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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 pretender screen mod 00:00 Summary 00:24 Units 02:08 Commanders 04:00 Spell Recommendations 05:30 Pretender Design (Titan) 06:07 Pretender Design (scales) 07:18 EarlyGame 07:38 MidGame 08:05 LateGame 08:58 Outro Here are my written notes if that helps too Andramania Summary: A potentially hyper-aggressive nation with an amazing unit roster and decent mages with consistent path access Singularly focused on recruiting and buffing powerful units. Unit Summary Everything is awesome, even their militia are good in a pinch Personal preference for the sacreds and the senatorial guard Their crossbowmen have great melee stats Buffed howlers are stupid Commander Summary Fantastic commanders, no shields Lower unrest, raise PD every turn Foreign recruit commander (highlands/mountains) Consistent magic paths Spell Recommendations Barkskin+ Body Ethereal Solar Eclipse+ Cat Eyed Warriors+ Temper Armors+ Strength of Giants+ Beast Fury+ Rage of the Cornered Rat+ Howl Riches from Beneath Pretender Design MAX ORDER PROD Anything you want(imo aim for some diversity and late game power, or impactful early global like riches from beneath) I prefer titans here, -- Neter of Crafts -- Full Mundane Gas -- Neter of Moon / Neter of Names for more magic focused gameplay Elephant Idol for memes and battle support Great Siddha for Air / Astral battle support Gameplay (Early) Full gas toward the weakest neighbor Don't even worry about magic, if you must: alteration for body ethereal / group barkskin, thaumaturgy for berserk/atk skill Focus on highlands/mountains during expansion for howlers. Buffing them is difficult, use your disciplined infantry to block them in with your mages (Midgame) Calm down for a bit so you can build some infrastructure. Hopefully you killed someone without pissing of your neighbors. Note that howlers only have 8 magic resistance, so slow down on recruiting them as MR checks become more common in battle Start having multiple armies instead of one deathball Once you've got some basic infrastructure, oh boy here you go killing again... (Late) Make many boosters, auto-communion gear, and have even smaller more efficient armies available Tech up to Strength of Gaia to protect mundane troops against elemental damage Increase elemental diversity and begin summoning major casters for important spells, try not to always communion everything -- Armies become very top heavy and expensive, dont want to lose one to something unexpected The units and mages scale well all game, but some nations begin to really shine in the lategame so try and close out the game sooner rather than later.