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dom6:thrones

Thrones of Ascension

The Thrones of Ascension must be claimed and/or sat in, if one is to properly replace the previous Pantokrator. The other way to win a game of Dominions 6 is by knocking all other Pretender Gods out, whether through wiping out their nations or wiping out their Dominions, but those roundabout manners of victory only work by making your Throne-claiming a foregone conclusion.

Most Thrones are quite distinct from one another, and not all Thrones are created equal. The exalted chairs come in three tiers, with Tier-2 Thrones being twice as important as Tier-1 Thrones and Tier-3 Thrones being thrice as important as Tier-1 Thrones. In default settings, smaller games will generally require you to claim all of them anyway, but bigger games (and most multiplayer games) will need only most, or occasionally a mere plurality. In these cases, a Tier-2 Throne counts as two Tier-1 Thrones, while a Tier-3 Throne counts as three.

Locating Thrones

One does not need a Spy or a Site-Searcher in order to find Thrones; they appear directly on the map. However, new to Dominions 6, the Throne symbols are hidden until the provinces they're in come within range. Identifying what the Throne is, requires either a Scrying spell or a Spy with a magic path; or you can just take the province.

When a Pretender God arrives on the map for the first time, they immediately sense the location of most (if not all) of the Thrones on the map, revealing their symbols. This also reveals the provinces, if Fog of War is enabled. Pretenders who start Awake receive their knowledge on Turn 2.

Claiming Thrones

Claiming a Throne is a turn action that can be performed by one of the following:

Aside from the claimer needing to be in the province, they also have to own the province. This means that the Stealthy can't just skulk over to a Throne and back-cap it, at least without a fight. If the province has a fort, the fort has to be owned as well, since the fort is invariably built around it. (A king's castle needs a fancy chair, after all!)

Thrones are obvious Magic Sites that capture the imagination of all beings, so they start out well-defended by the independent parties of the world. Tier-1 Thrones have typical fellows defending them, but often with the support of a capable mage or two. Tier-2 Thrones often have more-bizarre defenders and are held by superior mages, and the holders of Tier-3 Thrones are weirder still. The second and third tiers of Thrones may already have "lesser Pretenders" sitting upon them, chassis such as the Monolith or the Great Mother with path spreads similar to those of your opponents.

Most Thrones change the religions of their claimants. All of them act as Temples that are not destroyed when they change hands, except with a 100% chance to spread Dominion regardless of the faith's strength. Tier-2 Thrones spread Dominion twice a turn, and Tier-3 Thrones spread Dominion thrice a turn. The substantive changes to religion mostly come through adding effects to your Bless or tipping your Dominion's preferred Scales, but there are a couple unusual changes as well. Merely having the Throne within your borders is not enough to reap most of its benefits, though some changes provided by claiming a Throne may be considered undesirable.

Destroying Thrones

Thrones can be destroyed, but only by the Horrors beyond any decency and reality. On top of this, they can only be destroyed by the highest tier of Horror, the Doom Horrors. These seven beings enter the strategic map in only three ways:

The Doom Horrors who can destroy Thrones (for there's one who can't) need to be established in the province on the strategic map, which means they have to have the province. They don't need to have the fort; yes, they can destroy Thrones through forts, merely by having the province under Siege. This is far less consistent, however. Only one Doom Horror can always destroy Thrones through forts, and that's because they destroy the forts as well. The others have a 50% chance per turn at most.

If a Throne is destroyed, this reduces the number of Thrones required to win the game, but the proportion of remaining Thrones needed is unchanged. It is possible to have a game where no one can become the next Pantokrator, due to all of the Thrones being destroyed; in that case, the game ends immediately in a draw.

Throne Clustering

You may notice, after playing many games, that certain Thrones often appear alongside each other. These are known as "Throne Clusters". You're not guaranteed to see an entire cluster in-game, especially since some of these clusters are spread across multiple tiers, but you're unlikely to see a member of a cluster all alone.

The Cluster of Seasons

None of these Thrones can appear in Caves.

Throne Tier Claiming Effects Local Effects Recruitment? Other Notes
The Throne of Spring 1 Tips Growth/Death
Scales by Growth1
Generates 1airgem
+Growth2 (Base Adj.)
Mage of Spring
(air 22nature 11)
The Throne of Summer 1 Tips Temperature
Scales by Heat1
Generates 1firegem
+Heat2 (Base Adj.)
Mage of Summer
(fire 22nature 11)
The Throne of Autumn 1 Tips Growth/Death
Scales by Death1
Generates 1earthgem
+Death2 (Base Adj.)
Mage of Autumn
(earth 22death 11)
The Throne of Winter 1 Tips Temperature
Scales by Cold1
Generates 1watergem
+Cold2 (Base Adj.)
Mage of Winter
(water 22death 11)

The Elemental Cluster

These Thrones tend to have wild beasts and other natural entities as their defenders.

Throne Tier Claiming Effects Local Effects Recruitment? Other Notes
The Throne of Fire 2 Blessed units
get +3 ATT
Generates 1firegem
Far Caster (1, Fire)
Adept of Pyriphlegeton
(fire 33)
Can't be in Caves
The Throne of Air 2 FIXME Was
Air Shield 40
in Dominions 5
Generates 1airgem
Far Caster (1, Air)
Wind Master
(air 22)
Can't be in Caves
The Throne of Water 2 Blessed units
get +3 DEF
Generates 1watergem
Far Caster (1, Water)
Hydromancer
(water 33)
Can be Underwater
The Throne of Earth 2 Blessed units
get +1
Reinvigoration
Generates 1earthgem
Far Caster (1, Earth)
Gnome
(earth 22nature 22glamour 22)
Can't be in Caves

The Cluster of Ages

This one has only two Thrones, but still.

Throne Tier Claiming Effects Local Effects Recruitment? Other Notes
The Throne of the First Age 2 Blessed units
get +1 MR
+Magic2 (Base Adj.) +1 Dominion spread (3)
Can be Underwater
The Throne of the Second Age 1 Blessed units
get +1 STR
+1 Dominion spread (2)
Can be Underwater

The Celestial Cluster

There are three of these, spread across all three tiers.

Throne Tier Claiming Effects Local Effects Recruitment? Other Notes
The Throne of the Sun 3 Blessed units
get +5 FR
Tips Order/Turmoil
Scales by Order1
Tips Temperature
Scales by Heat1
Tips Growth/Death
Scales by Growth1
Generates 5firegem +2 Dominion spread (5)
Can be Underwater
The Throne of the Moon 2 Tips Growth/Death
Scales by Growth1
Generates 1watergem1astralpearl Can be Underwater
The Throne of the Stars 1 FIXME Generates 2astralpearl
Far Caster (2, Astral)
Can be Underwater

Other Thrones

Some of these may seem like they should be in clusters, but they aren't.

Throne Tier Claiming Effects Local Effects Recruitment? Other Notes
The High Throne 1 +2 Dominion spread (3)
Can be Underwater
The Throne of War 1 Blessed units
get +1 ATT
Blessed units
get +1 MOR
Dominion Conscripts
up to PD Level 5
Can be Underwater
The Throne of Night 1 Blessed units get
50% Darkvision
An "evil" throne.
When claimed, it causes
worldwide Darkness 3
for 2 turns, sometime
afterwards.
Can be Underwater.
The Throne of Beasts 1 Blessed units get
+1 Animal Awe
Generates 2naturegem A "wild" throne.
When claimed, it grants
animal armies if
"Story Events" are
turned on.
Can be Underwater.
The Throne of Thorns 1 Blessed units
get +10 PR
Generates 2naturegem A "wild" throne.
Can be Underwater.
The Throne of Flames 1 Blessed units
get +5 FR
Provides 1firegem/turn
Generates 1firegem Can be Underwater
The Throne of Ice 1 Blessed units
get +5 CR
Provides 1watergem/turn
Generates 1watergem Can be Underwater
The Throne of Storms 1 Blessed units
get +5 SR
Provides 1airgem/turn
Generates 1airgem Can't be in Caves
The Throne of Might 1 Blessed units
get +2 STR
Can be Underwater
The Throne of Stability 1 Blessed units
get +1 MR
Can be Underwater
The Throne of the Deeps 1 Blessed units get
50% Darkvision
A Priest may
summon 1 Kraken
per turn here!
Only in Deep Seas.
Beckons a Deep Seer
(water 33astral 22holy 11)
when claimed, eventually.
The Throne of Pearls 1 Generates 3astralpearl Ichtyid Pearl Mage
(water 11astral 11, -rp 22)
Only in Deep Seas
The Throne of Bones 1 Blessed units get
Undying 3
An "evil" throne.
Prompts distant Undead
attacks when claimed,
if "Story Events" are on.
Also beckons 2-12deathgem,
a Necromancer (death 22),
and an army.
Can be Underwater.
The Throne of Zeal 1 Blessed units
get +2 MOR
Dominion Conscripts
up to PD Level 10
+1 Dominion spread (2)
Can be Underwater
The Brass Throne 1 +100 Income
Generates 1firegem1earthgem
Can be Underwater
The Coral Throne 1 +75 Resources
Generates 1watergem1naturegem
Triton Trooper Only in Deep Seas
The Throne of Pestilence 1 Tips Growth/Death
Scales by Death1
Generates 3deathgem
+Death2 (Base Adjust.)
Diseases 1%
of all units each turn,
for 3 turns after
being claimed.
Can be Underwater.
The Lower Throne 1 Generates 5bloodslave An "evil" throne.
Beckons a
Circle Master (death 22blood 22)
after being claimed,
eventually.
The Mirror Throne 1 Generates 3glamourgem
Far Caster (1, Glamour)
The Throne of Twilight 1 Blessed units
get +1 DEF
Generates 2glamourgem An "evil" throne.
Can't be in Caves.
The Rainbow Throne 1 Generates 1watergem1glamourgem
Generates 100
+Luck2 (Base Adjust.)
Can't be in Caves
The Throne of Law 2 Dominion Conscripts
up to PD Level 10
Tips Order/Turmoil
Scales by Order1
+Order2 (Base Adjust.) -1 Dominion spread (1).
Dumps Order2 on every
province's Scales,
and reduces Unrest
by 10, when claimed.
Can be Underwater.
The Throne of Gaia 2 Tips Growth/Death
Scales by Growth2
Generates 2naturegem A "wild" throne.
Dumps Growth1 on every
province's Scales
when claimed, and later
beckons a Dryad
(nature 11holy 22random1100%), 2-12naturegem,
and an Animist (nature 22)…
Or it might beckon
an attack on you.
Can't be in Caves.
The Crystal Throne 2 Generates 1earthgem1glamourgem Crystal Mage
(earth 22glamour 22)
The Iron Throne 2 +75 Resources Adept of the Iron Order
(earth 22astral 22random1100%, +rp 88)
Can't be in Caves
The Silver Throne 2 Generates 200 Adept of the Silver Order
(air 22astral 22random1100%, +rp 88)
Can't be in Caves
The Golden Throne 2 Generates 400 Adept of the Golden Order
(fire 22astral 22random1100%, +rp 88)
Can't be in Caves
The Throne of Bureaucracy 2 Dominion Conscripts
up to PD Level 10
Tips Order/Turmoil
Scales by Order1
+1 Conflict bonus
Consumes 200 +3 Dominion spreads (5)
Can be Underwater
The Throne of Knowledge 2 Sage
(astral 11, +rp 88)
Lore Master
(random3100%
100%
100%
, +rp 1515)
Can't be in Caves
The Throne of Life 2 Tips Growth/Death
Scales by Growth1
Generates 3naturegem
+Growth2 (Base Adjust.)
Shaves 3 Years
off every unit
when claimed.
Can be Underwater.
The Throne of Death 2 Tips Growth/Death
Scales by Death1
Generates 5deathgem
+Death2 (Base Adjust.)
An "evil" throne.
Adds 1 Year to every unit
when claimed.
With "Story Events" on,
a Necromancer can
get path-boosted here,
but will unleash
something random.
Can be Underwater.
The Throne of Fortune 2 Tips Fortune/Misfortune
Scales by Luck1
Generates 2glamourgem
+Luck2 (Base Adjust.)
Dumps Luck1 on every
province's Scales
when claimed,
35% of the time,
up to twice a game.
Can be Underwater.
The Throne of Misfortune 2 Tips Fortune/Misfortune
Scales by Misfortune1
Generates 4astralpearl
+Misfortune2 (Base Adjust.)
Dumps Misfortune1 on every
province's Scales
when claimed,
35% of the time,
up to twice a game.
Can be Underwater.
The Throne of Chains 2 Tips Order/Turmoil
Scales by Order1
Tips Fortune/Misfortune
Scales by Misfortune1
-5 Unrest
Generates 4bloodslave
+1 Dominion spread (3)
Can't be in Caves
The Inner Throne 2 Tips Order/Turmoil
Scales by Order1
Generates 1earthgem3bloodslave Can't be in Caves
The Outer Throne 2 Tips Magic/Drain
Scales by Magic1
Generates 3astralpearl Can be Underwater
The Throne of Dreams 2 Tips Productivity/Sloth
Scales by Sloth1
Tips Magic/Drain
Scales by Magic1
Generates 1astralpearl3glamourgem Can be Underwater
The Throne of the
Churning Ocean
2 Generates 1airgem3watergem
+Turmoil2 (Scale Adjust.)
20% Conj Disc.
A "wild" throne.
Underwater only.
The Throne of the Artificer 2 Generates 2firegem1earthgem
20% Const Disc.
Can't be in Caves
The Throne of Splendour 3 FIXME Was Awe
in Dominions 5
Removes 25 Unrest
from all provinces
when claimed.
Can be Underwater.
The Throne of the
Pantokrator
3 Sacred units
get Elegist 2
+2 Conflict bonus
+4 Dominion spread (7).
Eventually reduces
Dominion in all
provinces, after being
claimed, but typically
with benefits.
Can be Underwater.
The Throne of Abundance 3 Tips Productivity/Sloth
Scales by Sloth2
Generates 500
Generates 1firegem1airgem
Generates 1watergem1earthgem
Generates 1astralpearl1deathgem
Generates 1naturegem1glamourgem
Can be Underwater
The Throne of Eternal
Suffering
3 Tips Order/Turmoil
Scales by Order1
Tips Productivity/Sloth
Scales by Productivity1
Tips Fortune/Misfortune
Scales by Misfortune1
An "evil" throne.
Boosts existing Dominion,
and dumps Order1 on
every province's Scales,
when claimed.
Can be Underwater.
The Throne of Sorcery 3 Generates 1astralpearl1deathgem
Generates 1naturegem1glamourgem
+Magic2 (Base Adjust.)
30% Thau Disc.
Far Caster
(2, Sorcery, Blood)
Dumps Magic1 on every
province's Scales,
when claimed.
Can be Underwater.
The Throne of Elements 3 Generates 1firegem1airgem
Generates 1watergem1earthgem
30% Evo Disc.
Far Caster (2, Elements)
A "wild" throne.
Has a long event chain,
with "Story Events" on.
Can be Underwater.
The Shattered Throne 3 Tips Fortune/Misfortune
Scales by Misfortune1
+10 Unrest
Generates 2astralpearl4bloodslave
+Misfortune2 (Base Adjust.)
+Magic2 (Base Adjust.)
Curses 1%
Horror Marks 5%
30% Blood Disc.
An "evil" throne.
When claimed, it either
reduces existing
Dominion, or it
dumps Misfortune1Magic1 on every
province's Scales and
Horror Marks 2% of
all units.
Can be Underwater.
The Throne of Creation 3 Tips Order/Turmoil
Scales by Turmoil1
+150 Resources
+Turmoil2 (Base Adjust.)
30% Conj Disc.
20% Const Disc.
Master Ritualist
When claimed, it dumps
Productivity1 on every
province's Scales,
and reduces every
province's Unrest by 10.
Can be Underwater.
The Throne of Destiny 3 Tips Order/Turmoil
Scales by Order1
Tips Fortune/Misfortune
Scales by Luck2
Dumps Luck1 on every
province's Scales
when claimed, though
only once per game.
Can be Underwater.
The Throne of Power 3 Blessed units
get +2
Reinvigoration
Far Caster
(2, All Paths)
Can be Underwater
The Throne of Time 3 Blessed units
get Unaging
Tips Magic/Drain
Scales by Magic1
+100% Rec Pts.
+100% Com Pts.
Generates 5astralpearl
+Magic3 (Scale Adjust.)
Doubles Aging
Can be Underwater

"Disc." is short for "Discount", by the way. The discount only applies to Rituals, though a Construction Discount also applies to items.

dom6/thrones.txt · Last modified: 2024/07/31 17:43 by fenrir