes of HoMM isn’t the best.
12. There are three mundane resources or currencies: gold, ‘resources’, and recruitment points. Gold is universal, empire-wide, and the most important one. Resources (representing supplies, metal for swords and armor, arrows, etc) and Recruitment points (representing manpower) are individual to each province, so you cannot recruit an infinite number of troops in a single turn from single province as long as you have gold.
13. There are very few “buildings” to do in a province you own: Forts, Temples and Magical Laboratories. Although Forts also can have upgrades that improve the fort to the next “tier”.
14. Priests can build temples in other provinces they move to, and preach in the province they are.
a) Both temples and the preaching action will expand your dominion in the area, which is your magical/religious area of influence.
b) Priests also can bless your sacred troops in battle, who usually are your most elite unit, gaining some kind of magical buff effect, some commanders can be sacred too.
c) Sacred units need a temple in the province to be recruited. This include some sacred mages.

15. Mages usually need a magical lab to be recruited. They can do a lot of things, as Dominions is a magic-focused game. Like:
a) Build other labs elsewhere.
b) Research on schools of magic to unlock new spells.
c) Forge Magical items.
d) Cast Ritual Magic (spells in the strategic map), like magical summoning. These last three actions I mentioned have to be done in a province with a lab.
e) Search for magical sites in your provinces. Once discovered, the site will provide you with magical gems (x per turn), used for powerful magic, forging magical items, etc. Equivalent to mana or crystals in other games, although here they come in flavors (fire gems, water gems, etc). Mages can discover sites associated with the magic they know, ie. A Water 2 mage can discover Water 1 & 2 sites (which usually will give water gems). This action can be done without a lab in the province.
f) Search for blood slaves, they are the equivalent to magical gems for the Blood magic school. Technically any commander can try this, but only mages with blood magic will have success at a decent rate.
g) And even more, some mages have special abilities that they can do in the strategic map, like raise undead, or transform into an animal.

16. You need a fort in a province to unlock the ability to recruit most of your national troops in it, in addition, a fort will greatly increase the gold, res. and rec points obtained. A forted province even “siphon” part of the potential gold and resources from nearby provinces that you own, representing your people in the fort taxing and exploiting the lands surrounding it.
Recruitment
17. In the recruitment panel, units are usually ordered from left (cheaper) to right (more elite, expensive). For units (on the bottom row), this means militia troops are on the left, and on the right are the sacred units. For commanders (on the top), scouts are on the left, then mundane commanders, then normal mages, then the more expensive mages on the right.
18. Provinces with a Fort can recruit mundane, normal troops and commanders.
19. Provinces with both a fort and a magical laboratory (usually abbreviated to ‘lab’) can recruit mages commanders. There are no mages ‘units’ in the game, they are all commanders.
20. Provinces with both a fort and a temple can recruit priests commanders and sacred units. There are lots of exceptions to these last three points, but it serves as a general rule.
21. While you recruit units individually (say, you can recruit 1, 4, or 86 soldiers) they have to be assigned under a commander in squads to be able to move, and orders apply to said squad. Commanders have a limited number of squad slots, up to 4-5.
22. The assignment to commander squads is manual, don’t believe with hiring them is enough, next turn after doing the recruit order you need to enter in the army setup screen and move them from the general fort/unassigned ‘slot’ (the one at the top) to whatever commander you like. In a similar way you can transfer units between commanders of the same province.
23. There are some basic rules for the squad assignment: magical beings need a commander with magical leadership (usually a mage), undead beings need someone with undead leadership (usually a mage with Death magic)
24. Mixing demons or undead units with the normal type in the same squad can lower their morale by 1. Squads with any number of Undisciplined units makes the whole squad undisciplined and therefore cannot be given orders so don’t mix them, either.
25. Different commanders have different leadership values. The higher the value, the more troops can lead in battle (the number indicates the max number of troops), and the higher the morale bonus they gain. Also, having 80 or above means you can specify formations to the squads under the commander.
26. You can surpass the maximum amount of squads that a commander can have, but all squads will have a morale penalty, then.
27. In the Army setup screen and Battle Orders screen you select the position of the squads and commanders in the battlefield, and their general orders. Units can only have a single general order, commanders (that includes mages, remember) can have up to 5 initial orders apart of a general stance or order. For example, for a mages it means you can select what the first five spells you cast, and after that, the AI will select spells on its own.
28. Recruitment can be limited in other ways. Some special units have a limit of “1 per month” for example. The already mentioned sacred units are also of limited recruitment, in their case depending on your holy points. The most elite mages can usually only be recruited in your capital, too.
29. Commanders additionally from normal gold and resources cost ‘commander points’, and the bigger the fort, the more commander points you will have in that province. They determine how many commanders you can recruit in a turn, or how many turns you need to recruit a commander: if a fort has a value of 2 commander points, you may recruit two scouts per turn (1 cmd point each), or a single general (2 cmd points) or you may need two turns to recruit an elite mage (who needs 3 cmd points).
30. Mercenaries: Each turn, you may recruit mercenaries from a general pool of options. You only need gold to recruit them, but they will only serve for a few turns, and every player can do an offer to them, they will go to the highest bidder.
31. Look what ‘native’ generic troops can be recruited after conquering a new province, sometimes you get barbarians, or lizards, or shamans, or crossbowmen, or any other troops. They are usually not very good in comparison with your ‘national’ troops, but they may offer some ability you wish, like being amphibian in the case of lizards, or casting Astral magic in the case of some shamans, etc.


Dominion, Temples, Priests & Blesses

32. Now coming back to priests, dominion and temples. You have a base dominion score, chosen in the Pretender design at the start of the game, from 1 to 10. The stronger the dominion score, the better, when two opposing Dominions collide in the map, there is a tug of war between them that the stronger Dominion will have better chances to win.
33. A province can only have one present Dominion at a time. If it’s yours it will be indicated by a series of white candles, if it’s an enemy one, it will show black candles (activate the relevant map filter in the game if you don’t see any candles).
34. When your dominion spreads to a new province, it lets you see that province name and income, even if you still don’t own it.
35. Making enough temples make your Dominion score to increase, around 1 for every five temples. So you can start with a Dominion score of 5, and if you build 11 temples, you will have a net Dominion score of 7.
36. Temples produce a ‘temple check’ every turn, where they try to increase your Dominion in the province (the higher your Dominion score, the higher chance the check will succeed), and if the province is a max dominion capacity (which is your Dominion score too!), the dominion is attempted to be pushed outside the province. In practical terms, if the inner provinces of your Empire are all at the max dominion possible, the temple check is done in the border of your dominion area where it is fighting the enemy’s Dominion.
37. A prophet makes also 1 ‘temple check’ by merely existing, and a Pretender does 3 ‘temple checks’.
38. Your Dominion have some properties, that represent aspects of your Pretender God. If you are a god of chaos and misfortune, the lands you conquer will be invaded by chaos, unrest and bad luck, etc. If you are a god of order and justice, your lands will be more productive and less unrest will appear. These are your Dominion scales or just ‘scales’.
39. These traits can be both positive and negative, they are chosen at the start, in the Pretender design phase. Negative traits give you extra ‘Pretender design points’ that you can spend in other positive traits or in a higher magical path or dominion score or a better Pretender chassis, etc.
40. These traits may lag a bit, don’t believe with conquering a province it will turn automatically. You could conquer a new province that was out of your Dominion, and a few turns later your dominion arrive to the province. Once that happens, it may need even more turns for the traits to fully develop, the more extreme the changes, the more time it will need, although the stronger the Dominion, the faster the conversion will be.
41. It’s harder for the Dominion spread to jump from land to sea provinces, and viceversa.
42. In combat, there are some slight advantages in fighting in your own Dominion, instead of your opponents. Your troops will have better morale, and your Pretender God will have more max hit points (but also have a HP penalty in enemy dominion!), if it is participating in the fight.
43. The dominion of some nations can have special properties, like spreading Death, or Cold, or generating units for the owner if there is Turmoil, or obtaining extra information from the provinces it touches.
44. Your Dominion score also is the number of holy points you have in each of your provinces, from the point of view of recruitment. Each sacred unit cost one holy point (except some giants who consume 2 holy points!), in other words, this just means that with a Dominion of 6 you will be able to recruit 6 sacred units per turn in a given province. Because for several nations you only can recruit sacred units in your capital, this imposes an important limit on them.
45. Blesses: You design what is your Pretender god’s bless in the Pretender design phase. They depend on the magic paths of your Pretender, ie. If your god knows fire and water magic, the blesses will be surely fire/water based. If you want a Regeneration bless, you will need to buy high Nature magic for your Pretender as the start of the game. The more magic paths you have, the more bless points you have to choose your final bless, exactly you get 1 bless point for magical path point beyond the first one. Fire 3 / Water 4 gives you 5 points.
46. This bless will apply ONLY to your sacred troops (both commanders and units), once blessed the candle icon in the unit details that indicates a unit is sacred will change to a lit candle; but you need a bit of preparation to do it, there are three options to apply it:
a. Your God participates in the battle, in this case the bless apply automatically to everyone (everyone that is sacred, I mean).
b. Your Prophet (you can turn any commander into your Prophet, but there can be only a single Prophet alive at any time) or any other Holy 3 priest cast a spell called ‘Divine blessing’, that blesses everyone too.
c. Your normal Priests cast a Holy 1 spell called ‘Blessing’, but this only applies to a few units, you will need several priests if you have several squads to bless.
47. Pretenders are automatically blessed in Friendly Dominion, but can’t be blessed in Enemy dominion. Your prophet is always considered blessed.
48. Blesses can be very important to nations, more than new players may think, even if they only apply to relatively few units, as the appropriate bless can be a force multiplier.
49. Some of the possible blesses effects (called Incarnate) require your god to be alive and present in the game. In the Pretender design phase there is an option for your Pretender to be dormant and appear later in the game, this gives you extra Pretender design points, so in that case, the bless will only activate when the Pretender ‘wakes up’.
50. Your god can resurrect if it was killed, you need your priests to execute the action ‘Call God’ but it will need lots of priests doing it during lots of turns, and he may return with some penalty, like having less magical paths.

Magic

51. Mages have ‘magical paths’, with a skill level associated, like Water 2, Earth 3, Blood 1. Usually 1 to 3, up to 4 in rare cases, 5 or more is usually the domain of Pretender Gods and very rare creatures.
52. There is Water, Earth, Air, Fire, Death, Astral, Blood, Nature and Glamour spells.
53. Spells have both a magical path (ie, Water 2, or dual like Water2/Earth1), a school of Magic (Conjuration, Alteration, Thaumaturgy, Evocation, Construction, Blood Magic) and an overall type: Ritual magic (casted on the strategic map) or Battle magic (to be casted on the battles).
54. The magical path means you need a mage with that path(s) to cast it (although there is an exception with this, see section ‘63.e’), the school just exists as a way for the spell to be unlocked by researching that particular school.
55. Magic is the big force multiplier in battles. A mage corps that buff your troops, debuff your enemies and sling fireballs and lightning from behind can defeat armies several times bigger their size (if the enemy doesn’t count with mages). In the late game, if an army has substantially more mages than the enemy, that will be the factor which decides who wins.
56. That said, magic is kinda weak in the first turns, you need to recruit lots of mages over many turns which will be ‘lab rats’, always researching at home, to unlock the more powerful spells.
57. This is why the rp/gold metric is referred by many players, it’s about how many research points (rp) you can get for some amount of gold (in the recruiting of a mage). Some mages can have low combat capability but be very efficient in the rp/gold metric.
58. In addition of research, searching magical sites is one of the most important actions you have to make during the early game, as the earlier you start accruing magical gems, the better. In the province panel you have an indicator of what magic paths you have searched already in that province. There are two ways to search for magical sites:
1. the normal way (where a mage does the appropriate action in a province)
2. using a magical spell that will be more expensive but it can be used remotely wasting less time moving mages around and will discover any possible sites (for that magic path).
59. From forging magical items, there are two types of items that will serve to mages well:
a. Research boosters (+x to research for that mage), usually cheap.
b. Magical boosters, that upgrades a mage magic path (from water 2 to water 3, for example). They are usually expensive.
c. Of course, there are many other items, from combat focused items like a magical sword to items that help supplying your army, to items that help you move (like going underwater or flying).
60. Mage paths are often described with a syntax like ‘A4F1D1+100%AFE+10%AF’. This means the mage has Air 4, Fire 1, Death 1, and a 100% chance of having a random path, which can be Air, Fire, or Earth. So the mage could be A5F1D1 ,or A4F2D1, or A4F1D1E1 (for extra Air, Fire and Earth, in that order). Even more, 10% of the mages you recruit will have a second extra path, Air or Fire. That means eventually you will have one or two Air 6 mages (on average, one every 20 mages).
61. Boosting, or Path or Item boosting, means to wisely use the magical booster items to reach otherwise impossible magical paths. A water 2 mage can turn into a water 3 mage with a magical bracelet (which needed water 2 to be forged), once worn, he can use the new Water 3 level to forge a second Water booster that needed W3 to be now Water 4. Now he can also summon a magical creature that has base Water 3 as magic, transfer the two boosters to it, and now you have a Water 5 mage.
62. You can also empower mages using magical gems, to upgrade or give new magical paths. This is used is few occasions because it is usually very expensive.
63. So, there are several ways to spend magical gems, let’s summarize them:
a. Doing ritual magic. They use a month (turn) of a mage time. They are magic summons (they are permanent summons, once summoned there is no maintenance), remote magic attacks like sending plagues, magical scrying to scout the enemy, spells that allow you to ride the winds and go to another province, and much more. The most powerful magic that affect the entire world (Global enchantments) are ritual magic too and cost several dozens of gems.
b. Forging magical items, as explained. Usually they cost 5, 10, 15, 20 gems, depending on the level of the item.
c. Empowering mages, to get new or improved magical paths. Usually from 30 to 90 gems or more per level, with 50 gems needed for a new path.
d. Doing battle magic. While most battle spells don’t require gems, some powerful spells may need 1-3 magical gems. An example is summoning elementals, or doing battlefield wide magic.
e. Increasing a mage’s magical paths in battle temporally, by 1 point (spending 1 gem too in the process).
f. In battle, mages can also consume magical gems to cast spells in a more efficient manner, that way they will be less fatigued by the spell. They can consume up to X magical gems this way, where X is their magical path.
64. Speaking of gems, your mages can do the ‘Alchemize’ order to transform a type of gem into another, at a cost (the conversion won’t be 1:1).
65. In battle mages can’t cast spells nilly willy, each casting has associated a fatigue cost, and units in general stop acting when reaching 100 fatigue, which means your mages will cast 3-5 successive spells, rest for some seconds doing nothing and being very vulnerable to attacks, then continue casting.
66. Most mages also can’t cast spells if they are engaged in melee, so remember to put a some infantry as blockers for them, or at least some bodyguards.

Magic Communions

67. There are a pair of special battle spells you will eventually want to know. Both Astral and Blood magic have spells to do communions. Two of them, Communion Master and Communion Slave (or Sabbath Master and Slave, for blood magic). Casting them will make your mages enter in a communion, as master or slave, depending of the chosen spell.
68. Communions increase the magical path of your masters as long as the communion hold, the more slaves (as in, mages who use Communion Slave spell or equivalent) the bigger the bonus (2 slaves = +1, 4 slaves=+2, 8 slaves=+3, 16 slaves=+4...), allowing you to cast magic that otherwise is too powerful for you. Even more, the fatigue associated with the spell will be distributed along the slaves, instead of being received by the Master(s).
69. However, they can backfire: accumulate enough Fatigue and slaves will start paying the spell with their hit points. Once some slaves die this way (or any normal way, like getting an arrow to the face), the rest will have to receive a proportionally bigger share of the fatigue produced by the Master’s spells, potentially killing everyone in the process after a few more turns, as Masters usually continue casting spells as if there is no problem. There are more rules that decide how much fatigue is generated and shared, the short version is: the better the magical paths of the slaves the better.
70. Communions are a usual way super high level spells are casted, although remember this can only apply to battle spells, there are no Communions for ritual spells.
71. As a bonus, slaves receive any magical buff that the master receives. So if the Master cast Air Shield, all slaves will get it too.
72. Communions can’t be stopped once started (beyond finishing the battle…)

Blood Magic

73. Blood Magic is different to other schools of Magic in that you need more preparation before using it, almost all blood spells, including normal battle spells, require blood slaves (the equivalent to gems).
74. In battle, said blood slaves appear as normal human units near the mages, so they could be killed by the enemy.
75. To get blood slaves, you usually have to use mages with some blood magic to use the action ‘Blood Hunt’. The higher the blood magic path, the higher the chance the action is successful, also some abilities may improve it. However, blood hunting on a province decrease the population a bit and cause general unrest, high unrest will also decrease the chance of blood hunt finding blood slaves.
76. To effectively blood hunt on a province, you need an accompanying army that patrol in the province to reduce the unrest. Also, if in the province there is no lab, you need to manually transfer the slaves from the gem inventory of the blood hunter to some other commander (like a scout) that should ferry them over to the nearest magical lab.
77. All this effort has a good side: blood magic is usually powerful, blood summons are very good, etc. A nation specialized in Blood in the late game is to be feared, because they can blood hunt in 20+ provinces producing hundreds of blood slaves per turn. Unlike normal gems, you can scale up your hunting operations.
78. Some nations with blood mages also may have the possibility of perform blood sacrifice (with said mages), this will kill blood slaves in exchange of pushing your dominion, like with a temple, at a rate equal to the Holy level of the mage.

Stealth and scouting

79. You only have limited visibility around your provinces, you need scouts to see beyond that. In Early Age you only see at one province of distance away, two in the Middle Age, and three in the Late Age.
80. Even in the provinces within that limited visibility, you don’t see 100% of what’s really inside that province, you only have a ‘province report’ that is an estimation of the enemy forces in the area. It can vary up to +-30% size of the real army, from my experience, and the report won’t take in account enemy stealth units.
81. Some units have the stealth trait. If they are a commander and move alone, or if their entire army have stealth (although the bigger the army, the less ‘stealthy’ will be), they can move to a hostile province stealthy, and later attack by surprise. If you want to directly move attack normally with a commander with the ability to stealth, try control+left click, instead of left click, when clicking on the target province.
82. Most nations have at least one stealth commander, a scout (or an assassin) that can serve to explore surrounding provinces, or further provinces deep in the enemy territory. They serve to improve the province report you have of any nearby province, and also give you a detailed view (like if you were a spectator) of any battle that occurs in that province, even if it’s between two other players. That way you can learn of their tactics.
83. If you really need to know about an army in a province, you can ‘ping’ it, attack it with a scout with a retreat order in the first turn, that way you will see the entire army in the battle screen.
84. If you don’t have any national scout, look for a province with a generic scout commander, they aren’t that rare.
85. You can avoid being spied this way by patrolling. Patrolling is an action done by a commander, the bigger his army, and the more troops with appropriate skills (good map move, good precision and some traits like ‘flying’ or ‘patrol’ will help), the better the job they will do in discovering stealthy enemies.

Provinces

86. Each province has a type (swamp, forest, plains, mountains, wastelands, etc). This type affects several areas, like their resources/stats, the movement cost of moving through them, even the type of troops you can recruit (for a few nations) and the chance of magical sites appearing on them.
87. Population determines income, and therefore is the most important resource of a province. They also have a resource value (raw materials, needed for troops, in special armored troops). Usually plains provinces have more population, and mountain provinces have more resources. Some of the province types with lower population have at least a slightly higher chance to have a magical site.
88. Provinces also have scales scores (Order/Turmoil, Productivity/Sloth, Heat/Cold, Growth/Death, Luck/Misfortune, Magic/Drain), affected usually by the dominion they are inside, but also by random events or hidden magical sites. Said scales also affect the population growth, income, magical research, etc.
89. Provinces have an unrest value, usually 0, but it can increase up to 100 and more. Random events or enemy spells (or your own actions, like blood hunting in the province) cause unrest to increase. The higher the unrest, the less income and resources it will generate. Reaching 100, recruitment in that province is disabled.
90. Unrest will lower naturally, if very slowly. Patrolling with armies will speed up this process, but kill a small number of people, decreasing the population.
91. You can (and should) spend money in the Province Defense (PD) of a province, they are a militia recruited in situ as first defense of the province. They will participate in any battle that occur in the province, together your normal troops (or alone if there is no army). They only cost gold and are recruited instantly and are unlimited in number. They are replenished automatically after every turn, as long you don’t lose the province. However, they cost an ever-increasing amount of money by each point, so going from 20 to 30 points of PD is much more expensive than buying the first 10 points of PD, and if the province is conquered they disappear (having to pay again for them even after recapturing the province).
92. Provinces also can have additional special sites (apart from magical sites that are discovered and give gems). From an iron mine that give extra resources to a gold mine that gives gold, to a brigand lair that produces unrest, to a farm that produces extra supply, to ancient ruins where you can find giant spiders.
93. Finally, provinces have a supply score, which represents how big of an army can maintain the province with the food it has. If units don’t eat or two turns in a row, they get a morale penalty (starved status), and units can get diseased. Diseased units gain afflictions over time.
94. Because the way the game calculates supply needed vs supplies in province is… quirky, having some supply items in your army to cover 95% of the amount needed isn’t enough, up to 50% of the army still could get starving and diseased. You need enough supply items to cover everyone needs.
95. The game simulates seasons, and the temperature of the provinces will change in Summer and Winter. With enough cold the province will have snow (slower strategic movement) and rivers will freeze (otherwise they can’t be crossed, unless all your units know to swim, or are amphibious). Similarly, there are mountain passes that only open in Summer. Both rivers and mountain passes feature in the game as special borders between provinces.
96. To obtain gold and other resources from a province, it has to be connected to another province with a Fort, so beware of part of your territory being cut off in a war and suffer economic damage beyond your calculations.
97. In cave provinces, people without Darkvision ability have -3 to atk, def and precision. In sea provinces, people without amphibious or aquatic have penalties to atk and def; in swamps, people without swamp survival have -1 to atk, def and higher encumbrance in swamps.

Sieges

98. There is no siege machinery in this game, don’t search for it.
99. When an army enters into an enemy province with a fort, if it has defeated any standing enemy army or PD in there, it automatically starts sieging the fort, you don’t need to explicitly order it. But you have to give the order to storm the castle once the sieging phase is finished.
100. During the siege, the defender cannot recruit anything, and the income of the province is split between the two players. Supplies slowly decrease for the defender.
101. The forts have a ‘wall integrity score’, when it reaches zero, the attackers can storm the castle. This score will decrease only if the siege score of the attacker is bigger than the defender (otherwise, it can increase up to the normal max amount, to represent the defender repairing the Fort). The bigger the army, and the stronger their units (and if have some special straits, like Flying or Siege bonus) the better siege score. Other traits like being undisciplined lowers the siege score contributed by that unit.

Other stuff

102. From time to time players are given the option to send a champion to a special Arena, the winner gets xp and a special magical item, the losers die…
103. Thrones of Ascension are well defended by independent armies. The better the throne (they give 1-3 “throne victory points”, so better means ‘gives more victory points’) the stronger the army.
104. You need someone with Holy 3 path (usually your Prophet) or your God to claim a Throne of Ascension, the action will need a turn. This action, beside giving you the victory points, will activate the effect of the Throne, because each usually have an effect, like giving your sacred troops extra attack score, or raising the temperature in your Dominion area.
Province Movement
105. Movement in the strategic map is simultaneous, with movement in friendly provinces taking always priority. So, if you move troops to a province that is going to be attacked, the reinforcements always will arrive in time before the enemy does. Or if you attack an enemy province and they move back to your province on the next turn, they will always retreat in time.
106. In rare cases where both you and the enemy move to the opposite province (A goes to B, and B goes to A), it will be randomly chosen where the fight takes place, if in A province or in B province.
107. Different troops have different map move values, so it’s possible that with fast armies you can move two or even three provinces in a turn, depending on the province type, if the provinces are yours or not (moving through enemy province has a big penalty), etc. However, as a minimum all troops can move 1 province per turn.
108. Armies move at the speed of the slowest unit.
109. The default move order will give armies the ‘defend’ behavior/order once they reach the new province for the rest of the turn. This ‘defend’ order, if chosen manually or if you use the move order, means the army will defend from possible enemy encounters by going inside the Fort if there is a Fort in the province, and a siege will be initiated by the enemies. With the Patrol or Move and Patrol order, armies will instead fight ‘outside the fort’ to defend the province from incoming attacks.
110. Magic movement, and any effect from magical rituals (like magic battles, damage applied to an army, etc) occurs before normal movement and normal battles.

Combat

111. Combat is fought until one side is 100% killed, or (more usually) until the morale of one side breaks and the army retreats. Before, that, individual units and squads also can rout, as they accumulate casualties. Some magical effects can also cause ‘morale checks’, which is a roll against the morale stat to see if a unit routs.
112. Combat is always between two sides, if three nations send armies to the same province, there will be two battles with two sides each, one after another, the winner of the first battle will fight the third nation on the second battle.
113. The command rule: Units need to have at least one commander on the battle, if all the commanders retreat or are dead, then it is an automatic retreat for the normal units. Some special units may also suffer if a magical commander dies, like undead dissolving if the only Death mage is killed.
114. The HP route rule: when a side loses ~75% of the original army size (using hp as counting system, so a giant counts more than a goblin), the entire army will retreat, even if the remaining 25% could possibly win the battle.
115. The turn limit rule: To avoid stalemates, battles have a turn limit. In turn 90 (battles are in real time, but internally they still have a turn #), attackers rout, in turn 110, defenders rout. By turn 150, if someone is still in the battlefield, they die automatically.
116. When units retreat, they have a chance to appear on friendly neighboring provinces (commanders have a much higher chance than units in this regard), if no adjacent friendly province exists, the entire retreating army is killed.
117. Melee combat works this way: Units roll attacker’s attack stat vs defender’s defense stat to know if they hit it. Then attacker’s damage (weapon damage + strength, usually) vs defender’s protection stat to know if the hit is strong enough to go through the armor, and the difference is the damage done.
118. Sometimes a huge damage roll is not enough to kill your opponent in one hit, because hits go to a location (legs, arms, torso, head), so the extra damage doesn’t do anything beyond chopping a leg or an arm. But losing your head kills you instantly even if you still had more remaining hit points.
119. Shields give you a parry rating that helps your defense stat. If an attack fails precisely because that extra defense score that the shield gave you, the attack is ‘parried’, which means the attacker still rolls for damage, but the defender adds the protection of the shield to the total protection. Against ranged attacks, the parry stat is doubled. Superb strong attacks can damage or even break shields.
120. As they battle, units gain fatigue, the encumbrance stat says how many fatigue points per round of combat or casting. Units with high fatigue attack and defend worse, and they are easier to get a critical hit on them.
121. The harassment rule: Every time a unit defends herself from an attack successfully, she gets a defense penalty of -1, so if 5 units fights against her, they will progressively have an easier time hitting her, especially the last unit that attacks her.
122. The repel rule: Units defending with long weapons may have the chance to interrupt attacks and repel them as they come, sometimes even doing 1 point of damage to the opponent as ‘counter’, but usually only works if the if the repeller has a good attack score and the initial attacker has a bad morale score.
123. Flying info: flying units will need one round of combat to soar to the skies, and fall down on the enemies for the next round (anywhere on the battlefield). You can avoid this and make them use their feet by using the Line or Double Line formation. An extra tip: Flying units are immune to 1st strike of lance charges (which usually have a bonus).
124. Damage types and damage resistances: mundane attacks can be blunt damage, slashing damage, and piercing damage, they all have their own subtle ways to interact the defender’s protection or have special rules (they have easier time breaking shields, or extra damage against head hits, or bypass some % of protection..). There are equivalent resistances (slashing resistance, etc) that halves the damage received from that damage type.
125. Similarly, spells, magical items and special attacks can have elemental damage types (fire, shock, cold, poison, acid) that will have some special rule (fire is armor piercing/units can catch fire, shock can stun, cold freezes, poison deals dmg over time and reduce stats, acid can rust armor) and the first four can be resisted by the equivalent resistance (fire resistance, shock resistance…), by the number indicated in the resistance ability.


Some video resources (all playlists)

https://www.youtube.com/watch?v=YaSttRnrX6g
https://www.youtube.com/watch?v=s-xFKv4PhUI
https://www.youtube.com/watch?v=e5ZYpGAVPDw

Turin Turambar fucked around with this message at 18:19 on Feb 15, 2024

Turin Turambar
Jun 5, 2011



Mind you, the game won't be out until next Wednesday, but there are 2-3 goons (more?) in the beta testing team who can talk about it, and this weekend some youtubers are doing streams or video previews of the game, so I thought it would be useful to have the thread up.

edit: pretty metal new spell

Turin Turambar fucked around with this message at 01:20 on Jan 14, 2024

Arcvasti
Jun 12, 2019

Never trust a bird.
...I wonder if they reworked the targeting AI in 6, because in 5 I think mages would refuse to cast Hidden Flame if there were no magic beings, despite the secondary aoe being good against most creatures.

Lord Koth
Jan 8, 2012

I think potentially one of the most absurd new general use spells (so not ludicrously expensive endgame stuff like the sink a province spell) I've seen so far is this one.

Evo 5


Which I'm sure people can see the use of.

Lord Koth fucked around with this message at 03:00 on Jan 14, 2024

Prism
Dec 22, 2007

yospos

Lord Koth posted:

I think potentially one of the most absurd new general use spells (so not ludicrously expensive endgame stuff like the sink a province spell) I've seen so far is this one.

Evo 5


Which I'm sure people can see the use of.

It only has one HP, apparently, but that could still be a menace.

Pain of Mind
Jul 10, 2004
You are receiving this broadcast as a dream...We are transmitting from the year one nine... nine nine ...You are receiving this broadcast in order t
I assume that does not kill the real mage if it dies? That seems like it will make fighting near someone's cap pretty dangerous since you never know if you will get their entire research stack dropped on your head.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Pain of Mind posted:

I assume that does not kill the real mage if it dies? That seems like it will make fighting near someone's cap pretty dangerous since you never know if you will get their entire research stack dropped on your head.

It's 5 gems per use and I kinda doubt there are going to be too many mages with G3S1 paths.

Prism
Dec 22, 2007

yospos

Pain of Mind posted:

I assume that does not kill the real mage if it dies? That seems like it will make fighting near someone's cap pretty dangerous since you never know if you will get their entire research stack dropped on your head.

I'm not in the beta but I have been told it is safe for the mage, but costs gems, so you probably can't dump the entire research stack.

It keeps scripting on the mages though!

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight
the mage doesnt get to bring uhhh any items or gems, or any of the abilities on its chassis, so no fear or protection or resists aside from what you get from having paths

Pain of Mind
Jul 10, 2004
You are receiving this broadcast as a dream...We are transmitting from the year one nine... nine nine ...You are receiving this broadcast in order t

KOGAHAZAN!! posted:

It's 5 gems per use and I kinda doubt there are going to be too many mages with G3S1 paths.

I did kind of forget about having the necessary paths, so yea, it is probably not ultra useful since you cannot just easily drop F5 mages on people (unless they also have G3S1).

Lord Koth
Jan 8, 2012

Prism posted:

I'm not in the beta but I have been told it is safe for the mage, but costs gems, so you probably can't dump the entire research stack.

It keeps scripting on the mages though!

I'd actually been wondering that point. Alongside whether or not gem usage spells are at all available to the projection one way or another. There's certainly still very good uses for it without the gem access, but that does limit it - and its ability to drop huge swathes of your research stack - in effectiveness.

As for how many nations can reasonably use it... Lucid did post a partially completed chart of different ways in which various nations got notable changes, including Glamour access. And there are a fair few Astral nations that did get the path. No way to tell yet which have the right crosspaths though.

Speleothing
May 6, 2008

Spare batteries are pretty key.
Just in case anyone wasn't aware of what they're getting into:

It's a Wargame, not a 4X. To me, 4X implies an economy later with decisions to be made. In Dominions your economy is decided before turn 1.


Illwinter has also generally emphasized armies over individual Super-Combatants. Each game from Dom 2 to Dom 6 has focused more on little guys and less on big guys. So don't expect your hero to slay 1000 minions.



I'm super excited for Dominions 6

Speleothing fucked around with this message at 03:40 on Jan 14, 2024

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Given how much of a nation's flavour is bound up in its unit roster that only makes sense imo. You want people to use all those spearmen and slingers.

Lord Koth
Jan 8, 2012

Changes to the magic path bonuses.




Biggest ones are probably Death which no longer grants fear, and Earth which now grants a static amount of extra NProt rather than scaling.


A reminder that resists have been changed in that every +5 elemental resist you get also gives you a 10% reduction to the final amount of damage taken after the initial resist.

Lord Koth fucked around with this message at 03:46 on Jan 14, 2024

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

"Rarely dies of old age"

Just going to go on and on, accumulating afflictions. Rotting in their living flesh. Grisly.

Do we know how large the lifespan modifiers for Fire and Nature are?

Donkringel
Apr 22, 2008

Pain of Mind posted:

I assume that does not kill the real mage if it dies? That seems like it will make fighting near someone's cap pretty dangerous since you never know if you will get their entire research stack dropped on your head.

Eh it's still five glamour gems per cast though with somewhat beefy requirements that would eliminate cheap researchers. I'd say cap onlys or mid tier mages with boosters could do it.

I assume all elves can do it because why not be able to support your stealthy raiders with even more magical support?

0utR1d3r
May 19, 2005
Got 's teh Boost?


What's the cave layer system stuff, just a single subterranean layer or is there more going on with it?

Excited for this game, can't wait for it to come out so I can buy it, play it, and instantly remember how overwhelming for me it actually is.

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight

0utR1d3r posted:

What's the cave layer system stuff, just a single subterranean layer or is there more going on with it?

Excited for this game, can't wait for it to come out so I can buy it, play it, and instantly remember how overwhelming for me it actually is.

it can vary from map to map wether theres one big cave or many small caves etc

Amuys
Jan 2, 2017

Muuch Muuch

0utR1d3r posted:

What's the cave layer system stuff, just a single subterranean layer or is there more going on with it?

Excited for this game, can't wait for it to come out so I can buy it, play it, and instantly remember how overwhelming for me it actually is.

Currently it's more of a function of mapping rather than as a whole 'plane' and caves don't function any differently if they're in the Pantokrator's Realm or underground. Hopefully there will be plane modding to actually identify provinces as being part of a plane and thus apply effects from there.

Turin Turambar
Jun 5, 2011



Lord Koth posted:

I think potentially one of the most absurd new general use spells (so not ludicrously expensive endgame stuff like the sink a province spell) I've seen so far is this one.

Evo 5


Which I'm sure people can see the use of.



KOGAHAZAN!! posted:

"Rarely dies of old age"

Just going to go on and on, accumulating afflictions. Rotting in their living flesh. Grisly.

Do we know how large the lifespan modifiers for Fire and Nature are?

The Dom5 wiki is somewhat confusing: "Max age changes are done in 50% increments of the default max age, and depend on the type of creature: undead are affected by Death magic, inanimate creatures by Earth magic, demons by Blood magic and all others by Nature magic, in that order of priority. If your age is affected by Nature magic, every point in Fire magic reduces your max age by 5%."
But it is possible it changed because the previous formula was done to be stacked by each magic point, unlike now where effects seem to be a 'single instance'.



Question to Amuys / jsoh / mydad : Does EA/MA Pyrene have any national spell? Hell, does any of the new nations have any? Despite the dozens of new spells I have seen at this point, I haven't seen any mention of national spells, beyond the summon spiders for Machaka.

Turin Turambar
Jun 5, 2011



A video about the morale changes
https://www.youtube.com/watch?v=9Fe3zRuAXis

Not the best video, actually... how do you plan to teach about morale, and didn't know now units rout individually? In any case, it's shown in the video.

I will add my own notes:

Despair, G2 Range 30, AoE5+, MR negates, no FF, "Frighten 4 (max -5 morale penalty)"
Terror, FF on, "Fear 3 (max -10 morale penalty)"
Panic, AoE5++, no MR check, no FF, "Frighten 1 (max -5 morale penalty)"
Frighten, AoE1, no MR check, FF on, "Frighten 5 (max -5 morale penalty)"
Wailing Winds, 100% BF, MR check, "Fear 1 (max -10 morale penalty)"
Blood Rain, 100% BF, no MR check, "Frighten 1 (max -5 morale penalty)"
frighten effect reduce morale, but doesn't cause instant morale checks.

As you can see, there is a difference in spells, beyond what morale penalty they give, between the indicated Fear and Frighten additional effects. This also matches up with what we see in the video. The Demon knights were provoking big morale penalties because units were several rounds close to them, but not that many retreated, because it's only a morale penalty from the fear aura, you still have to hurt them for the game to start rolling for morale. On the other hand the Wailing Winds spell was causing smaller morale penalties, but units were routing bit by bit while they advanced, because the spell is of 'fear' and not 'frighten' type and causes extra morale checks.

Turin Turambar fucked around with this message at 10:38 on Jan 14, 2024

Mu.
Sep 15, 2003

The thing about Forevereal Modding Mu is that he loves editing files and wants others to download his permanent mods. Fully editing, rich text, altering files and loving it. Download his mods and enjoy it.
I love it when the wheel turns, once again.

Decrepus
May 21, 2008

In the end, his dominion did not touch a single poster.


Despair! The old thread has fallen

Inexplicable Humblebrag
Sep 20, 2003

life in dominions 6 corresponds in many ways to that in dominions 5

Turin Turambar
Jun 5, 2011



https://i.imgur.com/QkwWLOb.gifv










edit: speaking of Dominions gif, I'd like to make one of the reworked Niefel flames, because drat, aoe 75

Turin Turambar fucked around with this message at 14:58 on Jan 14, 2024

Carcer
Aug 7, 2010
I played few newbie multi games back in doms 3/4 and I'm looking forward to coming back and failing to grasp the magic system.

Lord Koth
Jan 8, 2012

Turin Turambar posted:


edit: speaking of Dominions gif, I'd like to make one of the reworked Niefel flames, because drat, aoe 75


There's really some significant reworking there. Aside from the massive AoE increase, it got a downgrade from Armor Negating to Armor Piercing, is 1 gem cheaper, damage is now 12+ instead of a flat 10 (though, as mentioned, now no longer ignores armor), and adds some sort of lingering effect - though the exact effects of that aren't stated.

I'm somewhat curious as to what Flame Storm looks like now, given that previously the main difference was that Flame Storm did a bit more (and scaling) damage, but was only Armor Piercing. Other than the damage, they were extremely similar looking.

Arcvasti
Jun 12, 2019

Never trust a bird.

Lord Koth posted:

Changes to the magic path bonuses.




B3 giving +5 hp seems like a pretty big deal for human blood nations. Like, EA Mictlan's sun priests go from 10 hp to 15 hp with that change, which is huge.

+10 morale on D4 mages is also potentially bonkers. Having your Wailing Winds-casting Hangadrott with 24 morale can be very impactful.

Tuna-Fish
Sep 13, 2017

Does anyone know exactly how affliction resistance works?

The earth change is clearly a nerf to gods with plenty of E, but I'm trying to think whether that's a buff or a nerf to, say, a piggy with 4E. (Which, along with some N, has been a common low end mage bless/awake expander I've used.)

Turin Turambar
Jun 5, 2011



Extra Help

Turn order resolution:

Turin Turambar fucked around with this message at 17:29 on Jan 20, 2024

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Donkringel posted:

I assume all elves can do it because why not be able to support your stealthy raiders with even more magical support?

Most elf nations don't (currently) get astral access. I think this is a crosspath I'd expect to see on stuff like R'lyeh.

...can you project yourself onto land if you're aquatic? Will your projection choke and die?

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight

KOGAHAZAN!! posted:

Most elf nations don't (currently) get astral access. I think this is a crosspath I'd expect to see on stuff like R'lyeh.

...can you project yourself onto land if you're aquatic? Will your projection choke and die?

the projection is amphibious. it is only visually similar to the guy who cast it, every other stat is always the same

Speleothing
May 6, 2008

Spare batteries are pretty key.

Tuna-Fish posted:

Does anyone know exactly how affliction resistance works?

The earth change is clearly a nerf to gods with plenty of E, but I'm trying to think whether that's a buff or a nerf to, say, a piggy with 4E. (Which, along with some N, has been a common low end mage bless/awake expander I've used.)

From the Dominions 5 manual:
#woundfend <value>
The monster is less likely to suffer an affliction when taking damage. A value of 1 makes it half as likely, a value of 2 makes it one third as likely, etc.



Also we've learned today that you can upload an image to the random map generator and it will make a map based on the image:


Soon you will be able to conquer such famous worlds as goatse, loss, Trump's face, and even that pig's huge balls.

Speleothing fucked around with this message at 23:40 on Jan 14, 2024

Ynglaur
Oct 9, 2013

The Malta Conference, anyone?
79. You only have limited visibility around your provinces, you need scouts to see beyond that. In Early Age you only see at one province of distance away, two in the Middle Age, and three in the Late Age.

Is this true in Dom5 or only Dom 6? If the former, I never realized this. :psyduck:

106. In rare cases where both you and the enemy move to the opposite province (A goes to B, and B goes to A), it will be randomly chosen where the fight takes place, if in A province or in B province.

It's not entirely random. I believe smaller and faster armies have their destination weighted somewhat more than larger and slower armies.

107. Different troops have different map move values, so it’s possible that with fast armies you can move two or even three provinces in a turn, depending on the province type, if the provinces are yours or not (moving through enemy province has a big penalty), etc. However, as a minimum all troops can move 1 province per turn.

Exception : Immobile units.

108. Armies move at the speed of the slowest unit.

It's worth calling out that injured units are often worth abandoning because they can slow a much larger army down. Diseases units can become injured. You can totally simulate a large army wasting away crossing a desert of you want.

122. The repel rule: Units defending with long weapons may have the chance to interrupt attacks and repel them as they come, sometimes even doing 1 point of damage to the opponent as ‘counter’, but usually only works if the if the repeller has a good attack score and the initial attacker has a bad morale score.

There are a handful of "on damage" effects, so repelling can be powerful in some niche cases.

123. You can avoid this and make them use their feet by using the Line or Double Line formation. An extra tip: Flying units are immune to 1st strike of lance charges (which usually have a bonus).

I didn't know these, either. More :psyduck:

Thanks for the excellent new thread, Turin!

Lord Koth
Jan 8, 2012

Ynglaur posted:

79. You only have limited visibility around your provinces, you need scouts to see beyond that. In Early Age you only see at one province of distance away, two in the Middle Age, and three in the Late Age.

Is this true in Dom5 or only Dom 6? If the former, I never realized this. :psyduck:

It's definitely true of Dom 5. Though specifically it's province names you can see at a changing distance over the ages (which is still helpful, since it allows you to more easily spot caps). As far as I'm aware all other information has the same reveal conditions for every age.

Ynglaur posted:


123. You can avoid this and make them use their feet by using the Line or Double Line formation. An extra tip: Flying units are immune to 1st strike of lance charges (which usually have a bonus).

I didn't know these, either. More :psyduck:

This is one a bunch of Dominions players learn not because of the manual, but because they put their fliers into a line only to discover they won't ever fly when they'd really rather that their units did. Didn't know the second part though.






Tuna-Fish posted:

Does anyone know exactly how affliction resistance works?

The earth change is clearly a nerf to gods with plenty of E, but I'm trying to think whether that's a buff or a nerf to, say, a piggy with 4E. (Which, along with some N, has been a common low end mage bless/awake expander I've used.)

Probably a nerf. Affliction resist is nice, but for the purposes of expansion the extra point or two (because Earth Power no longer adds a point - due to higher E - either) of Prot is probably more valuable. Particularly given that the Thrice Horned Boar - and a fair number of those types of PGs - has Recuperation anyways.

SIGSEGV
Nov 4, 2010


I wonder if the magic level effects will be moddable, I'd really like for water magic to make higher level mages perfectly amphibious.


Also, any new wish options?

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight

Ynglaur posted:

79. You only have limited visibility around your provinces, you need scouts to see beyond that. In Early Age you only see at one province of distance away, two in the Middle Age, and three in the Late Age.

Is this true in Dom5 or only Dom 6? If the former, I never realized this. :psyduck:

this is true in dominions 5 also but only for like, province names being revealed. in dominions 6 there is fog of war so you cannot even see the shape of the world outside of places you have been

Donkringel
Apr 22, 2008
For the 75% HP rout rule, is it 75% HP dead or lost, or is it 75% dead, lost or routed?

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my dad
Oct 17, 2012

this shall be humorous

Ynglaur posted:

There are a handful of "on damage" effects, so repelling can be powerful in some niche cases.

No. It does not work on this and it never worked like this. Repel does not apply "on damage" effects.

Ynglaur posted:

It's worth calling out that injured units are often worth abandoning because they can slow a much larger army down.

This has not been the case since Dominions 5. Only commanders slow armies down. Regular units might die on the march if they're crippled, but don't reduce army movement.

Ynglaur posted:

I believe smaller and faster armies have their destination weighted somewhat more than larger and slower armies.

It is the opposite. Larger armies push back smaller armies.

my dad fucked around with this message at 07:03 on Jan 15, 2024

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