"Imagine cold winters, princes in sable-rimmed cloaks, opulent halls where sinister old men practice vile magics or seduce their masters' wives. Think of Rasputin. Think of orthodox patriarchs and bizarre sectlike movements of religious fanatics living in hiding. Imagine the monsters, heroes and bogatyrs of Russian fairy tales.
When Bogarus was added to Dominions 3, I already had some ideas about the predecessors. My
imagination was influenced by Kievan Rus' when the nation was given Vanir ancestors. I wanted priests
and an institutionalized religion that brings the Russian Orthodox Church to mind and some sectarian
movements on top of that. I did some research and I was quite happy when I found the skoptsy, the
"castrated ones," and other strange religious movements." –Illwinter
By the Late Age, there were no Vanir left in Vanarus, and the Chudes had disappeared into myth. The Kingdom has survived the loss of its founding race, but it is a very decentralized realm. Like with Vanarus before it, the Kingdom title seems to simply imply that there can be no King, and that the best anyone can be in the realm is a “Prince”; the Princes each control a few cities and the bitter lands around them, and most of them serve under “Grand Princes” that answer to no one but themselves. The Grand Princes focus outward rather than inward, letting the Princes decide what is allowed in their cities, who in-turn have allowed and even financed some pretty-whacky traditions and practices. The only truly-unifying force in Bogarus is religion (though some worship a bit differently from others); if the Eparchs hadn’t reformed from their aloof ways and pulled the ears of their Grand Princes to alert them of the Awakening God (you), then they probably would’ve still been butting heads for dominance by the time you arrived. With the Ascension Wars beginning, the fragmented realm looks to carve out an Empire in your name, and many great Heroes may arise from your inspiration.
Bogarus is a nation of competent mages who hate being in battle, incompetent troops who hate being in battle, and Sacred troops that are hated by everyone else. In other words, it's beautiful.
They have powerful and diverse human mages (possibly the best in the game), sad troops (with the best being the expensive Malaia Druzhina heavy cavalry), and a deep roster of national summons.
Race | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
![]() Humans ![]() Snow Move (only on least useful units) | Cheap Peasants Med.-Hvy. Infantry Horse Archers Knights & Nomads Flagellants Bogatyrs | ![]() ![]() ![]() ![]() ![]() ![]() National Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Powerful (![]() ![]() ![]() Summonable ![]() ![]() | ![]() Nomadic Cavalry off-forts |
Grand Cathedral | Hall of Elders |
---|---|
* Enables recruitment of Eparchs ![]() * Produces 1 ![]() | * Enable recruitment of Starets ![]() * Produces 1 ![]() * Produces 1 ![]() * Produces 1 ![]() |
Your nation is made up of common human Rus, having Cold Resistance (3) which grants them immunity to Chill Auras combined with most foot troops having
Snow Move, lets them skirt by most downsides of being a cold nation. (Your mounted units and mages don't get snow move, and, since cavalry have naturally high movement, the most important power of the nation is the slowest factor in your army. )
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Bogarusian Scout![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Scout that can move unimpeded through the cold. |
![]() | Voivode![]() ![]() ![]() | ![]() ![]() | Cheap commander guy. |
![]() | Knyaz![]() ![]() ![]() | ![]() ![]() Mounted | Commander on horse. He has 80ld, giving +2 to morale to his troops.At least keeps your poorly equipped national units in the fight for slightly longer. |
![]() | Veliki Knyaz![]() ![]() ![]() | ![]() ![]() Mounted | Gets 120ld for a grand +3 to morale. Give a leadership item to grant your army of Indies. |
![]() | Skopets![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Start with affliction(%20) | Stealthy fanatics, with 1 in 5 being blood mages. Situational uses, as blessing is not a serious problem. Use them to lead stealth raids. Filling them up with Khlyst for unrest bombings is a gimmicky tactic. |
![]() | Exarch![]() ![]() ![]() | ![]() ![]() ![]() | Holy 2 but you don't have a good sacred troops, so more for the duty of dominion spreading and smiting the unholy. |
![]() | Eparch![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | One of the rare commanders in game that is a ![]() |
![]() | Occultist![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Your important massing mage. Acts as a Blood hunter, cheap communion slave, and handles Death and Blood magics. |
![]() | Kalendologist![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Efficient Astral mage that stops many bad events. Doesn't need a communion to spam Mind Burn and Paralyze. |
![]() | Astrapelagist![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Your air controllers, bringing down lighting and Air Elementals, while also predicting events like the Kalendologist. |
![]() | Alchemist![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The guy to most efficiently turn gems into mage and infrastructure money. Also responsible for turning your fire gems into Firebirds to flood your fort with good events. In combat they are the fire earth of the communions, bringing the Magma, Astral Fires, and Solar Eclipse when your armies are made of demons and undead |
![]() | Master of Names![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Your fast Researcher, whizzing through your goals while still providing useful magic to communions. Your probably going to need them when you are playing catch-up after surviving expansion. |
![]() | Fivefold Angel![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Start with affliction(30%) ![]() ![]() | What if a Skopets was dedicated to blood magic and messing with people? The Angel is expensive with all its traits, being a 80 leader spy, causing unrest, and having a minor Blood Vengeance effect. Tries to to be a guy to cause problems for your opponents, but high price tag and weak body makes him situational at best. Some speculative good points is that he saves you some blood slave when empowering in blood. And he can lead large stealthy raider armies. |
![]() | Starets![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Your strong master mage with a good path spread. Creates army and thug wipers, while ritualing summons like Demons and Horrors. |
Your troops would have been ok in the Early Age but the Late Age places higher expectations of using better armor and crossbows. the better stuff require high resources
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Voi Spearman![]() ![]() ![]() | ![]() ![]() | Millie with javelin. Not good with all the armor going around. |
![]() | Voi Axeman![]() ![]() ![]() | ![]() ![]() | Millie with an axe Not good. |
![]() | Voi Archer![]() ![]() ![]() | ![]() ![]() | Bowmen in a crossbow age. OK later on with Wind Guide and Flaming Arrows. |
![]() | Khlyst![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() Start with affliction(10%) | Masochistic fanatics. Are one of the cheapest recruitable sacreds in game, and they show it by having horrible stats and a chance to have an affliction. They are flimsy and can't hit to far above their weight class, unlike Flagellants. You need a hellbless to make them viable front liners, but scales are more essential to your survival. They are your only recruitable stealthy national troops. |
![]() | Peshtsi Spearman![]() ![]() ![]() | ![]() ![]() | Better equipped, but still not good enough. Your best ground troop is the City guard, as he has an ok melee defense and provides extra siege chaff. |
![]() | Peshtsi Axeman![]() ![]() ![]() | ![]() ![]() |
|
![]() | Peshtsi City Guard![]() ![]() ![]() | ![]() ![]() ![]() |
|
![]() | Grid Druzhina![]() ![]() ![]() | ![]() Mounted | Light archer cavalry with sword and hoof attack. Is your best "cheap" flanker. |
![]() | Malaia Druzhina![]() ![]() ![]() | ![]() ![]() Mounted | A heavy cavalry; is equivalent to the Man's Tower Knight. Your most viable expanders. |
![]() | Black Hood![]() ![]() ![]() Foreign Rec only | ![]() Mounted | Bowman on a horse that can only be recruited outside forts. You may take them instead of Voi Archers if you want your unbuffed arrows to have a better chance to land accurately and deal damage. Don't have them fight crossbows. |
![]() | Styag![]() ![]() ![]() Foreign Rec only | ![]() ![]() Mounted | Mounted standard with a lance. Recruit only one to boost your Druzhina's moral. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Bogatyr Multi-hero | ![]() ![]() ![]() ![]() Mounted | Veliki Knyaz that is a sacred knight. Saves on army leaders and can be light thugged. |
![]() | Koschei - Deathless Turn Arrival Limit: 10 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The living Lich, if not the originator of the Lich trope. Crosspaths of Air, Water and Death, with Stygian Rain, Wailing Winds, Freezing Mist. |
![]() | Alexej - Patriarch | ![]() ![]() ![]() ![]() ![]() ![]() Dominon Attracts (Khlyst) | Grants access to Fanaticsm and give you an influx of disposable flagellants. |
![]() | Baba Yaga - Hag Turn Arrival Limit: 20 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Grants Bogarus nature access. |
What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable
If nothing else, Bogarus has quite-nice Magic access:
All of your Mages have at least 1, allowing you to boost any of the above in battle via Communions. You don't even need the Starets for your Communions, since they don't have any paths that are unique to them; on the other hand, your potential Communion Slaves are so varied that you can avoid burnout with relative ease.
Unfortunately, your Magical depth isn't super conducive for ladder-climbing, just missing many key boosters. Empowerment isn't a great option either, since your Mages are all so old. The age issue can be compensated for with some of your national summons, but your actual access to those isn't great.
national spell or summon cost and usecase, judgment if it's good. fix from Rus
One of Rus's selling points is its sheer amount of exclusive summons.
What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have?
Lots of astral communions, with Blood, death, fire, Earth, and Air cross paths. being all astral allows blood mages to enter communions without using the more fatiguing Sabbath version.
Being all astral allows your Starets to be Magic Dueled, but having so many mages that can also Magic Duel will protect them.
What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?
Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
Is recommended to find a way to get Earth Boots so you can get more 2.
Your do have fast researchers, boosted by Owl Quills, Skull Mentor and Lightless Lantern
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Father of Winters
Bogarus is infamous for its rough early game unless extremely good scales are taken but an expansion titan can alleviate that weakness without shredding your scales! In addition to the usual power of physmoss, regen, and mistform the Father of Winters also has great stats (particularly in cold 3) and a length 3 greatsword for repels and an absolutely massive cold aura which you should not underestimate! The luck and magic scales are great for firebird memes and research too!
Chassis: Awake Father of Winters
Paths: 2
2
2
Bless: None
Scales: 4
3
2
3
3
3
3
See The Virtues of Expansion Titans
National Overview - LA Bogarus by Lucid (2019)
Nations | |
---|---|
Early Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Middle Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |