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Ages

Each game of Dominions takes place in one of three eras, or ages. Each age has a distinctive feel and its own cast of nations that were active in that period. In the early age (EA), technology is simple, magic is abundant and mythical creatures and spirits walk alongside humanity. As history progresses through the middle (MA) to the late age (LA), humans become the dominant species, magic becomes rarer, and weapons and armour technology become more sophisticated. Some nations survive and adapt through the eras, some are radically changed, and some suffer disasters and disappear.

Any one game takes place in a single era, which decides the nations that can be played and, to some degree, the strategies that are used. All three ages are played in multiplayer, with the early and middle ages being somewhat more popular than the late age.

The Early Age

In the early age, mythical beings and spirits abound and many nations are made up of magical beings. Powerful wizards are widespread and magical resources are abundant. Troops have mostly ancient and simple equipment.

Features

  • Magic sites are more common than in the Middle Ages (about 20% more common) and Late Ages (about 50% more common) by default, though this can be changed in the game settings. Hunting for Blood Slaves is also more fruitful by about the same proportions, though local populations matter a lot more.
  • Population levels are lower. Specifically, each province receives a -20% modifier to their randomly generated population level, in addition to whatever modifiers they may receive from province size, terrain type, or any other map features. This is especially notable for Blood Hunters, whose efforts are largely wasted on provinces with fewer than 5000 taxpayers.
  • Independent populations are less advanced and may use bronze equipment, but exotic types are more common. You will never find knights or crossbows, though you may find hoplites, cataphracts and war elephants. Amazons, barbarians, lizards, Zotz, Pale Ones, Ichtyids, Fir Bolg or even Trolls are more likely. Many of these will allow you to recruit some sort of weak shaman or priest, or various specialized units. On the other hand, Independent Scouts are pretty rare compared to in other Ages.
  • Certain mercenary companies (i.e. Crossbows) and random events do not occur in the Early Ages. In the case of mercenaries, weaker alternatives are available (i.e. Archers).

Nations

Early era nations are typically characterized by having more powerful, yet less versatile mages, being focused around powerful magic and sacred troops only available in the capital, and a lower level of technology compared to later eras. Nations are less often ruled by humans or near-humans, and instead are more likely to be ruled by living gods, demons, giants, or other supernatural beings. Few nations rely on or have good access to communions.

This lower technological level means that fortresses cannot be upgraded to a very high level, and some nations cannot build anything more advanced than a palisade. While most nations can still gain two command points from their fortresses, many of them have fort types with low defense values. No nation has access to crossbows, and heavy armor, two-handed weapons and heavy lances are rare. Nearly half the nations in the era use bronze or stone equipment rather than iron.

As with every era, there are nations which go against the general trend.

A short summary of each nation can be found here.

The Middle Age

In the middle age, many nations are slowly accepting the rise of humanity. Magical and mythical beings are rarer, and are increasingly a fading elite leading masses of humans. Magic is slowly fading, and while there are still great wizards, they are increasingly rare. Many nations have come to rely on communions of mages to cast the most powerful spells. Cities and towns have become larger, economies have grown, and troops are better equipped.

A short summary of each nation can be found here.

The Late Age

The late ages (LA) is an era of steel, gold and blood. Magic has waned and the mages that remain are dabbling scholars rather than innate masters of their elements. The mystical beings of earlier eras have largely receded into legend and memory and heavily armed human troops dominate the battlefield. With the fading of magic, many nations have turned to making pacts with demons.

Characteristics

The Late Ages are characterised by:

  • High population numbers (+20% modifier) in provinces leading to high gold income and many blood hunting opportunities.
  • Magic sites are rarer than in the Middle Ages (roughly 20% rarer) and Early Ages (roughly 33% rarer) by default, and Blood Hunting is proportionally less fruitful (though having high populations offsets this). This can be changed in settings.
  • Many nations have access to Blood Hunters (a little under half, but still a lot more than in previous Ages).
  • Mages tending to have lower maximum path level, but wider different path access.
  • Crossbows everywhere, I am not joking.
  • Tribes are rather rare as indie pop types (especially compared to in EA , getting a N1 mage recruitment from them can not be guaranteed. On the other hand, Independent Scouts are pretty common.
  • R'lyeh is the only true underwater nation remaining.
  • Citadels are widely available, allowing for 3 Commander Points per turn (50% more Commanders).

A short summary of each nation can be found here.

ages.txt · Last modified: 2021/09/10 14:33 by fenrir