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bcnoexceptions-new-player-guide [2021/01/01 01:47]
naaira [Forging new items]
bcnoexceptions-new-player-guide [2022/04/19 19:32] (current)
rovsea [Pretender Design]
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 ====== bcnoexceptions' New Player Guide ====== ====== bcnoexceptions' New Player Guide ======
-~~NOTOC~~ 
  
 [[https://discord.gg/GZDmhBVdHw|{{ :guides:clippy_discord_link.png?300}}]] [[https://discord.gg/GZDmhBVdHw|{{ :guides:clippy_discord_link.png?300}}]]
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 This guide will walk you through your first game of single-player Dominions. After you've picked up some of the mechanics from a few single-player plays, follow [[community-guide|Althaea's guide]] to learn how to join in multiplayer games. This guide will walk you through your first game of single-player Dominions. After you've picked up some of the mechanics from a few single-player plays, follow [[community-guide|Althaea's guide]] to learn how to join in multiplayer games.
  
-====== Getting Started in Single-Player ======+===== Getting Started in Single-Player =====
  
 For your first game, For your first game,
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   * //Middle Age:// Ulm or Caelum.   * //Middle Age:// Ulm or Caelum.
 Someone on the Internet is probably rushing to tell me these are terrible recommendations, but I don't care. Someone on the Internet is probably rushing to tell me these are terrible recommendations, but I don't care.
 +
 +<WRAP group>
 +<WRAP column twothirds>
 +Each nation will have a national overview, similar to the screen pictured to the right. You can right-click on any of the units to get more information. However, for now, skip those details - we'll get into what the stats mean later.
 +</WRAP>
 +<WRAP column third>
 +{{::guides:newplayer:national_overview.png|:guides:newplayer:}}
 +</WRAP>
 +</WRAP>
 +
 <WRAP box round> <WRAP box round>
 <WRAP group> <WRAP group>
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 </WRAP></WRAP></WRAP> </WRAP></WRAP></WRAP>
  
-====== Pretender Design ======+===== Pretender Design =====
 <WRAP group> <WRAP group>
 <WRAP column twothirds> <WRAP column twothirds>
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-{{ :guides:newplayer:02_pretender_selection.png?nolink |}}+{{ :guides:newplayer:02_pretender_selection.png?650&nolink |}}
 <WRAP group> <WRAP group>
 <WRAP column quarter> <WRAP column quarter>
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 Next, let's talk about the Magic section: Next, let's talk about the Magic section:
  
-{{ :guides:newplayer:03_magic_paths.png?nolink |}}+{{ :guides:newplayer:03_magic_paths.png?550&nolink |}}
  
 There are eight paths - from left to right, you have Fire (F), Air (A), Water (W), Earth (E), Astral (S), Death (D), Nature (N), and Blood (B). There are eight paths - from left to right, you have Fire (F), Air (A), Water (W), Earth (E), Astral (S), Death (D), Nature (N), and Blood (B).
  
-The specific God chassis you just picked as some built-in magic. This is important, because:+The specific God chassis you just picked has some built-in magic. This is important, because:
   - Adding magic from a new path costs more (40 for immobiles, 60 for most Titans, 80 for most Monsters, and 10 for Humans). This penalty doesn't really matter for Humans, but for other God chasses, it's noteworthy.   - Adding magic from a new path costs more (40 for immobiles, 60 for most Titans, 80 for most Monsters, and 10 for Humans). This penalty doesn't really matter for Humans, but for other God chasses, it's noteworthy.
   - The more points you add to a specific path of magic, the more it costs. These costs accelerate - notice that your second click on one of the paths costs more than the first. So, if you want to reach a high number, you want to start at a high number to save points. No chassis starts with more than 3 in any single path.   - The more points you add to a specific path of magic, the more it costs. These costs accelerate - notice that your second click on one of the paths costs more than the first. So, if you want to reach a high number, you want to start at a high number to save points. No chassis starts with more than 3 in any single path.
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 Knock one of the magic paths up to 4, and you'll see you have some Bless Points: Knock one of the magic paths up to 4, and you'll see you have some Bless Points:
  
-{{ :guides:newplayer:04_bless.png?nolink |}}+{{ :guides:newplayer:04_bless.png?550&nolink |}}
  
 If you click "Add Bless Effect", you'll see that you have a "menu" of how to spend your points. The different paths unlock different effects, and as you might expect, if you get more skill in a certain path, you also get more bless points to spend. If you click "Add Bless Effect", you'll see that you have a "menu" of how to spend your points. The different paths unlock different effects, and as you might expect, if you get more skill in a certain path, you also get more bless points to spend.
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 Every nation also has "Priests" which can cast the "Bless" spell. That spell will apply the Bless Effects you select here, to several Sacred troops. If you have a Level 3 Priest, you can cast Divine Blessing, which blesses all of your Sacred troops. Blesses can be quite powerful, because they can be a way to get powerful abilities added to your troops from the beginning of the game, as opposed to having to wait to research magic that confers those abilities. Every nation also has "Priests" which can cast the "Bless" spell. That spell will apply the Bless Effects you select here, to several Sacred troops. If you have a Level 3 Priest, you can cast Divine Blessing, which blesses all of your Sacred troops. Blesses can be quite powerful, because they can be a way to get powerful abilities added to your troops from the beginning of the game, as opposed to having to wait to research magic that confers those abilities.
  
-As I said, I'm not gonna tell you what Bless(es) to take. After you've played a couple of games, feel free to read <link>this guide</linkfor some generic advice. Some guidelines:+As I said, I'm not gonna tell you what Bless(es) to take. After you've played a couple of games, feel free to read [[http://dominionsmods.com/index.php?showtopic=3220|this link]] for some generic advice. Some guidelines:
   * You can't really go wrong with stat boosts: +attack, +defense, +strength   * You can't really go wrong with stat boosts: +attack, +defense, +strength
   * Avoid the ultra-expensive ones, which tend not to be worth it, except for Regeneration   * Avoid the ultra-expensive ones, which tend not to be worth it, except for Regeneration
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 Let's move on to the next section: your Dominion Score and Scales. Let's move on to the next section: your Dominion Score and Scales.
  
-{{ :guides:newplayer:05_scales.png?nolink |}}+{{ :guides:newplayer:05_scales.png?550&nolink |}}
  
 The left-most number (the one next to the candle) is different from the other 6. That number is your **Dominion Score (Dom)**, which starts higher for Immobiles and Titans, and lower for Humans and Monsters. It has two primary effects: The left-most number (the one next to the candle) is different from the other 6. That number is your **Dominion Score (Dom)**, which starts higher for Immobiles and Titans, and lower for Humans and Monsters. It has two primary effects:
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 The last section is your Pretender's availability: The last section is your Pretender's availability:
  
-{{ :guides:newplayer:06_awake_or_not.png?nolink |}}+{{ :guides:newplayer:06_awake_or_not.png?550&nolink |}}
  
 As you might expect, this is a tradeoff between getting your powerful pretender unit from the beginning of the game, vs. getting more points for magic + scales. 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. As you might expect, this is a tradeoff between getting your powerful pretender unit from the beginning of the game, vs. getting more points for magic + scales. 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.
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 Monsters are often taken Awake so that they can help you expand; others are often taken Imprisoned. Monsters are often taken Awake so that they can help you expand; others are often taken Imprisoned.
 Dormant 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. Dormant is not selected nearly as often as the other two options. Dormant 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. Dormant is not selected nearly as often as the other two options.
- 
  
 When you're done with all that, you'll have the most important decision to make in all of Dominions: When you're done with all that, you'll have the most important decision to make in all of Dominions:
-{{ :guides:newplayer:07_naming.png?nolink |}}+{{ :guides:newplayer:07_naming.png?550&nolink |}}
  
 <WRAP box round><WRAP centeralign>**Summary of the Pretender Screen**</WRAP> <WRAP box round><WRAP centeralign>**Summary of the Pretender Screen**</WRAP>
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- +===== Game Setup =====
-====== Game Setup ======+
  
  
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 {{ :guides:newplayer:09_victory_conditions.png?500&nolink |}}</WRAP></WRAP> {{ :guides:newplayer:09_victory_conditions.png?500&nolink |}}</WRAP></WRAP>
  
-====== Your First Turn ======+===== Your First Turn =====
  
 Start the game. It'll take a bit to generate the map, after which you'll see the first messages of every game: Start the game. It'll take a bit to generate the map, after which you'll see the first messages of every game:
  
-{{ :guides:newplayer:10_turn_1_message.png?nolink |}}+{{ :guides:newplayer:10_turn_1_message.png?550&nolink |}}
 \\  \\ 
-{{ :guides:newplayer:11_turn_1_units.png?60&nolink|}}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. So now, you guys are fighting to take his place (civilian population be damned!).+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. So now, you guys are fighting to take his place (civilian population be damned!).
  
 After closing this popup, you'll see your capital. You'll have either two or three commanders, depending on whether your Pretender was Awake or not. Here's how it might look for someone with an awake Pretender (in my case, a dragon named "TWO DWARVES IN A DRAGON SUIT"): After closing this popup, you'll see your capital. You'll have either two or three commanders, depending on whether your Pretender was Awake or not. Here's how it might look for someone with an awake Pretender (in my case, a dragon named "TWO DWARVES IN A DRAGON SUIT"):
  
-The first one is my starting troop-leader commander, the second one is my starting scout, and the third one is my Pretender God. As mentioned above, you may not have the third one if your God is not Awake. You can identify the troop leader because of the little sword at the right, which means that it is commanding troops. +{{:guides:newplayer:11_turn_1_units_2.png?180&nolink |}}The first one is my starting troop-leader commander, the second one is my starting scout, and the third one is my Pretender God. As mentioned above, you may not have the third one if your God is not Awake. You can identify the troop leader because of the little sword at the right, which means that it is commanding troops.
- +
- +
-\\+
  
-{{:guides:newplayer:12_turn_1_orders.png?180&nolink |}}Click on the troop leader and hit <space> to give him an order. You'll see a list of all the things this guy can do as his action. Your first order will be to make him your prophet, by clicking "Become Prophet".+{{ :guides:newplayer:12_turn_1_orders.png?180&nolink|}}Click on the troop leader and hit <space> to give him an order. You'll see a list of all the things this guy can do as his action. Your first order will be to make him your prophet, by clicking "Become Prophet".
  
 We'll talk about many of these orders later, but let's talk about your Prophet. You can only have one Prophet at a time, but if this Prophet dies, you'll be able to appoint a new one after a few turns. Your Prophet will automatically get 3 levels of Holy Magic, which means he'll be able to claim thrones, bless your troops, and smite your enemies (more on this next turn). We'll talk about many of these orders later, but let's talk about your Prophet. You can only have one Prophet at a time, but if this Prophet dies, you'll be able to appoint a new one after a few turns. Your Prophet will automatically get 3 levels of Holy Magic, which means he'll be able to claim thrones, bless your troops, and smite your enemies (more on this next turn).
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 If you selected an awake Pretender, have it Research (click on it, press space to choose an order, and select Research). If you selected an awake Pretender, have it Research (click on it, press space to choose an order, and select Research).
  
-====== Recruitment ======+===== Recruitment =====
  
 Next, let's recruit some troops! Click on your capital, then click Recruit Units on the right side of the screen. You will see troops you can recruit in your capital. Your screen will be different depending on the nation you chose: Next, let's recruit some troops! Click on your capital, then click Recruit Units on the right side of the screen. You will see troops you can recruit in your capital. Your screen will be different depending on the nation you chose:
  
-{{ :guides:newplayer:13_recruitment.png?nolink |}}+{{ :guides:newplayer:13_recruitment.png?550&nolink |}}
  
 The top section is commanders you can recruit, and the bottom section is units. Usually, your mages are towards the end of the top list, and your nation's sacred troops (if applicable) are usually towards the end of the bottom list. Pick a mage commander on the top to recruit, and some units on the bottom to recruit (likely your sacreds). You can right-click on a guy to get a screen with more stats for him. The top section is commanders you can recruit, and the bottom section is units. Usually, your mages are towards the end of the top list, and your nation's sacred troops (if applicable) are usually towards the end of the bottom list. Pick a mage commander on the top to recruit, and some units on the bottom to recruit (likely your sacreds). You can right-click on a guy to get a screen with more stats for him.
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 Buy some units so as to max your recruitment, focusing on sacreds / high protection/defense troops as mentioned earlier. There are more intricacies to your troop selection … but that's a topic for another guide. Buy some units so as to max your recruitment, focusing on sacreds / high protection/defense troops as mentioned earlier. There are more intricacies to your troop selection … but that's a topic for another guide.
  
-====== Research ======+===== Research =====
  
 Like in many 4X games, you can research. Let's queue that up now. Click Research from the right side of the screen. You'll see the various fields you can research. Unlike my screen, you'll likely have some research already done. Like in many 4X games, you can research. Let's queue that up now. Click Research from the right side of the screen. You'll see the various fields you can research. Unlike my screen, you'll likely have some research already done.
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 When you've picked some research, close the Research screen and click End Turn. When you've picked some research, close the Research screen and click End Turn.
  
-====== Turn 2 - First Look at the World ======+===== Turn 2 - First Look at the World =====
  
 You've now gotten a new message, declaring your prophet to the world! Go and take a look at your prophet (right-click on him) - you'll see some new icons: You've now gotten a new message, declaring your prophet to the world! Go and take a look at your prophet (right-click on him) - you'll see some new icons:
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 Let's see what that gives you! Close that popup and click on Army Setup (on the right side of the screen): Let's see what that gives you! Close that popup and click on Army Setup (on the right side of the screen):
  
-{{ :guides:newplayer:17_army_setup.png?nolink |}}+{{ :guides:newplayer:17_army_setup.png?550&nolink |}}
  
 Let's add your new troops (your's will be different) to your starting army. Click on the first of your troops in your garrison at the top, then hold shift and click on the last one. Add them to one of your squads by clicking on the dark area in that row. You'll see your troops add to that group of other troops. Let's add your new troops (your's will be different) to your starting army. Click on the first of your troops in your garrison at the top, then hold shift and click on the last one. Add them to one of your squads by clicking on the dark area in that row. You'll see your troops add to that group of other troops.
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 //However,// for your first game, we'll take another turn to build up. Make sure you're recruiting a full turn's worth of units, any new mages you recruited on your first turn are set to Research, and end your turn. Again, in a typical game you'd want to make sure to expand on turn 2, but we're taking it a little slow for now! //However,// for your first game, we'll take another turn to build up. Make sure you're recruiting a full turn's worth of units, any new mages you recruited on your first turn are set to Research, and end your turn. Again, in a typical game you'd want to make sure to expand on turn 2, but we're taking it a little slow for now!
  
-====== Turn 3 - Beginning Combat ======+===== Turn 3 - Beginning Combat =====
  
 Alright - let's do this! Add your newest set of recruits to your commander's squad. Then, let's invade a neighboring province. Exit the army popup, and right-click on neighboring provinces to see what's there. Alright - let's do this! Add your newest set of recruits to your commander's squad. Then, let's invade a neighboring province. Exit the army popup, and right-click on neighboring provinces to see what's there.
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 Make sure you're continuing to recruit more troops and researchers, and end your turn. Make sure you're continuing to recruit more troops and researchers, and end your turn.
  
-====== Turn 4 - Watching your first battles ======+===== Turn 4 - Watching your first battles =====
  
 Look at your messages. You should see notifications for the battle(s) you fought. Did you win? Click "View Battle" to watch a replay. Look at your messages. You should see notifications for the battle(s) you fought. Did you win? Click "View Battle" to watch a replay.
  
-{{ :guides:newplayer:20_battle_view.png?nolink |}}+{{ :guides:newplayer:20_battle_view.png?550&nolink |}}
  
 Inside the battle viewer, hit space to pause the replay. You can also speed it up, slow it down, and see individual units by right-clicking on them. Inside the battle viewer, hit space to pause the replay. You can also speed it up, slow it down, and see individual units by right-clicking on them.
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 You can also recruit units from the territory you just took, which will typically be more of the same units you just beat. These units tend not to be very good, but some of them are quite powerful. Take a look and see if you want to recruit some of them. You can also recruit units from the territory you just took, which will typically be more of the same units you just beat. These units tend not to be very good, but some of them are quite powerful. Take a look and see if you want to recruit some of them.
  
-====== Turn 5 - Mercenaries and prepping your next expansion ======+===== Turn 5 - Mercenaries and prepping your next expansion =====
 Continue expanding, but let's also look at Mercenaries available for hire. Click the "Mercenaries" tab on the right. These are highly variable between games, so you may not have any available to bid on right now, but here's how they work. Continue expanding, but let's also look at Mercenaries available for hire. Click the "Mercenaries" tab on the right. These are highly variable between games, so you may not have any available to bid on right now, but here's how they work.
  
-{{ :guides:newplayer:22_mercenaries.png?nolink |}}+{{ :guides:newplayer:22_mercenaries.png?550&nolink |}}
  
 Mercenaries vary in a few ways: Mercenaries vary in a few ways:
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 Second, let's prep our next expansion party! You'll want to wait to send this party out until you've got 30-40 units in it (or about half that for giants), but you'll also need someone to lead them! Recruit a commander with a Leadership of at least 40, which is the minimum to be an effective leader. If the commander has 80 or higher, you get access to more formations (lines, double lines, sparse lines). Second, let's prep our next expansion party! You'll want to wait to send this party out until you've got 30-40 units in it (or about half that for giants), but you'll also need someone to lead them! Recruit a commander with a Leadership of at least 40, which is the minimum to be an effective leader. If the commander has 80 or higher, you get access to more formations (lines, double lines, sparse lines).
  
-====== Turns 6-9 - Starting to ramp up ======+===== Turns 6-9 - Starting to ramp up =====
  
 When you've got your commander and sufficient units to form another expansion party, send them out. When you've got your commander and sufficient units to form another expansion party, send them out.
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 As you might have noticed, these buildings are expensive! The Palisade is (typically) 600 gold, plus 250 or more per upgrade. A temple is typically 400 and a lab is typically 500. Striking a balance between investing in infrastructure, mages, and regular units is another skill decision that varies significantly from game to game. As you might have noticed, these buildings are expensive! The Palisade is (typically) 600 gold, plus 250 or more per upgrade. A temple is typically 400 and a lab is typically 500. Striking a balance between investing in infrastructure, mages, and regular units is another skill decision that varies significantly from game to game.
  
-====== Turns 10+ - Gathering Magical Power ======+===== Turns 10+ - Gathering Magical Power =====
  
 As you continue exploring and conquering, you have also (hopefully) been accumulating mages too. Mages do several things for you: As you continue exploring and conquering, you have also (hopefully) been accumulating mages too. Mages do several things for you:
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 We've already touched on research; let's talk about the others. We've already touched on research; let's talk about the others.
  
-===== Casting new spells =====+==== Casting new spells ====
  
 Spells fall into two broad classifications: combat spells and rituals. You can tell which ones are rituals because they have pentagrams on them on the research screen. Spells fall into two broad classifications: combat spells and rituals. You can tell which ones are rituals because they have pentagrams on them on the research screen.
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 As the game goes on, you'll likely make heavy use of rituals, for summoning new troops if nothing else. Summoned troops typically do not have gold upkeep, in addition to often being more capable combatants than your regular recruits. That said, some of the summons are definitely more powerful than others, and more likely to fit in with your overall plan. Experiment with the rituals, but make sure to keep researching too! As the game goes on, you'll likely make heavy use of rituals, for summoning new troops if nothing else. Summoned troops typically do not have gold upkeep, in addition to often being more capable combatants than your regular recruits. That said, some of the summons are definitely more powerful than others, and more likely to fit in with your overall plan. Experiment with the rituals, but make sure to keep researching too!
  
-===== Discovering magical sites =====+==== Discovering magical sites ====
  
 <WRAP group><WRAP column quarter right>{{ :guides:newplayer:28_search.png?180&nolink| }}</WRAP>Presently, you're only earning gems from your capital, which is pretty mediocre. Fortunately, you can discover sources of gems in other provinces! The way to do this is by sending mages out and giving them the "Search for magic sites" order: <WRAP group><WRAP column quarter right>{{ :guides:newplayer:28_search.png?180&nolink| }}</WRAP>Presently, you're only earning gems from your capital, which is pretty mediocre. Fortunately, you can discover sources of gems in other provinces! The way to do this is by sending mages out and giving them the "Search for magic sites" order:
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 I typically start searching for sites around turn 10, though you could certainly start earlier provided it doesn't impact your fort-building or early research necessities. I typically start searching for sites around turn 10, though you could certainly start earlier provided it doesn't impact your fort-building or early research necessities.
  
-===== Forging new items =====+==== Forging new items ====
  
 <WRAP column quarter right>{{ :guides:newplayer:32_forge.png?160&nolink |}}</WRAP>Badass magical conquerors need badass magical gear to go along with them. Besides using your gems to power spells and rituals, you'll also be using them to craft magical items. The way this works is your mages can issue a Forge Magic Item order to craft items you've unlocked that match their magical paths: <WRAP column quarter right>{{ :guides:newplayer:32_forge.png?160&nolink |}}</WRAP>Badass magical conquerors need badass magical gear to go along with them. Besides using your gems to power spells and rituals, you'll also be using them to craft magical items. The way this works is your mages can issue a Forge Magic Item order to craft items you've unlocked that match their magical paths:
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 Each commander has some "slots" for holding items. For example, this regular human has the "standard" slots - two arms, a head, a torso, feet, and two "miscellaneous" items: Each commander has some "slots" for holding items. For example, this regular human has the "standard" slots - two arms, a head, a torso, feet, and two "miscellaneous" items:
  
-{{ :guides:newplayer:34_frost_father.png?600&nolink |}}+{{ :guides:newplayer:34_frost_father.png?550&nolink |}}
 \\ \\
 \\ \\
 This guy has four arms, so he gets extra arm slots to match. Despite the labels, the left-most slots can hold either weapons or shields. This guy has four arms, so he gets extra arm slots to match. Despite the labels, the left-most slots can hold either weapons or shields.
  
-{{ :guides:newplayer:35_nataraja.png?600&nolink |}}+{{ :guides:newplayer:35_nataraja.png?550&nolink |}}
 \\ \\
 \\ \\
 This giant snake has neither arms nor legs, nor a torso that would support traditional armor, so his slots are rather limited. This giant snake has neither arms nor legs, nor a torso that would support traditional armor, so his slots are rather limited.
  
-{{ :guides:newplayer:36_serpent_of_chaos.png?600&nolink |}}+{{ :guides:newplayer:36_serpent_of_chaos.png?550&nolink |}}
  
 Items will size to match the wearer (it's magic!) so size 6 giants can generally wear the same gear as size 2 humans. Items will size to match the wearer (it's magic!) so size 6 giants can generally wear the same gear as size 2 humans.
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 Dominions players use the term "thugs" to refer to units with specialized gear that enable them to take provinces solo. Efficiently gearing out your commanders and exploiting gear synergies is a topic worthy of an entire guide. For your first game, play around with forging cool items, and see what effect it has on the wielder's performance in battle! Dominions players use the term "thugs" to refer to units with specialized gear that enable them to take provinces solo. Efficiently gearing out your commanders and exploiting gear synergies is a topic worthy of an entire guide. For your first game, play around with forging cool items, and see what effect it has on the wielder's performance in battle!
  
-===== A word on magical paths =====+==== A word on magical paths ====
  
 One topic that came up a lot in the last few sections is the paths of your mages. To recap, a mage's paths determine: One topic that came up a lot in the last few sections is the paths of your mages. To recap, a mage's paths determine:
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 For more information on climbing paths, check out [[melfice-belmont-boosting-and-access|this guide]]. For more information on climbing paths, check out [[melfice-belmont-boosting-and-access|this guide]].
  
-====== Turn 12+ - Claiming Thrones of Ascension ======+===== Turn 12+ - Claiming Thrones of Ascension =====
  
 As you expand, you'll encounter Thrones of Ascension, typically guarded by larger-than-normal independent armies. As you expand, you'll encounter Thrones of Ascension, typically guarded by larger-than-normal independent armies.
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 Since Throne provinces are so valuable, make sure to build forts on them, so that your enemies have to siege down the fort before claiming the Throne for themselves. As mentioned earlier, they also tend to have more magic sites, so make sure to search them. Since Throne provinces are so valuable, make sure to build forts on them, so that your enemies have to siege down the fort before claiming the Throne for themselves. As mentioned earlier, they also tend to have more magic sites, so make sure to search them.
  
-====== Turn 13+ - Become God ======+===== Turn 13+ - Become God =====
  
 Continue to grow your nation: Continue to grow your nation:
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 //Send any feedback on this guide to **@bcnoexceptions** on Discord. Cheers!// //Send any feedback on this guide to **@bcnoexceptions** on Discord. Cheers!//
  
 +{{tag>Guides}}
  
bcnoexceptions-new-player-guide.1609465639.txt.gz · Last modified: 2021/01/01 01:47 by naaira