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Author Topic: Dominions 4: Thrones of Ascension  (Read 193870 times)

Wiles

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Dominions 4: Thrones of Ascension
« on: June 18, 2013, 09:56:30 am »

From the Steam page:

Quote
You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator.

In Dominions you take control of a powerful being that rules a nation and aspires to godhood. The type of Pretender Gods can vary from magically powerful arch mages to huge titans or large monuments. The pretender gods have different strengths dependent on what kind of god you choose and what nation you play.

When you start the game you decide what kind of god you are and how your Dominion affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion.

In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension.

In Dominions 4 you can also play team games where one of the players take the role of supreme god, and the other members of the team are his servants and loyal subjects. The lesser gods rule their nations, but you all share the dominion of the supreme god.

Dominions is set in a fantasy world that draws inspiration from historical nations, cultures and myths. You will not encounter the elves of conventional fantasy in this game. Instead you might lead a nation of vanir from old norse myth. Aztecs, romans, israelites, greeks, shona and kievian rus are just a few of the inspirational sources of the game.

The first Dominions game was released in 2002 and was well received by strategy gamers. Since then Dominions has been much refined and Dominions series is still actively played making it one of the longest running 4x turn based strategy games.

Dominions 4 is also a highly moddable game. You can create your own monsters, spells and entire nations. Since Dominions 3 there has been a vivid modding community and Dominions 4 will enhance this capability even further.

« Last Edit: January 08, 2014, 04:17:11 pm by Wiles »
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nenjin

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Re: Dominions 4: Thrones of Ascension
« Reply #1 on: June 18, 2013, 10:21:29 am »

!!!!

In classic Illwinter style, their announcement looks like it was made in 1992.

Thrilled to hear a new one is coming though.
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Alkhemia

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Re: Dominions 4: Thrones of Ascension
« Reply #2 on: June 18, 2013, 10:21:51 am »

Nice
(PTW)
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ScriptWolf

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Re: Dominions 4: Thrones of Ascension
« Reply #3 on: June 18, 2013, 10:22:08 am »

Oh god want so bad here is hoping it has even more stuff than the third one !
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freeformschooler

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Re: Dominions 4: Thrones of Ascension
« Reply #4 on: June 18, 2013, 10:23:10 am »

The only thing I can hope for is better AI :P Exciting. Dom 3 was loads of fun.
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Il Palazzo

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Re: Dominions 4: Thrones of Ascension
« Reply #5 on: June 18, 2013, 10:57:38 am »

Ooooh. I like the modern graphics.
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nenjin

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Re: Dominions 4: Thrones of Ascension
« Reply #6 on: June 18, 2013, 11:04:30 am »

If there's one thing I want out of the game, it's for the end-game to be less micro-intensive. I feel like the game needs some sort of cap on army leaders, so you value the ones you have more instead of just cranking out 1000s of expendable leaders to command huge armies of needless troops. It's like the game requires that to wage a successful war, but toward the end game it all becomes overkill.
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Cthulhu

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Re: Dominions 4: Thrones of Ascension
« Reply #7 on: June 18, 2013, 11:09:07 am »

There could be a lot done in the smoothening realm.  I could usually do pretty well in AI games (not quite as well in multiplayer) up until the mid-game or so and things just got so complicated I'd get a headache and I practically needed to make an itinerary just to play my turn.
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Alkhemia

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Re: Dominions 4: Thrones of Ascension
« Reply #8 on: June 18, 2013, 11:13:54 am »

Maybe this one will get on steam along with 3.
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"Please touch me. Without lying, wherever you want to touch. That is my wish." - Kiyohime (Grand Order)

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nenjin

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Re: Dominions 4: Thrones of Ascension
« Reply #9 on: June 18, 2013, 11:38:55 am »

There could be a lot done in the smoothening realm.  I could usually do pretty well in AI games (not quite as well in multiplayer) up until the mid-game or so and things just got so complicated I'd get a headache and I practically needed to make an itinerary just to play my turn.

Yeah, pretty much this. And at about the half way point, a lot of the compelling factors of the game stop mattering. When you've searched half the map for sites with a rainbow mage, none of the new ones really benefit you anymore. While I appreciate how open-ended Dom 3 is with the rules and limitations, sometimes I think the game would be more fun to play with a few more limitations in place. Less is more, and all that.
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Frumple

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Re: Dominions 4: Thrones of Ascension
« Reply #10 on: June 18, 2013, 11:58:04 am »

Honestly, just a few automation methods stuck into the UI would have done a... lot. Loopable building queues (which part of would be pre-setting commanders, what they're leading, and orders. This would also incorporate summons on all levels.), multi-province move orders (waypoint/rally commands), auto-site search, auto-scout (possible auto-assassinate!), nation wide order changing (say I want to change 1/3rd my <casters> to one set of spells, 1/2 to a different one, and the rest to something else, in one go or have all my <commanders> with >X units or leading Y unit type start moving towards province <whatever>... stuff like that)... just general tedium/micro removal. Don't even have to simplify the systems involved, just the means of using them.

My biggest complaint with Dom 3 has always been that it doesn't really give you the toolset to elegantly manage the game later on -- it's not that a toolset couldn't be made to do so, it's just that there wasn't one. Dom 3's biggest problem is UI.

Sideline a few things to encourage mid-late game usage (continued searching, etc. Make sites synergistic on a nation level somehow, so every extra one adds something potentially useful/possibly gamechanging instead of just more gems, stuff like that.) and it'd clean up the game a lot without having to sacrifice complexity or introduce more limitations.
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Majestic7

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Re: Dominions 4: Thrones of Ascension
« Reply #11 on: June 18, 2013, 12:14:21 pm »

Awesome! I really hope it will have a working diplomacy system - so you can give right of military passage to allies etc. Lacking that, along with SC-heavy late game, are my pet peeves regarding Dom3.
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Karlito

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Re: Dominions 4: Thrones of Ascension
« Reply #12 on: June 18, 2013, 01:29:43 pm »

Looking forward to hearing more about this.
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Bitoru

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Re: Dominions 4: Thrones of Ascension
« Reply #13 on: June 18, 2013, 01:54:31 pm »

OH MY GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOD
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Antioch

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Re: Dominions 4: Thrones of Ascension
« Reply #14 on: June 18, 2013, 02:21:46 pm »

Honestly, just a few automation methods stuck into the UI would have done a... lot. Loopable building queues (which part of would be pre-setting commanders, what they're leading, and orders. This would also incorporate summons on all levels.), multi-province move orders (waypoint/rally commands), auto-site search, auto-scout (possible auto-assassinate!), nation wide order changing (say I want to change 1/3rd my <casters> to one set of spells, 1/2 to a different one, and the rest to something else, in one go or have all my <commanders> with >X units or leading Y unit type start moving towards province <whatever>... stuff like that)... just general tedium/micro removal. Don't even have to simplify the systems involved, just the means of using them.

My biggest complaint with Dom 3 has always been that it doesn't really give you the toolset to elegantly manage the game later on -- it's not that a toolset couldn't be made to do so, it's just that there wasn't one. Dom 3's biggest problem is UI.

Sideline a few things to encourage mid-late game usage (continued searching, etc. Make sites synergistic on a nation level somehow, so every extra one adds something potentially useful/possibly gamechanging instead of just more gems, stuff like that.) and it'd clean up the game a lot without having to sacrifice complexity or introduce more limitations.

so true, late game turns are usually 90% setting build orders the same as last turn and moving units one province closer to the province they were already heading for for the last 4 turns. Having the ability to MOVE troops without commander in friendly provinces would also really help, requiring a commander to even move adds nothing but tedious and no-brainer micro.
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