Dominions 6

Dominions 6

doubt.dm - MA Trante
13 kommentarer
Kai 24. aug. kl. 6:54 
I used a dormant Grey One chassis to make that bless, because it has 3 base paths for only 110 cost. I didn't get to use the 3 crones for anything except research because they don't have sailing or amphibious, but the hellbless was worth it.
It|That  [ophavsmand] 21. aug. kl. 16:56 
I really appreciate your feedback, it's very helpful to hear from people who have played and taken the time to think about the nation.

Also, that's one *hell* of a hellbless. What chassis were you using for it?
Kai 18. aug. kl. 5:11 
continued:


I like the recruit-anywhere sacreds. A cool addition would be a third option: a shortbow-wielding sacred which would benefit from its True Sight by not receiving precision penalties under Twilight, and could then be used to win archer-duels (because enemy archers are counters to our sacred units).

The bless I chose for this nation was Magic Weapons, Fateweaving, Awe and Dread. I recruited only the glaive-wielding sacreds because the Fateweaving boosts repel-rolls, giving them another layer of defence. I struggled a bit in expansion due to my terrible scales, but in the end of the game I was able to roll over enemies using my hellblessed recruit-anywhere sacreds.
Kai 18. aug. kl. 5:11 
continued:

The patinated weapons need some work. The Mariner Knights deal 12 damage and a 5 + DRN AN false damage upon damaging the enemy. The problem is that 12 + DRN is not enough to get through the protection of most MA units in the game, and the ones that have low protection are often either 1) Mindless and are immune to false damage, 2) Chaff units that would have died to a conventional weapon anyway. I never recruited these units.
I suggest this rework: Change the false damage to be on-hit rather than on-damage. To avoid making them overpowered, either change the magic resist roll to be magic-resistance-easily-negates or change the damage to be 0 + a third of the wielder's strength added. That would give these units a valuable niche as anti-armor units.
Kai 18. aug. kl. 5:11 
Cool nation. I like the lore behind the Glamour magic.

I understand the intended use case for the friendly-dominion-removing spells. Choosing bad scales to power a big bless, and controlling dominion to receive neutral scales from enemy dominion.
I didn't use those because I had C'tis and Ermor in my game, whose dominions ruin provinces. There are many such dominion effects in MA, which makes these spells situational.

I like the Dubitatore unit and I used it to remove enemy dominion when advancing into enemy lands.
GAMEPOD 44B1 19. dec. 2024 kl. 0:21 
That sacred unit is epic af
It|That  [ophavsmand] 10. maj 2024 kl. 14:58 
Ahh, yeah that's a bit of jank that I'm not happy with, the result of my original implementation not working out. Disciples have a -1 pathboost in all their paths until they promote into Doctores, so in practice they have an effective 50% chance of having S1 and are mostly useful as researchers and communion slaves. I tried to communicate this in the description without outright stating it, but I think I had a bit too light of a touch. Thank you for your kind works!
LeadHead82 10. maj 2024 kl. 14:45 
Amazing creativity building this nation. Great work. I ran into something minor just now- I recruited a disciple that ended up with no magic skills. Is that unit not supposed to have a 100% chance of gaining one level in two magic paths?
It|That  [ophavsmand] 24. apr. 2024 kl. 14:35 
Thank you, I'm glad to hear someone actually played it.
Massive Talent 24. apr. 2024 kl. 10:19 
trying trante out now, the general VIBE of the nation is very thick. It has an atmosphere about it that I'm enjoying..
Syzy 31. mar. 2024 kl. 19:23 
Very cool
It|That  [ophavsmand] 28. mar. 2024 kl. 22:50 
Much appreciated, I'm pretty happy with some of the writing in this one.
isiarca 28. mar. 2024 kl. 1:32 
I hope you're doing alright, and I enjoy your work here.