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Dominions 6 - Phaeacia Strategy at a Glance скачать в хорошем качестве

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Dominions 6 - Phaeacia Strategy at a Glance
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Dominions 6 - Phaeacia 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 00:30 Units 01:00 Commanders 02:17 Summons 03:25 Roster Gameplan 05:16 Spell Recommendations 08:24 Pretender Design (Bless) 08:56 Pretender Design (Titan) 09:23 Pretender Design (Scales) 09:55 EarlyGame 11:11 MidGame 12:00 LateGame 12:56 Outro Here are my written notes if that helps too Phaeacia Summary: Inspired nation from Homer's Odyssey of sailing demi-giants. All commanders can sail if start/end provinces have friendly dominion and are in range, even if there is unfriendly dominion inbetween. They have air magic on par with Caelum, great item forging, and versatile magic paths with access to communions Unit Summary Only 4 real units in the roster. -- inexpensive archer -- efficient light infantry with a spear, javelin, and high map move -- efficient heavy infantry -- Expensive sacred heavy infantry with magical equipment Commander Summary Half the commanders sail regardless of dominion effect, half do not. Remember which these are. Inexpensive researcher can lead troops and airshield themselves. Forger with many different paths, also good in communions. Versatile battle mage, troop leader, raider. Great chassis overall. Capital only mage comes in two flavors Strong air magic, good water magic, no communion needed More versatile magic options, but may need a communion. Weak priests Summons Summary Hesperides are fantasic, but harder to get. Dogs of gold and silver redundant due to unit roster. 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 - Telestic Animate Watchers Combined Roster Summary Extremely mobile and defensive unit roster, even more mobile and destructive mage corps. Combine sailing and high map move to strike at unexpected places on the strategic map. Bring a lot more forces than the enemy expects into battle, hold the line with few buffs while your mages destroy the enemy. Efficiently forge gear for important commanders. Spell Recommendations Mistform+ ThunderStrike Frozen Heart Cloud of Dreamless Slumber Wailing Winds Thunder Ward+ Storm(power) Group Stoneskin+ (Not ironskin) Cloud Trapeze Seeking Arrow Note* there are too many spells to fit here for this nation. They have efficient access to a lot. Pretender Design Although the first turns can be tough, generally doesn't need an expander and can go for a defender titan or something imprisoned. Their sacreds are very strong as is and don't need much, but would enjoy some resistances or extra stats. This means we can focus on either a minor bless, a titan, or some scales the nation would really enjoy. There are some lategame magical gaps that could be covered too. Mainly nature and astral. Gameplay (Early) Prioritize high income coastal provinces during expansion, we will want to fort these late for increased income. To sail with giants you need a storm captain, not a human sailor. Keep in mind sailing distances and try and have all of your forts reachable from the capital, or at least another fort. Some early lightning bolts coming from storm captains can help crack tough provinces (or players) (Midgame) Transition to the colossi heavy infantry from light infantry. Site search as best you can, gem economy is your lifeline later on. Weavers can forge items cheap, especially communion items. Thunderstrike is strong, especially turn 1 and 2 of combat. Mistform + air evocations are your bread and butter as you expand, but don't forget your other paths(especially via communion) (Late) Prioritize queens over princes since you'll be using a lot more communions Fatigue-plays like grip of winter or heat from hell can be countered by your water magic Glamour is very strong lategame and you should be casting wailing winds every major battle Beware magic duel killing your astral mages. There are some glamour spells that can help here, but its still a risk

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