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September 25th, 2003, 09:38 AM
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Lieutenant Colonel
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dominions effects
will the presence or absence of your dominions in a province, for battle purpose, be different and expanded, compared to dominions I? The +1/-1 morale boost is interesting, but I felt something more could have been done?
And strategically speaking, have the dominions effect changed, like you have to be in your dominions to cast a given spell for example?
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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September 25th, 2003, 05:17 PM
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Major General
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Re: dominions effects
There are other Dominion effects now besides the morale adjustment. What you get depends on who you are and how you are playing.
Your Dominion will adjust many facets of a province, from productivity to the birth/death rate. The "scales" you adjust when you design your god define a lot of the nature of your empire. You can be a lucky, magical nation of lazy slobs, or a bustling, severe people who have little time for magic. I don't know how much of that was in Dom I, but I know it makes a major difference in Dom II.
The themes, which are really variations on the god's Dominion, have a wide array of effects. There are ones available to all nations and ones that are nation-specific. Some, like Pangaea's Carrion Woods dominion/theme, will depopulate a land of those pesky humans pretty quickly. And that's OK: the dead ones are good for making into Manikins.
Finally, some spells/abilities are only usable within a positive Dominion. For example, an immortal unit is only immortal within its diety's realm of influence! Also, a spell like the Eyes of God is a global enchantment, but the level of potency it has depends on your Dominion in a given province: if you dominate the place, you see everything; if some other god has them bowing and scraping, then things are a bit more cloudy.
I'm probably leaving out stuff . . . I've got this feeling I'm neglecting something important, but I can't think what it could be right now.
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September 25th, 2003, 05:22 PM
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Sergeant
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Re: dominions effects
A lot of spells have already been dependent on your dominions: "Enchanted Forest", "The Wrath of God", "Faery Trod", "Gift of Nature's Bounty", "Dark Skies".
Not to mention the effect on immortals and the dependency of some of the national units on temperature.
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September 25th, 2003, 05:32 PM
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Brigadier General
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Re: dominions effects
well, a new thing would probably be the water cult (available to all nations, I think), which lets you enter water provinces with your holy troops if you have a positive dominion there.
I am sure there is more, but I am not so familiar with the differences between dom1 and dom2.
Rollo
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September 25th, 2003, 05:38 PM
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Captain
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Re: dominions effects
Quote:
Originally posted by Rollo:
well, a new thing would probably be the water cult (available to all nations, I think), which lets you enter water provinces with your holy troops if you have a positive dominion there.
I am sure there is more, but I am not so familiar with the differences between dom1 and dom2.
Rollo
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There are a few other non nation specific themes that have dominion based effects as well, such as the golem cult wich gives a hit point bonus dependent on dominion strength to friendly constructs.
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September 25th, 2003, 06:09 PM
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Lieutenant Colonel
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Re: dominions effects
thank you all for this large glimpse at the new features of Doms II.
Specifically, are the army killers spells more limited in usage (like only in positive dominions) : Murdering Winter, Flames from the Skies, Leprosy, or are they left untouched? Murdering winter is rather difficult to counter, aside from having undeads, or creature with big hit points. You can say bye bye to recruiting normal troops, as they will get killed very often (as soon as you concentrate a sizable force).
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