Dominions 6

Dominions 6

Ok, what the ♥♥♥♥ am I supposed to do here?
I've been playing a game of cat and mouse with these ♥♥♥♥♥♥♥ for like 5 hours now and kept wondering where the hell they were coming from. Well, I finally found it and they're on islands that I can't get to.
I looked online and found my options were:
-Recruit amphibious units. I don't have any.
-Recruit flying units. I don't have any.
-Craft an item that gives my units water breathing. Can't.
-Wait for the water to freeze. It won't because the territories are at +3 heat.

So, what now? I gotta deal with these ♥♥♥♥♥ forever?

https://imgur.com/a/dlFlOqE
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Showing 1-11 of 11 comments
As MA Marignon? If your god has water/glamour crosspathing, you can summon water kobolds to sail over to their island from a coastal province like Marshlands. You might be able to summon amphibious or flying units, depends what kind of mage pathing you've acquired.

Practically though, the answer is you don't, you manage the annoyance they pose until you can claim enough thrones to win in spite of them.
Originally posted by Ddraig Lleuad:
As MA Marignon? If your god has water/glamour crosspathing, you can summon water kobolds to sail over to their island from a coastal province like Marshlands. You might be able to summon amphibious or flying units, depends what kind of mage pathing you've acquired.

Practically though, the answer is you don't, you manage the annoyance they pose until you can claim enough thrones to win in spite of them.
I took the Angel of Virtue as my god and focused on fire spells. I'm going to try to send Virtue over since she can fly to one of the territories and hope she can solo it then hire whatever rabble is available there.
Reaper Feb 28 @ 7:53pm 
If the Virtue soloing does not work: Marignon has some Summon-Angel-Spells in conjuration. Angel of the Host gives you a good flying soldier, as long as the enemy does not use stuff against magic beings. And Summon Archangel gives you a flying fire 4 caster and 5 of the Angels of the Host.
TheMage1 Mar 1 @ 12:19am 
So your problem seems to be that you can't cross that river. You want to be able to cross the river and take the enemy provinces which enough thugs with the right equipment could do(which depends on the enemy), and you also want to be able to siege a castle down. There aren't good solutions to getting across the river with enough siege strength, but if you are willing to spend enough gems, you can do pretty much whatever you want. Remember that you can alchemize gems if you absolutely need a gem type to do something, and also empower mages if you absolutely need a critical spell.

If you have enough gold, you can recruit the lizard warrior indies, and they have swimming. There are also some amphibian and flying indies, although you might not have access to any of these.

For fire gems, you can summon Terracotta Warriors(which are poor amphibians). You can use astral gems to make Crowns of Command to get enough magic leadership for them.

For air gems, I think(but am not sure that) the Ring of Levitation gives floating, which allows people wearing them to cross rivers as well. If you get Harbringers, you can make Wall Shakers for siege strength, or use Great Eagles. If you have bone tribe indies, you can get Corpse Constructs(equip the caster with Storm Spools and Lightning Rods to get more). You can presumably just use Mound Kings for the undead leadership required to lead the constructs as well.
Draken Mar 1 @ 1:05am 
If all those suggestions don't work for you, you could just try to dom-kill them.
They only have three provinces.
Build temples in all the surrounding provinces and defend them.

But yeah, rivers seem a lot more prevelant, which is why I usually try to fit in the "Swimming" bless if I take heat as a nation. That way at least my sacreds can always cross.
It almost certainly has more provinces, Phaecia has the ability to sail accross UW provinces, and I don't see the capital. Phaecia is unique in that it can start on an island... Yes, it's very annoying, in multiplayer, island Phaecia starts are usually banned.

As for how to deal with the island, you can certainly clear out these provinces with thugs. The castle will be tougher to take, although not impossibly so. I would suggest to summon a harbringer and then use it to summon great eagles.

The main issue is that there will probably still be Phaecians coming to your shores.
Originally posted by Hasefrexx:
It almost certainly has more provinces, Phaecia has the ability to sail accross UW provinces, and I don't see the capital. Phaecia is unique in that it can start on an island... Yes, it's very annoying, in multiplayer, island Phaecia starts are usually banned.

As for how to deal with the island, you can certainly clear out these provinces with thugs. The castle will be tougher to take, although not impossibly so. I would suggest to summon a harbringer and then use it to summon great eagles.

The main issue is that there will probably still be Phaecians coming to your shores.
Cool, cool. Problem with this is you're talking like I know what the ♥♥♥♥ I'm doing, lmao.
Your best bet is to just ignore them as best as you can and keep them contained.

I noticed you don't have much magic diversity. You should look at the provinces you captured and see if any of them have independent faction mage commanders you can hire if you build a lab there. Then search for magic sites with those mages so your income is more than just fire and astral gems. Also the normal mages you get in your capital as well should be searching for magic sites to boost gem income.

Then you can use magic to solve these problems. Air and Water magic let you craft items that let you move a whole army under water or across rivers.

Death magic lets you summon ghosts and banes/wights which are amphibious and quite strong.

I encourage you to experiment more with the magic side of the game, as once you get used to moving troops around, there is a huge amount to learn and discover with magic.
Last edited by UmbralAngel; Mar 5 @ 11:27pm
Yeah, I'm still new to the magic thing and haven't done much with it. I haven't quite figured out the ins and outs of it.
If you look on your coasts, you might have land provinces with recruitable independent troops that are amphibious. They won't be good, but they can get you into the water.

Taking on a sea nation, however, requires a whole dedicated strategy that is usually based on the kind of magic you have available. If you post your magic paths available, gems and gem income, and research levels, you can get more specific advice.
a_delo3 Mar 7 @ 4:05pm 
I try to break into death magic to use the undead troops (the handy specrtres or mound fiends can raise quickly a powerful army of wights and ghosts, while banes are decent generals. Just hope the enemy is not especially fond of priests...).
You should have access to astral: ether warriors can cross water and are not bad, especially if fight in high magic dominions.
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