Dominions 5

Dominions 5

Good EA nation for a beginner?
What it says on the title. I get destroyed by enemies all the time and I have no idea how to build a pretender / use mages properly.
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Showing 1-15 of 19 comments
Smiling Spectre Feb 1, 2020 @ 2:34am 
Isn't it about _Late_ age?
Silence Feb 1, 2020 @ 3:32am 
I think Butcher was talking of MA Ulm.
Causk Feb 1, 2020 @ 4:02am 
I would suggest Formoria. A very strong nations that allows a lots of different pretender designs and allows to experiment with different aspects of the game. You have decent troops, very good air and death magic and you can even make your capital recruitment giant into an SuperCombatant. Alot of mechanics you can explore (equipped thugs, raiding alone, skeleton spamming, infantry with lot of evocation magic).
if you want to take an awake god for a jumpstart take a Thrice horned Boar with e4 n7 for reinvigoration +2 and regeneration. Take Growth 3 and dump whatever scales so that it evens out.
If you want to test out troops more, go with an imprisioned Duid of War with f4 n5 b4 (+attack,+moral, recouperation, bloodsurge) take order 3 prod 3 growth 3 and use Nemedian Warriors or Unmarked to expand.
Last edited by Causk; Feb 1, 2020 @ 4:14am
Silence Feb 1, 2020 @ 4:16am 
About EA, here's what I do when I'm bored and I want to crush some AI.

I take EA Helheim. My pretender is a Frost Father with the following paths :
Fire 3, Air 3, Water 4, Earth 6, Astral 4, Death 3, Nature 3, Blood 3
My scales are :
Dominion strength 6, Cold 3, Growth 3
And my bless :
Major fire resistance (fire), Major shock resistance (air), Defence skill and minor cold resistance (water), 2xStrength of the earth (earth), magic weapons (astral), 3xUndying (death), Major poison resistance and Resilient (nature), Strengh of the flesh (blood)

Of course, to make it work, he has to be Imprisonned. Then you can name him "Kallisto", because that how I named that build.

After that, my gameplay is the following :
- Recruit as many Valkyries as possible every turn
- Recruit a Dis
- Make her a Prophet
- Give her a host of valkyries (order = Divine blessing + Attack rear/closest for your prophet, Attack rear/closest for your valkyries, also position them in the rear of the battlefield, on a corner)
- Then, crush every indie province you meet (well, not all of them, it depends on how large is your host, you have to learn what you can do or not do) [Side note : given those troops are stealthy, you have to Ctrl+Click to attack, otherwise they just get there under stealth]
- Meanwhile, recruit at least 2 other Dis to ferry valkyries back and forth to your prophet
- When you reach 100+ valkyries, there's not much the computer can do against that army ...

Then with that elite force under your command, you'll have enough leverage to do some testings with other units and battle magic, and thus get some better handle of the game.
Last edited by Silence; Feb 1, 2020 @ 4:21am
David McMurdo Feb 1, 2020 @ 5:45am 
I'd recommend playing in the Middle Ages because they're the most balanced and contain the most nations. Most players would recommend that newcomers play as MA Ulm, but I disagree and would instead recommend MA Marignon. Ulm's roster is very extensive and effective use of it depends upon being familiar with different weapon types. They're also reliant on forging which is fairly advanced. MA Marignon is just about the only nation in Dominions that's your usual fantasy fare—a nation based on the Catholic kingdoms of medieval Europe. You may be completely ignorant of how the mechanics of Dominions work, but any strategy gamer knows where they are with crossbowmen, spearmen, swordsmen, and paladins; they know what those units are about about what their functions are.

I think it's important that new players be prepared to lose. I must have lost my first fifty games of Dominions, if not more. But I learned a little bit each time until I won my first game, yet that learning process continues even now. I could be alone in this, but Dominions is one of those games that I enjoy losing as much as winning.

Anyway, good luck with whatever you decide.
Last edited by David McMurdo; Feb 1, 2020 @ 5:45am
oldrocker99 Feb 1, 2020 @ 8:21am 
After every solo game I've lost, I have been able to think back and identify what bonehead mistakes I made.

Not that I learn from them, but I have frustrating fun.
Originally posted by oldrocker99:
After every solo game I've lost, I have been able to think back and identify what bonehead mistakes I made.

Not that I learn from them, but I have frustrating fun.
One big problem is that I don't know what kind of pretender to create for each nation. Also I have no idea what research route I should pick. Basically magic/research is giving trouble, because I don't know how to use it properly.
Silence Feb 1, 2020 @ 8:55am 
That's why it can be good to dominate a game but let the ennemy live, so that you can research and experiment everything. But still ... it took me several hundred hours Single Player and engaging in Multi Player games to grasp the real power of magic.
Mormacil Feb 1, 2020 @ 10:05am 
Abysia and Agartha are pretty decent starting nations.
jozenone Feb 1, 2020 @ 6:31pm 
For just playing against AI, EA Arcosephale is about as easy as it gets. Fomoria and Neifelheim are decent, too, but perhaps need a bit more management. Ur might be a good choice, too if you just want to play about.

For most straightforward, as McMurdo said, MA Marignon is very good and lets you muck about quite well.
Uncle Al Feb 2, 2020 @ 12:29am 
For figuring out research, you find one spell (and maybe a couple of other nice to haves in the same research line) at research level 4 to 5 that's going to let you win wars once you put a lot of mages into combat, and go for that.

What that is depends on the nation but a few suggestions are:

Abysia - Conjuration 5 for summon fire elemental
Vanheim - Evocation 4 for thunder strike
Sauromatia and C'tis - Enchantment 5 for horde of skeletons
Niefelheim and Formoria - Construction 4 for gearing your giant thugs, alteration is also good (quicken self and liquid body for Niefelheim, mistform for Formoria)

These are game changing spells in an early war.
David McMurdo Feb 2, 2020 @ 1:58am 
Originally posted by DarkLaplander:
Originally posted by oldrocker99:
After every solo game I've lost, I have been able to think back and identify what bonehead mistakes I made.

Not that I learn from them, but I have frustrating fun.
One big problem is that I don't know what kind of pretender to create for each nation. Also I have no idea what research route I should pick. Basically magic/research is giving trouble, because I don't know how to use it properly.

Your choice of pretender will depend on your strategy, which in turn will depend mostly on your chosen nation. Broadly speaking there are four pretender types.

Combat pretender: You pick a powerful physical form for your pretender, such as a dragon. This form will allow you to acquire regions very quickly early on, and can be made into a powerful force through spells and magic items in the late game. However, if you intend to use your combat pretender to acquire territories early on, you'll naturally need him to be awake, which means you're not going to have that many design points to invest anywhere but in the scales (the order, productivity, and so on) of your dominion.


Magic pretender: Your chosen pretender can excel in multiple magic paths. Some players like to create "rainbow pretenders", which are pretenders that are trained in most or even all magic paths. One benefit of this is that such pretenders can find all magic site types (since you can only find a magic site of a particular path if the searching mage is skilled in that path). When creating a pretender based on magic, you'll almost certainly want to go for a Dominion 1 humanoid pretender form, since it's typically far cheaper for them to be trained in magic paths that they aren't already trained in. Now maybe I'm imagining things, but I seem to remember that the statistics of your pretender change depending on how powerful they are in the different magic paths. If I recall it worked in a fairly logical way, so for example, having them excel in earth magic would make them physically tougher. The game doesn't spell (ha) this out anywhere, but I'm sure that I read it in the manual (or again I could just be imagining things). Regardless, I can't recall ever seeing anyone develop a strategy around this feature, assuming I didn't just make it up, so I wouldn't worry about it. Probably shouldn't have mentioned it. What I should mention is that the more skilled your pretender (or any mage) is in magic, the greater their skill in research is. So a magic pretender can serve as your best researcher when he's got nothing better to do.

If your chosen nation has many sacred units (units that can benefit from being blessed) in its basic troop roster, you might want to go for a "bless strategy". In a bless strategy you increase your pretender's magic skill to at least four in multiple magic paths, because it's at level four that you gain access to additional bless effects. In a bless strategy you want to find the most effective combination of blessings for your chosen nation's sacred units. For each point of dominion strength you have, you will receive a single holy point per turn, and sacred units cost a single holy point each to recruit in addition to the other resources. And so it may seem logical that if you're going with a bless strategy that depends upon you recruiting sacred units, you'd want to up your pretenders dominion strength as much as possible, but that isn't necessarily the case. You get another point in dominion strength and therefore another holy point for every five temples that you build. Since in the early game you rarely have enough resources to be churning out sacred units anyway, you can often get away with creating your pretender with only four points in dominion strength and increasing that in game by building temples as you expand.


Scales pretender: If your chosen nation lacks sacred units and their troops are costly (or you just think a more basic military approach is best), you might want to focus on getting as much order, productivity, and growth in your dominion as possible in order to be able to recruit and sustain their powerful armies.


Balanced pretender: If you have no particular strategy in mind, you can just make a nice, all round pretender that's competent in a few magic paths, offers two or three nice blessings, and whose dominion bestows a few benefits.


That's just an overview of the kind of thinking that's typically involved in pretender creation, but there's a lot more that could be said. For example, if magic is going to be a focus of your pretender, it's probably a good idea to try and have your pretender excel in paths of magic that your nation's mages don't. This is especially true when it comes to astral magic, because the "dispel" spell is an astral spell, and you'll use it to dispel the global enchantments of other players, so it's often pretty important.

As for being confused about magic research, don't worry about it. The best way to go in the beginning is to just look at the magic paths your mages excel at and to what degree. Let's say that your chosen nation's mages are primarily fire mages, with their skills ranging from two to three. Just scroll through the spells of each magic school looking for fire spells that require a level three fire mage or below. There won't be THAT many. Read their descriptions and see what sounds the most useful, or even just the most fun. It makes no sense to research a school of magic that contains few spells that your nation's mages can actually make use of, so just have a quick scan through each school to see what's there for them. This is the most organic way to learn the magic system. You don't need to memorise each magic school; just go through this simple process each time you play a new nation. In time you'll find yourself thinking "hey what was that cool spell my water mages were using in that one game? That'd be great here." Then you remember that it was Falling Frost from Evocation and go for it. The Conjuration school is about summoning creatures, so you may want to emphasise research there to boost your armies.

I typically get a few good offensive spells that my mages can make use of, switch to Construction research to get access to some magic items, and then do a few levels of Conjuration, because by that point in the game I've accumulated enough magic gems to supplement my armies with summons. Finally I'll go deep into research on a single magic school to access a powerful spell (or spells) that only my pretender is capable of casting. Although all of this is subject to change depending on the situation. A lot of the players around here have very specific spells they want to obtain whenever they begin a game with a particular nation (as in Uncle Al's example), because experience has taught them which are the most effective.
Last edited by David McMurdo; Feb 2, 2020 @ 2:34am
Bill Garthright Feb 2, 2020 @ 5:33am 
Originally posted by DarkLaplander:
One big problem is that I don't know what kind of pretender to create for each nation.

I recommend going to YouTube and watching the first video of someone experienced who's playing that nation (or who's just giving a rundown of that nation's characteristics) - someone like Lucid Tactics, Saquenay, General Confusion, etc.

You can see how they look at a nation and how they decide what kind of pretender to use. You don't have to follow their example, but it's very helpful when learning the game.

Also I have no idea what research route I should pick. Basically magic/research is giving trouble, because I don't know how to use it properly.

That's harder. There are just so many different spells! But if you're playing single-player with a strong nation, that shouldn't be critical. And you'll learn through experience. At least, that's what I HOPE I'm doing. :)
Uncle Al Feb 2, 2020 @ 8:57am 
Lots of excellent advice in all these posts.

The point I was trying to make is (and note, I don't play much MP at all, but I do watch games and read AARs) there seems to be a tendency when players are learning the game they get hooked on research. They tend to keep a body of mages researching and trickle one or two mages out into armies here and there.

What works much better, in my experience, is to have everyone researching (except maybe a site searcher or two) until you hit a crucial, battle winning spell, then put every single mage into battle (except the crappy research only cheap ones that are useless in a fight). Basically stop research for a few turns and demolish a neighbour.

Once you've won the major battles against the neighbour you can hunker down and research again until you hit another milestone spell, then get the mages out fighting again and kill someone else.

Taorec Feb 2, 2020 @ 11:08am 
Hi DarkLaplander,

if you want to play in the Early Ages, I suggest going for the underwater Atlantis or the aforementionted Fomoria. Both have good troops & mages and can later field supercombatents (Fomorian Kings / Basalt Kings) that can single handedly destroy AI armies.

For specific tips, researcher objectives and pretender builds for the nations, head on over to Dominions 5 - All Nations Guide[dominionsmods.com].

You might also take a look at the pinned strategy index and the YouTube channels that are listed there.
Last edited by Taorec; Feb 2, 2020 @ 11:10am
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Date Posted: Feb 1, 2020 @ 1:02am
Posts: 19