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If there is no UW nation or UW advantageous nation, expanding into UW is possible to do, but you won't be able to pull out any kind of invasion against proper UW nations because most of the UW combat is rules by water magic, mostly water elementals and geared thugs don't work that well either because the earlier mentioned water elementals are really good at killing thugs while anti elite/thug/SC spell "encase in ice" will be able to stop pretty much any singular threat you send UW for the rest of the game with couple of mages.
Then send the 3 pocket ships back through the lab to your own territory and now you can send 300 size 2 troops into your beachhead every turn. If your armies are better than theirs you can easily overwhelm their provinces, take their forts. Pocket ships and water make slow moving troops like MA Ulm infantry that normally only move 1 province per turn much more mobile and threatening.
If you don't have the N3A2 paths on your pretender or national mages then the most obvious way to get them is to research to Conj 8 and summon a Fairy Queen (needs N5 and 40 N gems). This is easily achievable by turn 40 or 50 for most nations if you concentrate on that objective and win local wars.
From my point of view its not so much about making sailing easy; the game can easily lock transports behind barriers of construction limits and the like. An army with sea capable commanders can still travel at sea early with no additional cost. No need to build up to a castle or build a pier/dock on the coast nor pay for transports. Transports themselves coming in different sizes would also break it up even more.
However it does mean that different armies can be adaptive to the map and means you're not railroaded into having to develop certain schools and colours of magic in order to cross large bodies of water.
Plus it just seems more logical to me that many of the nations would use boats of some craft rather than extreme high end magical spells to traverse the seas.
Though generally it is agreed Illwinter could make some improvements to UW/land interaction between land to water and water to land.
There are plenty of things in Dominions that are clearly engine flaws, sometimes ancient ones. Like, there are army-teleport spells - but commanders *cannot use them if they can't cast them*. It's the same with sailing; you can carry troops alright but if your commander can't sail he will not sail, period, unless you get a pocket ship. Sailing also has outrageous ships-from-thin-air and uses outdated Dom2-4 movement mechanics (I believe both should be gone as part of army rework). Also the rest of commanders-are-snowflakes issues but I'm derailing.
If Illwinter hits a stride for another sailing nation, which given one of latest ones was Phaeacia which is like *the* sailing nation (it even has a mechanics which justifies their ship-on-demand which is actually irritating because it highlighted the fact all others do it as well) appears unlikely if not impossible, it may actually get attention soon enough. Next patch though, we know it should be Ind and it's hardly sailing-themed.
Short term, it's probably possible to make a coastal poptype with a sailing commander, and Navigators sort of already exist (even if I've seen them never with rarity 2 site). Nonetheless, the changes at the scope you desire are unlikely to happen until Dominions 6, unless Illwinter makes us all an unexpected christmas gift or suchlike.
(Sidenote: if you *really* want sailing now, there's always modding.)
I'd still love to see Goethic Masters and other land-bound people in a naval campaign as Marignon, mind, but I don't hold my hopes for this year.