Dominions 6

Dominions 6

What is a good god (break it down)
Amma about to start a new game in early ages as the Brazen giants (early year)

I see they are not the best mages (can obtain ofc if i must)
so maybe a strong pretender who can go on solo adventure? or maybe build a super fire mage?

Last game i was playing Ulm (Early Years) and was doing good/fine until i get overrun by spectra units that could cross/fight in/on water
Any tips on water battles? how do i get out there fast AND efficient

only have 30 hours on me and are still Learning
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My guide from Dom5 is still useful for the general archtypes and how to plan a build.

I will update now that I am healthy enough to play Dominions 6 again and just starting up. https://grogmission.blogspot.com/2020/09/dominions-5-pretender-design-and.html

There are also videos on this topic. Search on Lucid's channel. See pinned link.
Last edited by Maerlande; Jan 1 @ 7:23am
Sombre Jan 1 @ 7:35am 
I think it would help to know if you're playing multiplayer or single player because the answers are quite different.
singleplayer
In that case, you have two big questions: Does it do what I want it to do, and is it fun to play?

For example, a god with low productivity scales would be terrible for Middle Age Ulm because their troops require a lot of resources. You'd end up unable to produce the troops you want to make for that nation, and would likely have a bad time. On the other hand, it might work well on a nation like Early Age Ulm because your mages produce resources, so as long as you're producing mages you'll reach the resource cap for any of your forts. (It might still be a terrible idea in a multiplayer game because you're giving up one of your major advantages, providing your forts with a lot of resources early on, but in a single-player game, that won't matter.)

I'd suggest making two or three versions of the gods you want to try--a light version where you just give it the bare minimum to meet what you're looking for, a medium version where you give it what you think will work for the nation, and a heavy version where you go all in on your concept for the god without regard for how else it affects the nation. Then, try each and see which is the most fun to play.
Originally posted by andykorfitz:
Amma about to start a new game in early ages as the Brazen giants (early year)

I see they are not the best mages (can obtain ofc if i must)
so maybe a strong pretender who can go on solo adventure? or maybe build a super fire mage?

Last game i was playing Ulm (Early Years) and was doing good/fine until i get overrun by spectra units that could cross/fight in/on water
Any tips on water battles? how do i get out there fast AND efficient

only have 30 hours on me and are still Learning

the tip for water battles is often don't do it as a land nation, is very difficult to trade well in any regard going under water, your units lose stats compared to those that can go underwater, its difficult to bring any large amount of mages unless you are a nation with decent water magic gem income. so really you can't be effecient. at least for mekone, your units are using piercing weapons and have bronze equipment not iron so you aren't completely destroyed stat wise underwater but you lack decent paths for underwater regardless.

in regards to "how to make a god" you aren't going to get a good answer there where 1 size fits all but again for Mekone you are a nation that wants good scales and you don't get a ton out of your bless apart from it helping out your thugs a bit "expensive cap only sacred commanders you can build for fighting"
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Date Posted: Jan 1 @ 5:23am
Posts: 5