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bcnoexceptions-new-player-guide [2021/01/01 01:57]
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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 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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 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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- +===== 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:
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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:
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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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 //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.
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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.
  
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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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 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.1609466252.txt.gz · Last modified: 2021/01/01 01:57 by naaira