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"Man is one of the first nations conceived in the Dominions universe. The nation is a conglomerate of medieval English and Arthurian concepts spiced with some fantasy elements from Ars Magica and the books of Robert Jordan. The Irish/Northumbrian monastic tradition, Anglo-Saxon society, and Welsh longbowmen are all inspirational sources. Later on, the nation turns towards scholarship paired with dark tidings. The mood in the movie Sleepy Hollow is a nice comparison. In Dominions 4 steps has been taken to accentuate the influence of invading barbarians reminiscent of the Angles and Saxons. It is not difficult to see an early Ulm or a similar nation in the Logrian backstory." - illwinter
The realm of Man is a feudal kingdom. Their kingdom was established by conquering a race of tall and magically powerful beings known as the Tuatha. When the Tuatha were destroyed, their magic was taken by the Witches of Man. They helped Man to grow in power and influence, but with the great magic came a great Curse and the Witches dwindled in number and magic left the kingdom. To contain the Curse, the Old Magic was banned and a scholarly order of Magisters replaced the Witches of Avalon and their wild ways. The infantry of Man has evolved since the Age of Avalon and the crossbow is common, but knights and longbowmen still make up a large part of the armies. The Wardens of Avalon have escaped the Curse and are the only remnant of the Old Ways.
Race | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Humans Neutral Temperature | Versatile Infantry Crossbows Knights Sacred Stealthy Hvy. Crossbowmen | ![]() ![]() ![]() ![]() ![]() ![]() Summons: ![]() ![]() ![]() Hero: ![]() ![]() | Average (![]() | ![]() Starts with a Grand Citadel ![]() |
Capital Income: 2, 2
The Forest of Avalon | |
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![]() | Enables recruitment of: Lord Warden ![]() Warden ![]() Produces: 2 ![]() 2 ![]() |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Royal Forester ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | A Scout that doubles as a cheap Patroller. |
![]() | Castellan ![]() ![]() ![]() | Your standard milquetoast Leader. | |
![]() | Judge ![]() ![]() ![]() | ![]() ![]() 25% ![]() ![]() ![]() | Your Overseer commander, Good at patrolling. can be made without a lab, and you do want a few to hopefully get that Death random. Helps They are only one rec point each. |
![]() | Magister of Theology ![]() ![]() ![]() | ![]() ![]() ![]() | National Priest. Can bless your Wardens during expansion. |
![]() | Bishop ![]() ![]() ![]() | ![]() ![]() ![]() | Older Priest, better at the blessing, Banishing the unholy, and boost others bravery. |
![]() | Magister ![]() ![]() ![]() | ![]() ![]() 50% ![]() 25% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | This Guy Read lots of books and became multitalented(all the book smarts) He builds your Grand Citadels, Spy on enemies, and further your magic research. Don't need a lab to make, but need one to spend the research points. |
![]() | Magister Arcane ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Your main mage, Creating communions of old men with 4 to 5 paths. Having Earth in the mix counteracts that Encomberance with Summon Earthpower |
![]() | Lord Warden ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commander of your Wardens stealth raids, and also a 80ld to make lines. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Spearman ![]() ![]() ![]() | Unchanged from the Middle Ages, which sucks since they were mediocre back then. | |
![]() | Longspear ![]() ![]() ![]() | Slightly better armor than their shorter-Spear peers, as if that's a condolence to their generic stats. | |
![]() | Axeman ![]() ![]() ![]() | Half-decent Medium Infantry with weird equipment choices. | |
![]() | Heavy Axeman ![]() ![]() ![]() | Axemen in sorta-Heavy Infantry form. | |
![]() | Light Archer ![]() ![]() ![]() | You have many improvements over these guys, but these guys are still the cheapest.. | |
![]() | Crossbowman ![]() ![]() ![]() | Light Archers with the standard Ranged weaponry kit of the Age (a Crossbow and semi-passable armor). | |
![]() | Tower Guard ![]() ![]() ![]() | ![]() | Man has a lot of these "mixed" troops that can serve either in the melee or at range. Having Crossbowmen that won't die to enemy fire is neat, too. |
![]() | Forester ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Meant to join the Royal Foresters or the Lord Wardens in whatever they're doing, but probably not strong enough for the Late Ages. |
![]() | Longbowman ![]() ![]() ![]() | Crossbowmen are probably a better investment, unless you plan on using Flaming Arrows. | |
![]() | Defender ![]() ![]() ![]() | ![]() | +1 Tower Guards. |
![]() | Warden ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Even the Wardens have Crossbows now. Gosh. There aren't many Sacred ranged attackers, so you can take advantage of the Farshot Bless and nefarious weapon blesses with these guys. Defenders will be better at range in most situations, however. Not counting the lack of shields, these guys are still your best infantry. |
![]() | Tower Knight ![]() ![]() ![]() | Mounted | Pretty-decent Knights, though you should carefully consider when to use them (seeing how your Crossbowmen might do a number on them accidentally). |
Sprite | Unit Name | Magic | Special Attributes | Comments |
---|---|---|---|---|
![]() | Bernlad - Green Knight | ![]() ![]() ![]() ![]() Mounted | ||
![]() | Lord Ruthven - Vampire Lord Hero turn arrival limit: 5 | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Gets a Vampire Lord early on if lucky. quickest way to break into blood without a pretender. |
The dogs are copied directly from MA Man - write original descriptions to account for differences in viability/use between ages, perhaps?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for
How do you close out the game if you are in it, is the high level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly
Pretenders: