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Dominions 5 sauromatia
Dominions 5 sauromatia





dominions 5 sauromatia dominions 5 sauromatia

Then to the east, Marverni lurked, so I found myself stymied.Įlsewhere, however, the expansion was curiously sluggish. Lizard shamans are very good, in particular when paired with our specific bless and my reliance of commuions, as you'll soon see. The first thing I noticed once the game starts was lizard shamans on a throne province! I rushed over and established a border with Caelum. In groups of about 7, lead by a commander with priestly authority to bless them, they are easily able to defeat most independent armies and bring more provinces under my control.

dominions 5 sauromatia

Having a major bless makes my sacred troops a very tempting option, so I primarily recruit this unit for the early game: Which will quickly spread terror and suffering among the unbelievers! Pangea had a Master Lich with Astral/Death, and R'lyeh a Sea Dragon with, I believe, Air/Water/Earth. To complement the bless I pick a Gorgon disciple: It is, however, a big tree, so can't move around. Nature 9 magic paths gives us an all-round useful bless on our disciples and all sacred units/commanders under our command, as well as a powerful nature mage. 5 per point and makes spells cost less fatigue. Note: magic scales also reduce magic resist by. Ours had 7 candles (dominion strength) instead of 6, but since then the game has had a balance patch, so our exact setup isn't available any longer. Our pregame discussion about nations/pretenders/disciples settles on Ulm as pretender, and Sauromatia, Pangea and R'lyeh as disciples.







Dominions 5 sauromatia