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Dominions 6 - MA Pyrene Strategy at a Glance скачать в хорошем качестве

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Dominions 6 - MA Pyrene Strategy at a Glance
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Dominions 6 - MA Pyrene Strategy at a Glance

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 pretender screen mod 00:00 Summary 00:27 Units 01:13 Commanders 02:17 Summons 02:50 Spell Recommendations 04:57 Pretender Design (Bless) 05:36 Pretender Design (Titan) 05:59 EarlyGame 06:40 MidGame 07:22 LateGame 08:26 Outro Here are my written notes if that helps too MA Pyrene Summary: Cavemen with medieval technology who are naturally resistant to the elements, field powerful goat knights, and have a massive focus on blood magic. Strong throughout all stages of the game, but truly shine in the lategame. Unit Summary Elite quality units, very expensive Resistant to fire and cold at the cost of some magic resistance Passable crossbows Strong cavalry sacreds who have to carry the weight of the early game on their shoulders. Good two handed swordsman Commander Summary Okay Commanders Good priest which can lead troops Great workhorse mage Capital AND FOREST recruit E/N/B mage. -- Great bloodhunter, ultimate cast lategame magic guy, good summons No inexpensive researcher, best mages are not sacred. Summons Summary Not national, but very important. Fiend *in a pinch Demon Knights Storm Demons Spell Recommendations Summon Imps Blood Burst+ Blood Lust Demon Summoning (BA/BE) Mistform Storm(power) Thunderstrike Sabbath M/S Barkskin+ Howl Pretender Design Nation needs help in the early game to fight off enemy players, and the lategame for magic diversity. I recommend a strong earlygame cavalry bless, as well as S-E magic to be able to create golems to handle antimagic duty. A lot of freedom in designing this pretender, can go any direction. Gameplay (Early) Recruit the hopefully strongly blessed sacreds and expand quickly. Feel free to use Emerald Counts to lead expansion parties safely since the capital mage is forest recruit too. Aim for forests during expansion. Especially look out for lizard shamans or jade amazons. -- If you have to choose, lizard shamans always. Be prepared for a potential attack from multiple players. (Midgame) If no one attacks you...pivot hard into blood hunting and blood summoning. Akerbeltz are very good hunters, Sorgina are more numerous. Someone can do the math which hunts better. Craft sanguine dowsing rods Summon demon knights / storm demons. Add Pyrenian Swordsmen as needed to supplement your armies Be on the defensive here and focus on expanding your blood economy. Be as close to 0 slaves as possible every turn, have mages summoning as many storm demons and demon knights as you can. Air magic shines in the midgame with thunderstrike, fog warrios, and arrow fend: leverage your sorgina's either with storm/stormpower or in sabbaths. (Late) Air, nature, earth, and blood are traditionally some of the strongest paths in the game and you have them all. Leverage late game spells like strength of gaia, fog warriors, and army of lead to win major fights. Start playing aggressively to gain more lands to bloodhunt and keep summoning demons. Beware your crippling lack of astral magic, hopefully you found some astral independent mages or can create golems with an earth/astral mage. -- Remember your non-demonic units have lower MR than normal. Your mouflon cavalry especially. Drown the world in blood magic. Craft boosters for your B4 randoms to cast infernal disease.

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