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In-game nation description. – Nation Description
The in-game nation description is acceptable here (please note the source like above if you are directly copying a passage), but a custom-written version of the lore that incorporates insights from commander/hero descriptions and the Dominions 5 manual also works - it helps to keep things concise! A link to related nations in earlier or later ages fits here too.
This should be a brief overview of a nation's strengths and weaknesses and a short hook for what makes this nation cool and why people should play it. Some useful points to include might be:
Many of these points will be elaborated upon in later sections, so avoid going into too much detail here.
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Prefers 1 Glamoured Elves Sailing Trace income across oceans | Heavy infantry Skinshifters Berserkers Sacred Vanir | 3 (rare 4) 2 1 (uncommon 2) 1 (uncommon 2) 1 (uncommon 2) 1 (uncommon) | 2 Cap-only 1 in Forts Blood Sacrifice? Dying Dominion? | Standard Forts (Citadels) |
Vanhalla |
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Enables recruitment of Van, Vanherse and Vanjarl Produces 31 per turn |
Provide a brief overview of commanders and units and what tools they provide you with. Outline any peculiarities across the roster (e.g. the animal tag, cold blooded). Highlight any particular strengths of the roster and describe their roles (e.g. high-quality infantry, thugs, powerful mages).
Sprite | Unit Name | Special Attributes | Description |
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Scout 25 4 1 | Stealthy (50) Mountain Survival Forest Survival | A generic scout. | |
Herse 55 22 1 | Sailing (Max size 2) | Sailing 60 leadership commander. | |
Jarl 130 13 1 | Sacred Sailing (Max size 2) | Sailing 80 leadership lesser priest. | |
Gode 45 5 1 | Sacred | 10 leadership lesser priest. | |
Völva 105 1 2 | 2 9 Fortune Teller (10%) Female Spirit Sight | Fortune-telling communion mage. Reasonable research for the cost and decent combat utility with moderate astral paths. | |
Galderman 190 1 2 | 22100% 100% 10% 13 Regeneration (10%) Wounded Shape (Werewolf) Forest Survival | A versatile but expensive mage. 2 ensures a minimum of combat ability, it can function as a turbo communion battery with its regeneration and werewolf shape, it blood hunts, and is also Midgård's main source of magic diversity. | |
Vanherse 140 16 2 Capital Only | 11 7 Sacred Stealthy (65) Sailing (Max size 3) Mounted Glamour | Sailing 60 leadership mage-priest. Weak paths and research for the cost, but durable chassis. | |
Vanjarl 275 18 2 Capital Only | 212 11 Sacred Stealthy (65) Sailing (Max size 3) Mounted Glamour | Sailing 80 leadership mage-priest. An upgraded Vanherse that has stronger paths and deals a bit more damage in melee. |
Sprite | Unit Name | Special Attributes | Description |
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Huskarl 10 12 9 | Light infantry. The axe version deals more damage, but the damage is slashing instead of piercing. | ||
Huskarl 10 12 9 |
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Hirdman 12 20 14 | Medium-heavy infantry. The broad sword version deals a bit more damage, but the damage is slashing instead of piercing. | ||
Hirdman 12 22 14 |
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Einhere 25 21 31 | Ambidextrous (1) Berserker (+5) | Medium-heavy infantry with two high-damage attacks. Their damage and protection are increased when they berserk, but their defense will decrease. Expensive but dangerous. | |
Skinshifter 25 7 31 | Regeneration (10%) Wounded Shape (Werewolf) Forest Survival | A low resource troop option. Both forms deal above-average damage and regenerate, but have somewhat low protection. | |
Van 65 16 48 Capital Only | Sacred Stealthy (65) Mounted Glamour | Sacred elven cavalry. They are very difficult to hit, fast and permanently stealthy, but also have somewhat low damage output and only moderate protection. The spread of crossbows in the Late Ages makes their glamour less generally useful. |
Midgård's hero lineup is not particularly impressive, but the high air access provided by Vanlade is nice if he turns up.
Sprite | Unit Name | Special Attributes | Comments |
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Farbaute - Einhere | Ambidextrous (3) Berserker (+8) | A stronger, commanderified Einhere. When berserked he will have very high protection and damage but very low defense. | |
Vanlade - Vanadrott Minimum hero arrival turn: 10 | 4222 21 Sacred Shock Resistance (7) Stealthy (65) Sailing (Max size 3) Mounted Glamour | Provides access to high air magic with some useful crosspaths. Worth twiceborning to protect access to those paths. |
Midgård's main magic access comes from the Galderman. Many of the paths below are contingent on a 6.25% chance due to multiple randoms; however, as Galdermen are not slow-to-recruit and can be recruited from any fort, it is fairly likely that at least one will show up for each path eventually. Astral is supplemented by Völvor.
Elemental
Sorceries
Combat
Ritual
Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, link to Not-Lola's Basic Magic Use Guide.
This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.
List and describe any unique national items or discounts in this section, discuss and compare with similar generic items. Also discuss generic items that are useful and accessible for the nation. These may include:
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.
Add links to guides or other overviews for this nation here.
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |