Dominions 6 - Mekone Strategy at a Glance
Автор: Zan
Загружено: 2024-04-12
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A new series where I do my best to give my first impressions on how I would recommend playing some of the nations of Dominion 6. A lot has changed and I hope my perspective as a Dominions 5 veteran helps you get started!
Do note I have not actually played a full multiplayer game as many of these as the game has only come out recently. I may redo some of these videos with more practical experience and information in the future.
If you have other ideas or suggestions on playing the nation, please write them in the comments below for others to see and discuss!
Shoutout to Sturm for creating the viewable summons at the pretender screen mod
Here are also some discord guides from ExasperatedCultist
Thugging 101: / discord
Okay, Pretenders!: / discord
Fort Placement: / discord
00:00 Summary
00:25 Units
00:57 Commanders
02:20 Summons
03:59 Roster Gameplan
05:34 Spell Recommendations
07:31 Sorcery Chart
08:18 Pretender Design (Utility)
09:15 Gameplay
Here are my written notes if that helps too
Mekone
Summary: Giant slaver-warriors inspired by ancient Greek Sparta. Highest quality gilded hoplites backed by powerful elemental magic and hordes of enslaved humans.
Unit Summary
Great slave human javelineers that can be massed versus low-protection enemies.
Top-tier hoplites in both heavy and light armored flavors with access to magic weapons.
Great stats across the board, but few in number.
Commander Summary
Mostly old age sacred mages.
Consistent access to Fire/Earth, inconsistent access to water/air.
Great leadership/stats on every mage.
Ephor, black robe, is particularly important, you must have one in every fort during the fall or suffer unrest penalties and miss out on a free assassin.
Summons Summary
Keres are greek jinn with a fear aura, and hidden blood/death paths if you divine name them. Keep them in mind if you have death access.
Hound of Twilight is cheap, has magic weapons, and a fear aura. hard to get the paths to cast, worth casting though if you can.
Brass Bull looks good in dominions 6. May be worth casting depending on what nation youre up against, better versus humans.
Spartae are a combat summon and are fantastic, especially for raiding.
Non-National Summon -
Green Lion
Kryptes
Combined Roster Summary
Massed peltast do great versus low armored high damage troops, think berserkers.
Hoplites do great in general, but few in number.
Both benefit greatly from fire/earth buffs, hoplites are more resistant to offscript evocations.
Great thugging potential on every mage. Polemarch needs little gear to function, cyclops can sometimes magic phase.
The nation desperately needs to break into sorcery paths and that needs to be the #1 goal from turn 1.
The pretender can assist in breaking into certain paths, but prioritizing independent mages is important. Nature at the minimum.
Weak to sudden fatigue plays, and late game sorcery if player fails to expand their magic diversity.
Spell Recommendations
Temper Armors+
Stoneskin+
Weapons of Sharpness+
Furious Warriors+
Heat from Hell
Elemental Wards
Gift of Flight+
Acid Rain+
Gift of Formlessness+
Sow Dragon Teeth
Pretender Design
Scales and late-game diversity. Prioritizing production.
The nation does not need help expanding, nor does it need super combatants or a powerful blessing.
It needs to break into sorcery paths consistently late game.
Gameplay
(Early)
Massed gigante hoplites trounce most of what EA can throw at you. Recruit Cyclops when possible to add more resources.
Aim for 7 armored hoplites/turn + a Polemarch in your capital, MINIMUM.
Research spells that Polemarchs can use to buff troops then Earthpower/Temper Armors is a great starting point.
First-level palisades grant 2CP, no need to upgrade until later.
1st Mage in every fort is an EPHOR/black robe. Rename these to "DONT MOVE." and always have at least 1 in each fort.
Kryptes with true shot longbows are very good versus humans. Add other equipment as necessary, be creative and oppressive here.
(Midgame)
Aim to cover your elemental weaknesses here. Elemental wards.
Pick and choose whether you want to use iron skin or stone skin for protection based on what spells your opponent brings.
When possible, add flame ward/heat from hell every fight. Fire in a jar crafted with dwarven hammers helps here.
--Heat from hell counteracts grip of winter, meaning you can safely stone skin your troops and not be as concerned about frost fatigue.
Include spells from your pretender's diversity path where possible.
(Late)
Branch out into the remaining sorcery paths. Protect your important mages that have boosters for key battlefield spells.
Now that fewer mages cover more troops, start having diverse armies to counter your opponents.
Your troops have quality but will need a lot of diverse magical help here.
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