Kiwi Dominions 6 Community - TW:WH3 but for actual autists

Final Graphs
From what I can tell, if you stayed a player you count as dead so you last month's graphs go to 0 while this doesn't happen for the AI.





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The elves were the biggest guy in the early game before he lost the war with Yomi. Makes sense since elves are good expanders and everyone else struggled. I'm surprised I was actually competitive with everyone during the beginning despite feeling inadequate.
On the other end: Agartha had the worst expansion by far.

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The nogs had an early lead and then it all went to Yomi (and Marverni, I think)
It took me a whole 50 turns to capture a fort, but I kept up by building my own. The final count was 11 city pallisades, 4 summoned citadels, (one of which replaced my cap fort) and two wizard towers. also managed to find one Kelp Fort underwater. Since we're a bunch of tribals who don't need no resources I built a line of 7 forts from my cap to the Air Throne.
Yomi's two citadels were lucky finds but they were both Firbolg Fortresses. I was scared he got the one that gives you a citadel and also lets you recruit some special mages out of it.


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We had good scales and boosted our growth with spells so our money kept going up despite the constant turmoil from blood hunting. Niefelheim ended up being #2 in the money game, surprised Pyrene isn't higher, he had Riches from Beneath for a long time.

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Honestly I'm not sure why everyone else had such mediocre gem gains compared to me and yomi, I mean I cast a LOT of site search spells and ended up having all magic paths but EA has the highest site freq and plenty of mages with high paths.

Not Pictured: All the gems I got from the "diplomacy" gem generator.


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Nobody but me blood hunted despite having the paths for it. A couple of blood sites got found by other players but that's about it.
Managing the blood hunts was not hard, eventually you get enough patrollers and then you just rotate scouts every turn, the hard part was figuring out how to maximize efficiency: I ended up blood hunting with 3 B1(2 with dowsing rod)'s in every province with 6-9k pop and it worked out to around 90-200 per month as my economy got going but I feel like the autism required to maximize efficiency is beyond me.
Blood Vortex helped a lot, especially since the actual impact on my pop was minimal. So really it's Illfraud's fault you got Horrors in the mail.


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This is what won the game, Drain 2 research leader. More like neutral magic when most of your Researchers are parked outside your dominion. And then you put all your early gem income into research boosters.
Mekone and Pyrene were competing for #2 and #3, Yomi was pretty weak research wise despite Magic Scales and enough forts with 2-3 cp.


My Research:
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Construction 9 was finished this month and my real research was closer to 3000 since my combat mages were taking a break on the recently conquered fort thrones.

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Yeah I'm guessing Yomi dominionmaxxxed his pretender, which explains why he had so many onis. too bad he didn't learn about dominion based globals before I won.

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You can look at the tangle of lines in the right side of the graph and point out where the coalition against Yomi started collapsing as well as my involvement in the war of Marv-Niffle-ian aggression.
Yomi was able to eat massive losses of onis and keep growing while my losses stayed relatively light.
Pyrene was a rising power, until he was not.


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Behold, your pankowoman.
I threw this together based on some youtuber's build from Dom 5 since the game was about to start. The scales worked out pretty well, I got money, luck let me break into Death via a national hero and while Drain probably kept the horror attacks to a minimum.
The paths and bless pretty much sucked, she'd occasionally help out summon Disease Demons and those two globals, but most of the time she was just doing research while the bless, while tolerable against lv 4 Indies really showed its weakness against lv 5 indies. An asleep/imprisoned rainbow could have given the jags some actual killing power while still retaining decent scales.
Blood Vengeance turned out to be more of a hindrance than a bonus since it would occasionally kill my own mages and while potentially useful against enemy evocations I never actually got around to fighting Mekone who used a lot of fire and Marverni didn't seem to use them at all.
 

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So I've been playing Feminie, which is a new LA faction that are reminents from Ind. So far, I really really like them. I am not a huge fan of LA, with Pangea being the only nation I've tried that I like from this era. But now Feminie is easily #2.
They have very strong astral/glamour mages, as well as good access to fire magic, and some access to water and nature magic. Their troops are honestly kinda average and not as well protected as some other LA nations like Ulm. In fact, they still have recruitable archers when the norm for LA is crossbowmen. However because of your good access to fire, this can be easily enchanted, and their firerate is better then the average crossbow. But still their troops are decent enough, especially when enchanted with glamour magic. The three best troops for this nation are the Lady at Arms, who are great at holding the lines and good bodyguards, Lady Knights, who are very solid cav who can be buffed with glam magic and some astral to be really scary, and Veiled Ones, who are the sacreds that despite having meh stats and no shield, they come with glamour magic and spears. Good paired with your frontline and are somewhat hard to hit unless the enemy has magic weapons, blind, or have spirit/true sight. I would also like to mention one of the sacred commandee called Unseen One, who are similar to Veiled Ones but with level 1 glam magic. Solid and cheap thugs if built right as far as I can tell. Can also research.

Speaking of, they're a very good research nation since their main researchers are dorr cheap and recruitable anywhere with a lab. You're just limited to your dominion score in that province to how many of em can research at a time, so a high dominion early is encouraged.

Two battles in a online game against friends. The Lost Tribe summons are really good, and came in clutch during a siege battle. Lady Knights buffed can be real mean as you can see. I would say they're one of the easier LA nations to learn.
 

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My last post talkin bout myself, the Mictlan After Action Report:


So basically I realized my bless sucks but there's dozens of unclaimed provinces even during midgame so I focused on fighting indies over other players.
Sent a bunch of money and seeking arrow support to Caelum though it wasn't enough and the birds fell. Mekone (who I also sen a lot of money to) beat Rus so I finally moved in to take some provs and forts.
Then I scanned everyone and realized I was research leader so I continued farming and staying neutral on the Yomi issue until Agartha attacked me. He was probably the weakest player but I had to organize Underground Lake D-Day to get to him and then delay the attack when the Caelum player took him over.
The Marverni-Niefelheim coalition eventually attacked but I was so far ahead I easily defeated them and moved on to taking Yomi's thrones. Despite a lot of hints about how I wanted his thrones he focused more on other wars so I just swept in and took em and that was game.


Greatest Assets:
Silver Order site breaking me into Air and letting me cast Army Mistform.
Conjuration site right next to my cap saving me a ton of gems on all sorts of things.
The D3 National Hero coming early and letting me play with Death.
Throne of Power adding reinvig to the bless and letting me send gems and horrors anywhere I want.
Pyrene selling me Hammers and Earth Boots for cheap so I didn't have to empower the E1 indie.

Weakest Assets:
Blood Vengeance regularly killing more of my own mages than my enemies'
No blood sites anywhere. Comparatively low amount of Nature sites.
Barely any magic sites on the Thrones I cast Akashic Knowledge on.

Greatest Mysteries:
Marverni casting Stellar Focus outside a fort, I thought there was an Enchantment site there but there wasn't.
Marverni never casting mind hunt (on my raider who had a stealthed astral guy following him).

Weakest Mysteries:
The Fall of Tir na Nog: He was super stretched out and thus vulnerable to a focused attack.


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Yeah unfortunately, I dont have a bunch of answers to ko-oni outside of sorginas. So my best option was elephants
Looking at the replay you unga'd the Elephants right into his line without any buffs or support and they ended up doing more damage to your own forces than to the onis. Then everything else routed because your frontline was cow chaff.
A mass of priests (for some reason they were missing) to banish ghostform onis and his undead support as well as those Cow assassins (for some reason they were wasted) to take out his oni haulers could have given you better odds.
 
Weakest Mysteries:
The Fall of Tir na Nog: He was super stretched out and thus vulnerable to a focused attack.
Two things here:
1) Yomi vs TNN is a hilariously bad matchup. Yomi, with their onis, nullifies the elves' main advantage in easy glamour spells via spirit sight and the lack of national archers means you can't punish the onis for their lack of shield. (I realised this too late). If anyone was watching, TNN absolutely crushes normal human indies and probably half the non-magical nations early game. Yomi, however, easily rolls over the elves in turn.
2) My inexperience with TNN shows, as I forgot to build a fort in a forest province to leverage my G spells and my assassin mages did not perform to expectation. Other mistakes like not wrapping a NAP with at least one neighbour and getting more people to pile on Yomi simply accelerated my loss.

False damage is great, though, I found. If only I could consistently deal it.

In other news, new patch. Shillwinter been hard at work at giving even vintage nations some more flavour. The new Pythium Grand Communion sounds interesting.
This update introduces the Grand Communion. It is a new type of ritual communion that can be used to bolster the strength of global enchantments as well as the dispelling of global enchantments. Grand communions can only be used by priest mages of a few select nations, e.g. Pythium and Ur. There are also a lot of bug fixes and some other new features in this update. E.g. it is now possible to view unit details such as magic gems and afflictions by pressing tab in the battle unit overview (F1).

General

  • Grand Communion (new type of communion for global rituals and dispels)
  • 3 new magic items: The Quintessence Chest and 2 new dragon scale mails
  • Press Tab to show details in battle unit overview
  • Press K in F1 screen to show only blood sacrificers
  • Graphs for other players are no longer set to zero when someone wins a throne victory
  • Fix for too many global dispel messages
  • Fix fluctuating HP on shape changers with blood magic
  • Aurora Borealis can now also be cast during darkness
  • Spell AI more careful not be berserk casters
  • Print morale loss from dark skies in stats
  • Flying commander on stay behind troops could fail to attack in assassinations
  • Chopped off monster weapon affliction was removed after battle, fixed
  • More monsters can get chopped off natural weapon affliction
  • Projection can no longer use blood slaves
  • Illusions can no longer cast phoenix pyre
  • Illusions cannot alter their max HP
  • False damage can now cause HP rout
  • Hosting performance improvement
  • Size 8+ units will now become a large type mummy
  • If arena award is not an artifact, don't remove it from the world first
  • Disabled items didn't show up on F8 screen
  • Hidden in snow, etc. can now get more units
  • Communions used too many gems to reduce fatigue sometimes
  • Combat spells could not target col/row 0, fixed
  • No longer possible to de-mercify mercs by casting e.g. twiceborn on them
  • MR bonus from XP was not show in the detailed stats
  • Furniture (in assassinations) is now poison resistant


Modding / Map Making

  • Map editor now asks for confirmation before exiting if there is any unsaved work
  • New event commands: #req_kelp, #req_gorge, #req_deep
  • New event commands: #req_forestcave, #req_drip, #req_crystal
  • New event commands: #inc10var, #dec10var
  • Event variable can now use value -2 to -4 as well
  • #maxage now overrides any possible boost from having regen
 
I am no longer talking like a Fog Warrior and my shit is no longer all retarded.
Turn incoming


I do NOT remember the French Inquisition and Scandinavian Incel Giants being that close to my anime collections.
 
Any cool strats you guys have found out recently? I found this spell is pretty great for Thugs and Monster Pretenders.
It basically makes a doppleganger that you are free to rush with. The spell caster returns in a little while after the copy's death. It requires a 3 in G magic though and 4 in Enchantment.
 

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G/S gets you a spell to make immobile commanders with high magic paths to deal high damage to armies with high evo

Any cool strats you guys have found out recently?
G/S (forgot the name) gets you a spell to make immobile commanders with high magic paths to deal high damage to armies with high evo
 
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I've been missing a lot of turns due to being busy in the CWC 2 game and I'm considering turning Jotunheim over to AI control. Thoughts?
 
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:lossmanjack: im fucked
I keep going until it's clear I'm fucked myself then.
Edit: I just hit e while just beginning to work on my turn and now it's submitted :lossmanjack:
Between doing that a few turns and missing like 3 turns I think the AI would do a better job than me at this point.
 
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