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Dominions 5: Warriors of the Faith
When dominions 4 came out I thought I'd get a few single player games out of it at most, but 200+ hours later I'm very excited to see the next iteration of Dominions announced.
Dom 5 seeks to build upon the success of Dom 4, a fantasy 4x turn-based strategy game. Players in Dominions take on the role of a pretender god, whose mission is to ascend and become the pantokrator - achieving full godhood. The game has a tremendous number of different factions, units, as well as an expansive magic and crafting system. No two games of Dominions will be remotely similar as there is such a huge diversity of play styles and fully customizable maps and factions.
Players can recruit army units, which could consist of things like crossbowmen, centaurs, or heavy cavalry. Each faction has a unique menagerie of units inspired by things like ancient mythology and modern fantasy. Also unique to each faction are a cadre of various commanders and mages. Commanders lead armies in battle while mages can be used to craft, research, or brought in to cast powerful spells during combat. The most powerful unit you'll posses is your pretender god, who spreads his or her dominion across the lands, changing it in their own image.
Combat is automated; players give orders to their commanders and squadrons before entering combat and the battle plays out. Better commanders are less likely to retreat. Mages and pretenders can use powerful magic to turn the tide of combat. Priests can cast blessings to bestow bonuses on sacred units. In Dom 5, combat will happen in real-time, a change from the turn based system of Dom 4.
Players seek to conquer the map and can build structures like fortresses or alchemy labs to provide a boost to production or allow mages to perform rituals.
Major changes in Dom 5
Bless effects are now unique and can be specifically chosen at the start of the game. Some blessings require an incarnate pretender god, less powerful ones usually do not.
Real Time combat: combat now is simulated in real-time. All units can attack at once. The devs say large battles will be settled more quickly and organically in the new system.
Random map generation has returned to Dominions. Seasons will now have a greater effect on the map and on combat (i.e. heat and summertime make fire spells more effective).
Recruitment points are a new resource in Dom 5, and is generated by population. Castles now start at the lowest level and can be upgraded over time.
Update 11/27/2017:
Dom 5 is released on Steam!
More info:
www.illwinter.com
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the trailer is not half bad
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So how much interest is there for a game once Dom 5 drops? It's sadly pretty close to holidays/finals, but maybe we can get one off the ground.
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Since no one has made a game post I guess I'll kick stuff off to declare the organising of the OFFICIAL TLXIV.
Start date: AROUND DECEMBER 15TH - Game will start around December 15th about right after anyone's finals week. Expect to play through the end of December holiday weeks(we might do a couple day extension over the 25th itself). Be ready to have nations/map picked around the 10th.
Map: TeamLiquid14 Waterbowl Rumble Age: MA Thrones: - 10 level 2 thrones, 11 points to win(if people think other settings are better this can change) Turn Time - 24 hours starting off, extending to to 36 or 48 as needed Mods - None. This is THE AUTHENTIC Dominions 5 experience Diplomacy - Machiavellian diplomacy with binding trades Other settings - mostly default
Nations claimed:Claimed below, post or contact me with your nation pick. no swapping between land <-> water nations, water to water or land to land is ok.
Signed up players: Zhang Mayi - Sceleria Sunpop - Agartha TheFish7 - Nazca gTank - Atlantis Scip - MARIGNON killerdog - Ermor(remember to gang on sight) Skirmjan - Ulm xuanzue - Mictlan mahrgell - R'lyeh scFoX - Regretfully leaning towards Ys Icapica - Pelagia SamRS - Man entropius - Bandar Log
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Count me interested as well.
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I am hyped as well, count me in!
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Hmm, I guess it's time for me to break out the ol' paint program and get back to work on my mods...
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You could play too Phyvo :O
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Czech Republic11293 Posts
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On November 17 2017 04:36 Zhang Mayi wrote: count per player, so the only hard rule is that game will be 15-20 provinces per player.
mayi pls
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Very cool to see this game coming back. Graphics look like the same awful design. But this guy isn't a arts designer.
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Czech Republic11293 Posts
I propose we host another game, maybe about same time, with about 12 prov/player. Don't need to overdose on dom5 right away.
interested: Scip Kdog ??
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Well after rubbing 3 cap rings and only getting 5 total land provinces in tl12 during the first year, then only having 9~ provinces in TL13 on another 11/12 provinces per player game while others were getting 15~ in each game;I haven't found myself to be a fan of the prov count per players in the past few games. I will clarify definitely leaning towards 15 provinces per players, rather that 20.
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Anyone know what water nations will be like?
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Probably mostly the same, outside there's a LA Pelegia that starts out of water like Atlantis.
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Found this after poking around, might be outdated though.
+ Show Spoiler +
Gonna be interesting. I wonder how much rebalance-ing has been done to account for old bless nations.
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nice maybe one day ill learn to play something that isn't Ys
this game is too good but i never find myself playing it a lot coz none of my friends do
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