
In Dominions 6 you take control of a powerful being that rules a nation and aspires to godhood. The type of Pretender Gods can vary from magically powerful arch mages to old dragons or an enormous tree. Dominions is a deep 4x turn based strategy game with a very large variety of spells and units.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 50 reviews with recorded playtime.
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
O melhor jogo 4x de estratégia e fantasia do mundo. Se você conseguir superar os gráficos, e a complexidade do jogo, vale muito a pena. Não conheço uma única pessoa que se deu o tempo para aprender esse jogo e não recomenda para todos. Para Gameplay: https://youtu.be/v3xHGyTzFgI
It's just not worth $45. There are things I like about it, but with how thorny my gameplay experience has been, I've been trying very hard to find what would be worth it.
Dominions 6 is a big strategy game but every single unit is fully simulated in an almost dwarf-fortress style battle system. This allows so many different playstyles that you never see in other empire games and it feels really good. You can spam elephants and archers and run people over like in Civ; But you can also have assassins. They sneak through enemy provinces and are not detected unless the enemy is actively patrolling for them. But when you assassinate an enemy commander, it doesn't just kill them. It does a battle: just like all other battle except it's 1v1 Assassin v Commander in a little tavern or courtyard. And so usually you'll equip your assassin commander with a cool poison sword or something so that it's lethal in 1v1s. But if your enemy is smart they'll start equipping their important commanders with poison-resisting armor and assigning bodyguards. Another strategy you can do is the curse mage: You set a mage to cast a couple curses and then retreat. Yea, they win the battle and take the province, but their commander is semi-permanently debuffed. It's a lot of micro-management. Some things like astral-communions and blood magic made me groan, but it's worth it and the game earns it. What I have an issue with is the Pretender system. Whenever you give players a lot of agency in something pre-game-start there's usually a couple builds that shine as they best. Dominions 6 let's you customize your pretender, basically your god's super commander. You get a certain number of points, and taking certain debuffs will get you more points. So it's pretty common to start off the game turn 0 with a 200 hp giant white bull with stoneskin that regenerates 20 hp a turn (early game units deal like 10 damage on a strong hit). This will solo almost all barbarian provinces letting you expand every single turn. And the bull can also be a master of whatever magic school you want, because why not. From what I've seen these pretender's are most likely the strongest units you will ever have during your entire game. And that feels really bad because all of the civilizations are heavily defined by what schools of magic they have access to and which ones they don't, but your pretender completely circumvents that. So my biggest issue is a balance nitpick, because Dominions 6 works well as a multiplayer game, as all the turns are taken asynchronously (this also means you play the prediction game: Is my opponent going to try to take my province this turn? Or are they going to attack somewhere else?). Don't expect to just hop into an online game though: Games are LONG. They take months. Years. People play by [i]email[/i]. Overall, this game is HUGE: there's like eight schools of magic (with unique dual-school spells too), seven research trees(Conjuration, Evocation, Enchantment, Construction, Alteration, Thaum, Blood), and besides pretenders I think it's carefully balanced and it's a lot of fun to explore and try to find out what builds are best and adapting to what your opponents are doing as well.
An incredibly deep game with a ton of replay value. It is pretty rewarding and even after all my playtime, I am still finding and learning random new bits as I go along which is impressive. The game itself is not all good however. It takes a good amount of time investment to figure out and grasp a lot of the mechanics. The UI is pretty poor and in need of some QoL features. Despite how it looks, performance is not all that great, and that goes doubly so if you decide to use mods that add custom units or pretenders and such (which can nuke your fps at certain times). I also have a bunch of other minor gripes and small feature requests that could make this my ideal game, but it is not quite there. Still if the game hooks you like it did to me, you will easily get a lot of fun out of it if you are willing and able to get past the learning curve. It is a really unique game that is worth checking out. Score: 8/10 if you get it on sale. Base price of $45 seems too much to me.
This game's complexity is so vast that it is practically impenetrable. Like the strategy games of old, you will spend hundreds of turns with absolutely no clue whether you are winning or losing. Only spending hours combing through manuals and online guides written by complete strangers do you have any hope of wrapping together a winning strategy. I can't recommend this game enough.
There is nothing else quite like it and I doubt any other 4x franchise will ever be able to hold a candle to it's scope. This game gets a lot of comparisons to Dwarf Fortress and a lot of that comes from the more you play the deeper it gets. You don't directly control the units in a battle but you do all of the planning leading up to it. The manual is 450 pages. A bulk of which are like the army books for something like Warhammer. Unique rules, unit breakdowns, history, lore. Each nation has it's own quirks and features. These nations changes depending on the age in which you play. Each commander in each nation can be tweaked and outfitted with hundreds of magical items that drastically change their abilities. Each god has it's own strengths, weaknesses and playstyles that can completely change the strategic options of any given nation.
Tucked comfortably away in a stronghold built inside an active volcano is a society of Lava People. This is very suitable. As a species of Lava People, they need the blistering heat to maximize both their comfort and their power, and this heat spills out into the realm surrounding their home in turn. Things are going great for them. They experience years of prosperity and prominence until one day, deep in the caves burrowing to the heart of the earth, a society of Bat People show up and decide to Steal The Sun. They fly up, grab it straight out of the sky, and take it home to put on display as a fantastic mantlepiece. The Lava People find this more annoying than inconvenient, because a month after that they've simply made a completely new Sun and put it up as a replacement, so life goes completely normally. Months later, the Bat busy making sure the Sun STAYS on the mantle gets slapped in the face and falls over. The Sun promptly escapes captivity and goes back up in the sky where it belongs. Except the Second Sun is still up there and now the entire planet has started getting unpleasantly toasty. Some people don't mind this. The Frost Giants, however, not only mind it quite a bit, they take it as an active threat, so one of them instead tries to murder the sun. This doesn't work because the original Sun is simply too powerful for a living Sorcerer to really do anything about like that, and the Second Sun is simply too stubborn to get rid of. So instead they call their parents, who are so notorious that the mere act of getting out of bed starts bringing in a new ice age. This is making a lot of people very nervous. This is specifically including the Lizard People. The Lizard People are naturally cold blooded. A supernatural ice age sounds like it would be a pretty big inconvenience. They don't like that. So a large group of petitioners including priests and wizards starts marching across the land to go ask the Frost Giants to stop doing it. Their petition for doing so is an infinite supply of skeletons. On the way to get to the Frost Giants, the Lizard People have to go through Greece, but since they don't have a travel visa this only manages to make the Greeks angry. So about halfway through the march towards the Frost Giants the Lizard People receive a gift from the Greeks. Multiple gifts, even. Gifts from Heaven. Meteors, they're hitting the Lizard People with Meteors. The Lizard People immediately change course to deliver a permanent cease and desist order. The Irish Elves, who were perfectly content to keep to themselves and their gigantic information network, are thrilled with the new entertainment. Up until a couple Bat People get a little too close to their Stay Out sign. So after a brief consultation, the leader of their nation grabs the sky, rips it open, and lets the biggest thunderstorm the world has ever seen stop by for a visit. The storm immediately also goes to visit everybody else, which promptly covers the entire planet. Unfortunately, the Bat People were never taught how to fly that close to a tornado, and being grounded makes them angry. During all this chaos, sitting out by the coast, the Phoenicians kill a lot of people. A LOT of people. They kill so many people that the spilled blood stains the very fabric of the universe. The very essence of the cosmos is traumatized. The world bends. Something is wrong. Past the stars and the sky a hairline fracture breaks through an Invisible Wall between the world and a world that isn't. And now there's something inside. Something that was supposed to be kept very, very far away isn't just here, it's looking at me. Hungry eyes are looking at me and I don't know where they are but I know they're there because every time I try to open my book or work my crafts I can hear something scratching in the walls or at the window even if every time I check I haven't found anything but I know the second I don't stop to check it'll be inside coming after me and I don't know what will happen if it finds a way in I haven't finished my preparations I'm not ready I'm not going to go it can't have me I have to make it stop but there's something standing at the crossroads outside the walls that I desperately do not want to recognize even if I know its name written in the bones of stillborn celestials and forgotten gods It is at this point that one of the guests from outside the Invisible Wall accidentally tips over God's favorite chair and the game ends in a draw because everyone got distracted. This is a perfectly normal game of Dominions.
[h3]Not a Dragon Force clone[/h3] In the past I had heard this franchise recommended as an alternate to the old Sega Saturn game Dragon Force; a very unique game that nothing has managed to replicate 30 years later. This is so little like DF though that I have to wonder why that recommendation was ever made. One thing that is not obvious until you play the game is that all those battles they show in the Trailers are Replays. You don't actually participate in the battles, you just set orders and then get to watch the replays. The gameplay loop is basically: map screen, issue orders/setup armies for combat, spreadsheet simulator, end turn, watch replay of battles (optional), map screen, Repeat. There's no in-game tutorials or anything, but there is a manual that is over 440 pages. And in that manual there is no controls page at all. There is 2 brief blurbs about [i]some[/i] of the controls but nowhere at all in the manual does it list all of the controls, or even a quarter of them. The game relies entirely on you pressing "?" to bring up an on-screen controls list, and those controls have [i]at least[/i] 5 different lists depending on which screen you are on. So if you are like me and like to make controller configs using Steam Input, good luck trying to figure out where you want everything mapped without going over the 2-hour refund limit. By the time you figure out and remember even half of the controls, it would be too late to refund. If it wasn't for the fact that I was looking for a very specific type of game, I would have spent all my time learning controls and missed the opportunity to refund. And that goes for if you were using Keyboard too; there is dozens of hotkeys because they are different on every screen and menu. The UI is ♥♥♥♥♥♥♥ awful. You can make the text bigger, and that's cool, I had no problem reading anything, but holy ♥♥♥♥ the buttons do not scale for ♥♥♥♥, and until you memorize all those hot keys you're going to spend a lot of time clicking the buttons in the top right corner of the map screen. Also text on the Army Setup screen didn't seem to scale, and the text is the buttons on the Orders screen. One other thing I noticed is that there was launch commands in the manual that don't seem to do anything. Like there is options to toggle gamepad support, for example. It makes me wonder what else the engine was used for and why they would list useless commands in the manual, but whatever. Maybe this game is for someone, but it's not for me, and if like me you've spent the last 25+ years looking for a modern Dragon Force, just keep going, this isn't it at all. And to anyone who thinks this [i]might[/i] be for them, I highly advise watching a lot of gameplay vids so you understand the trailers are a bit misleading. I genuinely mean it when I say it's easier to learn how to fly a plane than to memorize all these hotkeys, so I hope you have a wrist-rest for your mouse if you're gonna check this one out.
Awful UI/UX. Tooltips should be right next to the mouse pointer at all times, not at a static point at the bottom of the screen. That would have helped a little. And then there are buttons that don't work if you click on them unless your mouse pointer is over the text itself of the button, not the empty area of the button. If that's any indication of what the rest of the experience is going to be like, I don't want any part of it. You can have bad graphics, but that should free up some budget to actually put some effort into the UI. This isn't just complicated, it's like High School project levels of rushed type of UI.
incredible game if you love tiny little fighter men that fight for you cuz it has like 3000 different kinds.
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