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Dominions 5 controls
Dominions 5 controls














You'll have either two or three commanders, depending on whether your Pretender was Awake or not. So now, you guys are fighting to take his place (civilian population be damned!).Īfter closing this popup, you'll see your capital. You can click on each of them, to see the backstory for the game … basically, some old Pantokrator (God) locked up all the competitors (you) and ruled for a while, until disappearing. It'll take a bit to generate the map, after which you'll see the first messages of every game: When you're done with all that, you'll have the most important decision to make in all of Dominions: Dormant is not selected nearly as often as the other two options. Monsters are often taken Awake so that they can help you expand others are often taken Imprisoned.ĭormant is more of an "advanced" option, since you would be targeting having your pretender make an impact in the midgame but doing initial expansion without it. You may have noticed some of the blesses say "incarnate only" - these blesses only function while your Pretender is awake and alive, so if you take such a bless, you should select Awake. The last section is your Pretender's availability:Īs you might expect, this is a tradeoff between getting your powerful pretender unit from the beginning of the game, vs. Its opposite, Drain (D), can be quite painful as your magic comes online later, though some nations will notice more than others.Īs you may have noticed when playing around with blesses, some of the blesses require specific scales to be selected.

dominions 5 controls

It is also a popular scale, as the extra research gets you powerful new spells sooner. As a result, High Luck or high Misfortune are both valid, but don't leave it in the middle.įinally, Magic (M) gives you extra research. However, Misfortune (M) hurts less than Turmoil, Sloth, or Death. With "common" events, Luck gives more money / goodies than Order or Production. The new game screen (you haven't gotten there yet) will default their frequency to "rare", but most people play on "common". Luck (L) gives more "random events" and better "random events". Don't take Death (D) unless your nation mitigates the penalty. Growth 3 is extremely popular and unless you have a good reason not to, you will want to take as much growth as you can afford. Growth (G) gives you money and future money, because it gives a direct income boost and also grows your population, which determines a province's base income.

#DOMINIONS 5 CONTROLS FREE#

If you pick a nation that starts in the middle, feel free to leave it there or to take it all the way to one side. If you pick a nation that likes Cold 1 or 2, you should take it to Cold 3 same for Heat. The UI will say "-5%" for each click, but it's actually less. However, there's a seasonal thing, which is tricky to understand, but basically the income penalty is overstated. If you make it colder/warmer than people like it, then you get income penalties.

dominions 5 controls

Temperature (C/H) gives you design points for moving in either direction it is unique in this way. Its opposite, Sloth (S), takes both away. Production (P) gives you money and resources. Its opposite, Turmoil (T), takes both away. Order (O) gives you money and "recruitment points".

dominions 5 controls

You'll notice that each scale costs/refunds 40 points, depending on whether you move it in the "good" direction or the "bad" direction. If your scales confer benefits, you don't actually get those benefits in a given area unless the people there worship you - part of the reason why you want a decent dominion score. They will start generally neutral, but you can move them up or down. There are reasons to go as low as 4-ish, or as high as 10 (!), but 5-7 is typical. You'll generally want this score to be somewhere between 5 and 7. This represents more people worshipping your God rather than other peoples' Gods. Higher numbers will spread your dominion faster.














Dominions 5 controls