A clarification on why giant factions are good when your a newer player. Due to their high hp they are low attrition which makes it significantly easier to manage early game. Heavy armored Calvary are also good for this. However your going to want to make sure both the mount and rider have armor (look at the sprite). The game is sort of a 4x rogue-like. Its very easy to stall in the first 4-5 turns if you slip up. Don't feel discouraged or feel like you need to play a game to its finish. If your failing battles in the first few turns just feel free to start again, adjust your build a little and maybe try different troop compositions or battle formations.
Also on this note for any potential readers, do not feel like giant factions are squarely for new/inexperienced players. I have been playing dominion for a year now and i frequently try the niefelheim lineage through all ages because it is just fun!
I loved playing mid Ulm with being able to focus on troop production, economy, and the basics of army formations paired with light magic support that can become more advanced to a certain degree. Also the look of Ulm is amazing with black and dark blue color pallet as an army of knights marching in formation.
Good video, but i've got to disagree on two points. Death magic is actually very beginner friendly imo. Death is very heavy on summons, and i'd call summon magic the easiest to use of all types for new players because it's just a different way of buying units. Buff spells and evocations can actually be quite tricky to properly set up where you need to consider placement and scripting of your mages. Summoning a bunch of skellies and attaching them to an army otoh is easy enough. Also, when state to avoid high astral nations because of communions, that's not really how it works. Communions don't benefit from high astral, the nations that are made for communions (or more importantly need communions to win) are the ones that have mages with a little bit of astral and good other paths and cheap communions slaves, not the nations with high astral. I.e. Patala and Ragha are communion nations with 2 Astral, R'Lyeh is not really despite having up to 5 Astral. (R'lyeh can do communions of course, like all astral nations, but it's not what they're good at)
First faction I played was EA R'lyeh followed by EA Agartha. Learned a lot - one was a faction that relied on magic and chaff, bound to the water, the other relied mostly on easily sustained units that can go anywhere, but has a lot of fanistic magic. I'd say Agartha is a good first pick as it touches on every part of the game but not so deeply it is diffiult to understand and gives a very strong end game example of "not every spell is helpful to you"
Dom 6 is my first dom title. Ive got like six hours in so far. Dog faction with scales is insanely strong. Feminie is god awful. I have half an idea how anything works but i love it so far.
Awesome video but I think the difficulty of blood and especially astral might be slightly overstated. It's not *that* complicated. I'd say the basic fundamental decision making in the game stuff like army scripting and overall strategy, is harder than figuring out how a communion works. Water nations I totally agree to not start with.
Does anyone know if the manual is publicly available for this game yet? Unfortunately I never got around to Dom5 and haven't played since Dom4 so need to brush up a lot and I learn the fastest through reading (even though Das' videos are great).
Dominions, a very deep strategy game on pc so you're in a niche (PC, most by volume are mobile these days) of a niche (strategy not the most popular) of a niche (complex grand strategy). Games can go on quite a long time and are turn based. Very deep, complex mechanics, even with better interface it'll still be your most daunting opponent - still there? Ok, if you like a deep complex game with lots of strange interaction that will surprise you, don't mind the graphics you can have a fun time about as long as civilisation. For starters don't try to understand everything perfectly, just focus on one thing in a game and go. Like "Conquer with my giant Pretender" "Test out conjuration (summon things)". Nation? Hmm, something that looks cool, probably not underwater... Pangea, Maringold or Ulm were good starting points in Dom5, should work here too. Pretender, so much to try... hmm... for your first game either an immobile pretender that is only sitting arround and research with positive scales so you've got one thing less to worry about? Next one you can try out one of the monsters with a bless that help your pretender to conquer the first few provinces Don't worry about making mistakes, you will learn from them. Never enough as even Dom5 was not a solved game, as in nobody knos what is the "best" way to play a praticular nation, heck even if there is. The game is just too deep, too many interactions between stats, magic and diffrent nations.
Dont play Hinnom unless you know what you are doing. They will crush in multiplayer once you get good, the best commander they have is stronger than a lot of pretender Gods... With the right buff order he can 1v1 titans. Melqart I believe its called. But this faction is very difficult to master so, avoid :D!
A clarification on why giant factions are good when your a newer player. Due to their high hp they are low attrition which makes it significantly easier to manage early game. Heavy armored Calvary are also good for this. However your going to want to make sure both the mount and rider have armor (look at the sprite). The game is sort of a 4x rogue-like. Its very easy to stall in the first 4-5 turns if you slip up. Don't feel discouraged or feel like you need to play a game to its finish. If your failing battles in the first few turns just feel free to start again, adjust your build a little and maybe try different troop compositions or battle formations.
Also on this note for any potential readers, do not feel like giant factions are squarely for new/inexperienced players. I have been playing dominion for a year now and i frequently try the niefelheim lineage through all ages because it is just fun!
I loved playing mid Ulm with being able to focus on troop production, economy, and the basics of army formations paired with light magic support that can become more advanced to a certain degree.
Also the look of Ulm is amazing with black and dark blue color pallet as an army of knights marching in formation.
Good video, but i've got to disagree on two points.
Death magic is actually very beginner friendly imo. Death is very heavy on summons, and i'd call summon magic the easiest to use of all types for new players because it's just a different way of buying units. Buff spells and evocations can actually be quite tricky to properly set up where you need to consider placement and scripting of your mages. Summoning a bunch of skellies and attaching them to an army otoh is easy enough.
Also, when state to avoid high astral nations because of communions, that's not really how it works. Communions don't benefit from high astral, the nations that are made for communions (or more importantly need communions to win) are the ones that have mages with a little bit of astral and good other paths and cheap communions slaves, not the nations with high astral. I.e. Patala and Ragha are communion nations with 2 Astral, R'Lyeh is not really despite having up to 5 Astral. (R'lyeh can do communions of course, like all astral nations, but it's not what they're good at)
First faction I played was EA R'lyeh followed by EA Agartha. Learned a lot - one was a faction that relied on magic and chaff, bound to the water, the other relied mostly on easily sustained units that can go anywhere, but has a lot of fanistic magic. I'd say Agartha is a good first pick as it touches on every part of the game but not so deeply it is diffiult to understand and gives a very strong end game example of "not every spell is helpful to you"
I've been watching the tutorials here, have never played the game but looks very interesting. Great work as always, Das!
Dom 6 is my first dom title. Ive got like six hours in so far. Dog faction with scales is insanely strong. Feminie is god awful. I have half an idea how anything works but i love it so far.
Awesome video but I think the difficulty of blood and especially astral might be slightly overstated. It's not *that* complicated. I'd say the basic fundamental decision making in the game stuff like army scripting and overall strategy, is harder than figuring out how a communion works. Water nations I totally agree to not start with.
Exactly what is was looking for
Guys, do you think Das likes Ulm? ;)
"avoid blood magic if u are new"
Me *Starts with mitclan early age for my first 5 games*
Those young virgin girls ain't going to hunt themselves, someone have to step up and take the Lord's will into their own hands!
Ashdod is big 🗡🗡
Ashdod is strong 💪💪
Play Ashdod today 📆
Or go home 🏘
Does anyone know if the manual is publicly available for this game yet? Unfortunately I never got around to Dom5 and haven't played since Dom4 so need to brush up a lot and I learn the fastest through reading (even though Das' videos are great).
I looked and couldn't find, I'd like to know too
@@Milorada7375 Its out now on the offical webiste
www.illwinter.com/dom6/dom6manual.pdf
www.illwinter.com/dom6/dom6manual.pdf
Look up Illwinter dominions 6 manual, it’s on the site under “documentation”
MA Man is a communion nation, it has the same problem as astral.
And they use a unique communion method (spellsingers) that wasn't even mentioned
Astral and Blood are weird. Both use Communion too. Or they did in 5. Sacred is a bit odd too.
new topic for you, how to do blood slave hunting and what in a province makes it ideal for it
Dominions, a very deep strategy game on pc so you're in a niche (PC, most by volume are mobile these days) of a niche (strategy not the most popular) of a niche (complex grand strategy).
Games can go on quite a long time and are turn based. Very deep, complex mechanics, even with better interface it'll still be your most daunting opponent - still there?
Ok, if you like a deep complex game with lots of strange interaction that will surprise you, don't mind the graphics you can have a fun time about as long as civilisation. For starters don't try to understand everything perfectly, just focus on one thing in a game and go. Like "Conquer with my giant Pretender" "Test out conjuration (summon things)".
Nation? Hmm, something that looks cool, probably not underwater... Pangea, Maringold or Ulm were good starting points in Dom5, should work here too.
Pretender, so much to try... hmm... for your first game either an immobile pretender that is only sitting arround and research with positive scales so you've got one thing less to worry about? Next one you can try out one of the monsters with a bless that help your pretender to conquer the first few provinces
Don't worry about making mistakes, you will learn from them. Never enough as even Dom5 was not a solved game, as in nobody knos what is the "best" way to play a praticular nation, heck even if there is. The game is just too deep, too many interactions between stats, magic and diffrent nations.
Pangaea, Percy Jackson movies and tv series
Dont play Hinnom unless you know what you are doing. They will crush in multiplayer once you get good, the best commander they have is stronger than a lot of pretender Gods... With the right buff order he can 1v1 titans. Melqart I believe its called. But this faction is very difficult to master so, avoid :D!
EA PELAGIA IS BEST.
NO ONE BEAT EA PELAGIA.
EA PELAGIA STRONK.
PICK EA PELAGIA TODAY.
TRITON KINGS FOR DAYS.
Ashdod is big 🗡🗡
Ashdod is strong 💪💪
Play Ashdod today 📆
Or go home 🏘
@@mudristefamon2338 OH NO.
ONE OF OUR MANY WEAKNESSES.
BACK TO THE OCEAN.
War lobsters 🦞
War lobsters 🦞
War lobsters 🦞
@@callumfinlayson-palmer8393 OH NO. ONE OF OUR MANY WEAKNESSES. BACK TO LAND.
Lol, I started with 5, and I tried to learn the game with... EA Abysia.
Love the game but im out due to the price point.