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Dominions 4 - The Definitive fantasy TBS of myths, magic and religion

I wanted to make a thread about Dominions 4 since a while, as it isn't a very well known game, even if perhaps the best fantasy turn battle strategy game in existence (and I say that as a fan of HOMM3, MoM or AoW). The recent top 50 list made by RPS, where it was situated in #14, made me remember the idea of making this thread. So here we are.

Dominions 4 is a fantasy TBS, as I said, a game where different fantasy nations expand and beat the crap out of each other until one wins over the rest. It's a bit more a wargame fantasy game than a 4X game, imo, as it's very focused on war and not in for example, building libraries, aqueducts or barracks in your cities, nor in trade or gaining culture points.

The game looks like this, which is perhaps why it doesn't particularly attracts a great following. Not the best looking game!

atlantis1_1024x627.jpg

orblightning_1024x627.jpg

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(edit: hell, and it sounds worse than it looks, and in movement you will notice a little thing... there aren't proper animations, every unit only has 2 frames, normal and attacking)

Though the art style of the map varies a lot, there others that look acceptable like these

Not only that, the game isn't without flaws, as it has a lacking UI, and the AI could be much better. And tutorial? Hah, the tutorial consists on reading a chapter in the pdf (or paper, if you are inclined) manual. If reading a manual is too much for you, maybe this game isn't for you. It can get very complex.
You can read the manual here in the official site, btw. http://www.illwinter.com/dom4/

Why all this? Well, it's an indie game. A very indie game.

Who made Dominions 4?

A Sweden game company called Illwinter game Design, composed basically of two people, Johan Karlsson and Kristoffer Osterman. Hell, you could say it isn't even an 'professional' indie game as game development isn't the day jobs of both devs. Kristoffer in particular is, I believe, a history professor, and it shows in the game.

Basic concept


Dominions plays in a fantasy world where the current God abandoned his place leaving a empty seat of power so different powerful beings (archmages, dragons, giants with divine heritage, immortal vampires, etc) fight each other in their ascension to godhood. Only one can be God! They fight both with mundane armies, great magics and the spread of their own religion based on themselves as the only true God.

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Basic gameplay.

How is it played? Easy. You could almost say it's an "easy to learn, hard to master" kind of game.
The map you play is divided in provinces. You recruit units and commanders in your provinces with a fort. Your normal units need a commander to lead them and move in the map, like Heroes of M&M, unlike Age of Wonders or Master of Magic. You basically just build three buildings: forts to recruit people, labs to research and do magic, temples to spread your religion and hire priests that do the same, making the people of the lands believe in you.
The different sides move and act using a "we go" or "simultaneous" turn system, all at the same time with certain rules, with the battles themselves playing in a different "engine" like in Total War games. Said tactical battles are only automatic, you can't control them. But!! previous to the battle, you can setup orders to your armies like "fire archers", "hold and attack and hold", "attack rear", plus you establish the formation and initial position of each squad, and you choose what exact spells your mages will cast. It's pretty thrilling trying to do the perfect setup and then looking at the battle to see how it went.
When a player kills everyone, or spread his religion everywhere, or conquest enough Thrones of Ascension (special very contested provinces), he wins.

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The numbers game.

Other fantasy strategy game say "we have six races to chose from!". Another one tries to outdoing them saying "we have 8 races!". And another one exclaims "We have 12 different sides! And 200 spells!"
Well, Dominions clearly wins the "numbers game".

-Dominions 4 have 80 different Nations, organized in three different eras (Early, Middle, Late Ages).
-Almost 2500 different units. Including 540 summonable units with magic, 175 special heroes and 211 different gods to choose as your avatar in the game.
-Every unit has 15 different stats, not counting the different weapons it can have nor the hundred different special attributes like flying, chill aura, spy, etc.
-900 spells, divided in 9 schools of magic.
-367 magical items to forge and equip with for your commanders.
-1000 different special sites to discover in the world that gives you magical resources and can have additionally different positive or negative effects.
-636 different weapons (or at least weapon effects*) and over 200 different armor pieces.
Just look here, the unofficial database-encyclopedia of the game http://larzm42.github.io/dom4inspector/

You can try to imagine with this the depth of the game. There are hundreds of possible combos and combinations and strategies and tricks. The experts are people which have played this series for years, because there are stuff to learn for years. Don't let that intimidate you, it's also a very enjoyable game for new people, as there are so many new stuff to discover as you "explore" Dominions playing it for the first games.

You can be a nation of bat people. Or lizard people. Or roman legionnaires. Or bird people living in mountains. Or giants born from ice. Or a Triton nation underwater, with sirens and shit. Your Pretender God can be a Dragon, or a sacred fertility bull or a Lich or a giant Kraken or a giant Eagle or a fountain of blood.

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Putting Fantasy again in a fantasy game.

But Dominions 4 not only wins the numbers game, it also does it while doing a great job at it. You could think it maybe does a pretty crappy stuff with their nations or units or spells if it has so many of them, but it's the opposite.

First, it avoids doing the trite fantasy stuff that other games settle for. You know, the already old and unsurprising LOTR - D&D stuff that doesn't raise eyebrows anymore. Instead, the game nations are mostly based in real ancient cultures and mythologies, with some fantasy thrown in it. Funnily how it improves the fantasy department getting close to reality.
So instead of orcs and dwarves have Ermor (Rome Empire). Arcoscephele (Ancient Greeks). Marverni (celtic nation, with druids), Tien Chi (Ancient China), Yomi (Japanese mythology), Lanka (Indian mythology), Hinomm (giants from the jew-christian mythos) or C'tis (Ancient Egypt, but being lizardmen!). You have also other nations like Agharta or Abysia that are pure fantasy nations, or R'lyeh from Lovecraft myths, or Caelum which is a fantasy nation but with some inspiration taken from Zoroastrian sources. Did I mention one of the devs is a history teacher? It shows.
Obviously even in the nations that are directly taken from real history there is magic and fantastic creatures thrown in there.

There are so many that sometimes it reminds me of some kind of ultimate history-fantasy deathmatch, like those docs imagining how european knights vs samurais would fight. Well, here you can pit Norse myths, Irish myths, celts myths, greco-roman myths, mesoamerican myths, african myths indian myths and asian myths against each other and see who wins.

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Second, the game has a different 'vibe' of fantasy. You know how traditional fantasy is, very Heroic Fantasy, good vs evil, medieval kingdoms, etc.
Here, it has more a "sword & sorcery" or "dark fantasy" vibe. The wars are terrible, only one can win, the wold is usually razed off at the end of each game, you can summon demons and horrific beings from other dimension or simply, wish for Armageddon. Oh yeah, and one of the magic schools is Blood Magic, based on the ritual sacrifice of virgins you have to kidnap before. Fun stuff for all the family.

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Third, again the history factor: there is history embedded in the game. And not in the form of a scripted campaign or cutscenes with narration. But just the with the description of each game and in the description of the units you can feel it's an alive world where things changed over the course of years.
And as I say, it's embedded in the game. You can play in three different eras and the nations suffer changes from one to the other. Ermor is a Roman Empire in the Early Age but in the Middle Age they got interested in death magic and a big necromantic ritual went bad and they turned into a Undead nation that plays totally different. And other new nations surge in the middle Age as splinter factions from the old Ermor. Other nations disappear as ages advanced, in the other hand.
A good example is Ulm. In the early Age there are a Barbarian nation, very in the style of Conan. In the Middle Age there are inspired by teutonic knights / proto-german medieval nation. And in the Late Age they are kind of Transylvanian inspired, vampires included.
In other cases a nation in the late Age can summon or resurrect as undead units they had readily available in earlier eras.

Nations are also designed to not be monolithic entities. It isn't race = nation. Here cultures expand and intermingle and people migrate and mix it up. Vanheim and Helheim are the same nation fighting a civil war. Berytos adore as divine beings giants from Hinnom, Caelum people expanded and funded colonies that turned in other factions like Nazca or Ragha. Atlatians units are in the Atlantis nation, but also too in Xibalba in middle Age or in Mictlan in late Age.

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Magic wins

Yes, finally a game that takes up the torch from Master of Magic in making the magic powerful. You can send plagues. You can teleport to remote provinces. You can fuck up provinces with Volcanoes and evil demons. You can summon hundreds of magical beings, from small imps to powerful Angels to otherworldly Lovecraftian beings. You can cast spells that affect the entire world, like putting the world in Darkness.


A primer about the game
1 You recruit commanders and normal units in your province with fort (recruit button)
2 The normal troops form squads, which have to be under a commander control to move around, ala Heroes/King's Bounty. You have to transfer them manually.
3 Dominions score in the build Pretender at the start of a game is more important you may believe, raise it up to 7, at least.
4 How to build stuff:
-Commanders can build new forts.
-Priests can build new temples, needed to recruit more priests and other "holy" units, and help to expand your religious-magical influence in the world (the white candles). Priests also has the option to preach in a province, which is like acting like a temple in the spread of the religion. Priests has a few spells, like Banish (good against undead) and Blessing (essential to bless special holy troops).
-Mages can build laboratories, needed to recruit more mages.
-Mages can go out to use the action "search magical sites", which they give you magical gems over time, the equivalent of mana in other fantasy 4x games.
-Mages in labs can research more magic spells, cast magic rituals (need gems) which include summoning spells, and forge magical items (also need gems). They also cast spells on battle, of course.
5 That initial Dominion score, temples and priests help spread your Dominion, which have certain scores associated to it, the scales you choose at the start of the game. The idea is simple: if you are a god of Order and luck, the lands under your Dominion gain more order and luck, you are a god of death and chaos, the lands will gain said features (like bonus gold, extra events, province's population dying, etc etc).
6 Blessing is the most complex but still inside of what we could call "basic features", and it's important because some nations use it as main strategy.
Your Pretender God has magical scores, like Fire 9 Or Nature 4, you choose then when you create him. This means he can do Fire and Nature magic, and he is especially good with Fire spells, but also means the bless of your god will be related to fire (+attack) and nature (+hp). Normally every Nation has most types of troops as normal soldiers, and in addition one elite troop which can be built in the capital, marked as "sacred" unit. Sacred units can be blessed in the middle of battle by your priests, your prophet or your own God (that is just another unit in the game) to gain the extra bonus described above, related to the magic your Pretender God knows.

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Keys to learn

r to recruit
t to setup army
c to see a battle report in the selected province
v to view the battle in the selected province
n is next commander, f is previous commander
m is the message (events) list
y setup army in the "destination" province
shift + M cast spell every month
shift + O forge item every month
control + move to province to force move order instead of sneak order
? to list all the rest of key shortcuts, which are different depending on what windows you are in that moment.


Multiplayer

The game is considered by a lot of people a multiplayer game. This is based on that the AI isn't very good, the game is too complex and deep for it, so you can't compare the experience of playing against humans that can do devious strategies and present complex diplomatic interaction (and basckstabbing!) with the dumb AI.
That said, I'm from the opinion that the game is still worth it even as a pure single player game. First, because basically there isn't a game like this in the market, second because as a noob you still will need a handful of games to reliably beat the AI at a decent difficulty level which can be translated to 60 hours or so (which imo is enough juice to get of a 15-25€ game). And third because against an AI that you are going to beat eventually the game is still fun because is a toybox full of cool toys. So many cool spells and units to try and discover!

Where to buy
http://www.gamersgate.com/DD-DOM4TA/dominions-4-thrones-of-ascension
http://store.steampowered.com/app/259060/
http://www.desura.com/games/dominions-4-thrones-of-ascensions

All the keys are Steam keys.

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Love this series. I was pretty heavy into 3, haven't played much of 4.

I tried briefly the Dominions 3 demo, but I bounced off. The UI seemed bad to me, the random maps were ugly, and I hated to click and click and click again to compare units, something very needed for a new player.

Eventually I tried Dominions 4 after hearing how good was the series and this time I did with with more patience, reading the manual, and finally "got it".

One point I didn't commented it's how good is the post-release support. Since release the devs have done an Agharta update (which reworked the three Agharta nations, new spells, new effects, new Pretenders, etc), a Caelum patch (same for the three Caelum nations), created some new nations like Ragha (part Abysian, part Caelum, with new gameplay mechanics depending on province temperature), Nazca (maya inspired, based on adoration of mummies), and 3 Xibalba nations (bat people, also mesomerican inspired). And made a Pretender update with a pair of dozen new Pretenders. All for free.
 

Boss Doggie

all my loli wolf companions are so moe
I guess I'll bump this since it's on sale.

I'll keep in my on the shortcuts since apparently it will save me from headaches lol
 
New update, includes a new nation. For free, not like those DLC of other games :p

Version 4.20
This update focuses on the underwater part of Dominions. A new underwater nation is available as well as a bunch of new underwater pretenders to choose from. Many of the old underwater nations have also got some new recruitment options. There has also been some work to make the AI better as well as more modding, more random events and the usual bug fixes.

Game
New nation: Therodos
UW resources increased 25%
Press 'r' when designing pretender to get a random design
Dominion less likely to spread across sea-land borders
Horror chances altered
Being dead will make horror marks fade away over time
New summon spells: Flame Jelly, Bishop Fish
Oceanian lore rewritten
Oceania turmoil in coastal provinces, order in land/sea provinces
Haliades replaces Bishop Fish as oceanian priests
Initiates of the Deep, deep seer: lore remake
Witness of the Deep, Soldier of the Deep
Capricorn and Siren coastal recruits and chaos rebate
New unique items for Marignon and R'lyeh
Improved magic item info
UW pretender rebates and nation restrictions
Dagon remade (grab and swallow instead of trample)
New story events
Save and exit also marks turn as unfinished
Pelagian/oceanian name lists
Replaced some iron with meteoritic iron
Starting position improvements
Mummy Nazca Arena fix
Chakram flysprite
Double flysprite bug removed
Academy underneath didn't produce lab
Rainbow enchantment now affected buy own luck effect
Bodyguard mrl bonus bug fixed
Philosopher icon
Fullscreen resolution defaults to desktop resolution instead of highest
Updated tip of the turn
Some new bronze and iron weapons and armors
Some more units got weapons and armors changed
Giants reanimated into correct shape
Berserk bless (war-dance)
Lanka description now mentions blood hunt bonus/malus in turmoil/order
Couldn't cast spells if you had two 'life long protection' items
Send Dream Horror castable at UW provinces
Assassins must be stealthy to be able to assassinate
The four Balams are now unique
EA/MA Pelagia nation descr changes
Pelagian Mystic
Iron armaments rust in the sea
Rust permanent until repaired
Damaged weapons/armors lower dmg/prot
New poptypes: Ichtyid shaman, Bone Tribe barbarians
New mermen/ichtyid sites
Mermage & Pelagian Mermage remake
Pelagian Explorer
Enkidu Headhunter & Bone Tribe Headhunter Club -> Skull Club
EA Pelagia Hero
Turtle Warriors Javelin -> Coral Tipped Javelin
New Pelagian coastal recruits
Mermage/priest sprite remade
New 'rusty armor' icons
UW indeps a bit weaker
Lower throne no longer appears UW
Divine Glyph and Baphomet magic beings
Can't compete in arena while sneaking
Ancient kraken doesn't lose Ink attack if equipped with weapons
Abomination doesn't lose tentacles if equipped with copper arm and weapons
Macaw and Condor got headslots
New switch: --listnations
Some new throne defenders can appear now
Some nations got pretender discounts
Many typo, stat and event fixes
Non-commander communion possible
Theurg Communicant -> not commander
Theurg Communicant rec-limit 1
Theurg Communicant cost 35 -> 50
Option --partamount didn't work properly
Battlefield spell didn't affect everyone in enormous armies
Particles effects didn't look properly in huge battles
Minor memory leak fixed
National underwater PD takes precedence for local UW PD
Faster battle deployment for huge skirmish armies
Murdering Winter less effective vs commanders
Murdering Winter cost 50 -> 40
Flames from the Sky cost 35 -> 30
Thetis Blessing research level 9 -> 7
Therodos got proper names
Music can now start with a rare tune
Sirens are cheaper to recruit when Lure of the Deep is up
Looming Hell slightly harder to defend against
Vengeful Water less effective and cost 50 -> 70
More ability modifiers printed
Shambler base cost 25 -> 20
Cannot try to send more than 32 messages
Friendly Currents didn't affect encumbrance properly
Soul Leech and Consume Soul cannot be repelled
New network option (--maxholdups) to run over serial stallers
New network option (--timeleft) to set nbr of hour to first host
Auto refresh for html statuspage
Auspex could be pathed though the sea, fixed
Looming Hell vs stealthy didn't work properly
Berytian Melqarts reduced blood sacrifice
Land/Water shape recruitment fix

AI
Certain nations more likely to go for good bless effects
Smarter pretender god design
Can make pretenders with high levels of blood magic now
Fixed bug where AI for blood and death nations could waste up to 80 DP
More likely to buy holy units when having a good bless
Army and PD strength evaluation improved
Higher score for scripted spells

Modding
#aigoodbless, #aimusthavemag
#aifirenation, #aiairnation, #aiwaternation, #aiearthnation
#aiastralnation, #aideathnation, #ainaturenation, #aibloodnation
Deserter abilities now work for non commanders too
New unit mod commands: #incscale, #decscale, #reform, #domrec, #haltheretic
New item mod commands: #incscale, #decscale, #reform, #haltheretic
New nation mod command: #noforeignrec
Eventmodding #req_notnation didn't work
#blessbers, #uwheat, #hpoverslow, #poisonskin, #xploss, #enchrebate50

Linux
no multi processes on low memory machines
 

LPride

Banned
I was hoping to see soem interest in this game on GAF but it looks like the only thread has 4 posts. Someone should put together a LP of a game and walk everyone through it, show off everything thats under the hood.

Dominions 4 is not a deep game, the mechanics are all incredibly simple. Take number, check against other number. Add a random number to both to keep things spicy. Tahts it, tahts the entire combat system, theres just so many units and spells and tactics to manipulate the formula. Its an incredibly wide game filled to the brim with all sorts of features, just a lil shallow.
 

CzarTim

Member
I was hoping to see soem interest in this game on GAF but it looks like the only thread has 4 posts. Someone should put together a LP of a game and walk everyone through it, show off everything thats under the hood.

Dominions 4 is not a deep game, the mechanics are all incredibly simple. Take number, check against other number. Add a random number to both to keep things spicy. Tahts it, tahts the entire combat system, theres just so many units and spells and tactics to manipulate the formula. Its an incredibly wide game filled to the brim with all sorts of features, just a lil shallow.

Agreed. I think the main problem with it though is the interface is bad. At times it feels like I'm fighting the game itself. A lot of the actions could be streamlined to avoid repetitiveness. I get that it's part of the game's charm, but it prevents it from being something casual strategy gamers will devote time to.
 

Chariot

Member
Just bought it and played for about 100 minutes. It was weirdly easy to get into on the surface level. Unit production, commander actions and such were easy to find and use and I subjugated the barbarians around my starting area with ease. Given that it took me hours to understand how to wage war properly in Crusader Kings II, this is a huge step forward. It's fun so far, even if my sorry Lion ass got kicked.
However I have no idea what to do with my god. He is just chilling in my capital and researching spells. I assume that's not how to use a god. I also am in trouble with an enemy god creeping his influence in my domain. Generally, I threw the game because I had to many enemies. I fought at four fronts and while I held myself at most and even got a few steps forward at one front, soon they started breaking because I struggled to keep the reserves up. Are there any tip write-ups regarding gods or should I do the tutorial?
 
There are, in a very general way, four types of gods to choose from:

-Immobile gods (statues usually)
-Titans
-Monsters
-Rainbows (the human guys)

Some people use strategies where most of the pretender design points are invested in a heavy bless or in scales. In that case, their pretender won't do much for most of the game (maybe cast a pair of global enchantments and some summons in the middle game), so they pick a statue or fountain, an immobile god in other words.

If they pick a combat capable god (titans, monsters), then they will use it to help expand in the early turns faster than usual. With a few types of combat Pretenders and if you pick your battles, they can win alone, so they can take two provinces per turn, one the Pretender, the other starting army. Later, when they can forge magical items they can turn into thugs/SCs, which are terms invented by the community to refer to units which can take armies on their own.
The difference between titans and monsters is that Titans are more expensive but they start with two or three magical paths instead of one, and they can buy the other ones cheaper.

Rainbows are called that way because they are used when you want someone with the broadest range of magic possible, the human mage Pretenders can buy new magical paths with just 10 design points. So they can have Fire 4 / Air 3 / Earth 3 / Astral 5 / Death 2 or whatever. That gives them some magical flexibility that can be good to solve some unexpected challenges. With so many magic types they are also good searching magical sites.
Some of them are picked just for the boost to research, there is one guy who gives extra research points to every mage in the same province. While not very exciting, the edge to research can be very important in the game.

In summary, pretenders can:
-not do a lot, but have a powerful dominion score and good dominion scales that benefit your nation passively
-not do a lot, but have 2-3 magical paths at 9 which gives a good bless to the holy units of that nation.
-Combat, assisted by magic or not.
-Lead armies (lots of them have good leadership bonus)
-Be the most powerful mages in the game: that includes good research score, potentially good magic site searchers, potentially good variety and flexibility of magic, casting powerful spells both in battle, casting powerful rituals like globals and summons.
 
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