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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! 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 the pretender screen mod Here are also some discord guides from ExasperatedCultist, a fantastic dom6 theory crafter. Thugging 101: / discord Okay, Pretenders!: / discord Fort Placement: / discord 00:00 Summary 00:35 Units 01:21 Commanders 03:41 Summons 05:56 Spell Recommendations 07:55 Pretender Design 11:24 Gameplay Strategy Here are my written notes if that helps too Summary: Apes of uncanny brightness ruled by mesmerizing naga. Versatile hordes of small monkeys, strong apes, elephants, and sacred naga warriors. Capital mages are strong, astral mages out of capital. All buffing the many sacred summons. Can find a use for almost any gem, if they find them in the late age. Unit Summary: Very cheap ranged and light infantry. Cheap longbow Very high damage ape warriors Access to Elephants Cave recruit (bad) sacreds Strong capital sacred Commander Summary Cheap forest recruit scouts and troop leaders Good armored commander Awful priests Very cheap astral research monkey Anyfort astral mage is good, but low map move. Capital reliant for most paths and mages. Naga Forms -- +4 map move -- -1 W magic -- -4 Natural Protection -- Lose cold blooded and swamp survival Nagaraja -- Leadership boost Nagini -- Stealth and Seduction Nagarishi -- Feet for Earth Boots Summons Summary Kailasa mages are a waste of time, Sacred units in many gem types. Fantastic late game mages Can break into blood for a whole other list of national summons. Non-National Summon - Goal is find a use for the many water gems: Better priests, kokythiads for diversity. But mostly gelatinous cubes in a pinch and water elemental bottles. Combined Roster Summary Bandar longbows are fantastic if allowed to shoot, and no slouches in melee. But need protection. Two handed cudgel bandar solve a lot of problems, especially if buffed. Probably best not to mix the two, so choose one and go for it. Elephants make expansion easier, but not by much. As the game goes late you can forget most of your bandar/vanara units and rely entirely on summons and naga from caves. -- please find caves, but really these light naga should be any fort at this point. They are not great, but at least they are sacred and you have a bless. Fantastic buffs from all the mages which can enable all the sacreds to do great. Spell Recommendations (10) Body Ethereal Quickness+ Strength of Giants+ Wave Warriors Barkskin+ Quagmire Mossbody Crawl Winter's chill Gifts from Heaven Pretender Design I rate turmoil/prod/magic highly here High astral if combat chassis due to reincarnation Bless Weapon Bless Defender Titan bless Gameplay (Early) Practice early expansion a lot, often the best turn 1&2 recruitment is massed elephants (even at the cost of commanders) Reinforce the 1st army with more elephants, then transition to bandar / nagas. Naga warriors are very strong early, even with no bless Prioritize taking over any cave systems with naga armies Decide on massed melee or massed ranged armies. Longbow & 2h club bandar are great, but not together Consider a cap circle fort, but be mindful of resources for naga warriors. (Midgame) yogi have good map move, but low morale. Guru have awful mapmove but high morale. All yogi should be communion slaves before their script is over. Body etherealx3 into communion slave is a much better script than straight comm slave for yogi, unless rushing out a spell. No need for Nagarishi early as there is not enough research to leverage their paths, make as many nagini and nagaraja's as possible early. Mostly nagini as their human form can seduce. Sitesearch with 1-2 protected nagarishi Make more forts than normal for massed yogi and quick army replacement Force blood. Trade, commanders, whatever you need. Do it. (Late) Wish that you had spammed nagarishi since turn 1. Summon EVERYTHING Forget your entire roster outside naga High research should afford some key devastating spells like master enslave, pray you have the economy to afford it. Don't forget to have some gateway mages Hopefully there is some blood economy going for even more sacreds and good mages