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

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Anyone have a summary about what they changed with the UI?

That was the biggest problem by far with Dom5. Fuck shuffling gems around forever.
 
I've only ever fucked around in singleplayer, but I've always wanted to get into multiplayer so I'd be down to join a game
 
Anyone have a summary about what they changed with the UI?

That was the biggest problem by far with Dom5. Fuck shuffling gems around forever.
Here's a picture of the new UI on the main screen.

Dominions6 2024-01-18 14-13-13-069.jpg

If you ask me it's actually a little more hostile to new players than it was before. Most of your available actions are on the top right but you won't really know what they do until you mouse over them which in a UI/UX design sense means you have to ping your eyes back and forth from the bottom middle section of the screen back up to the top right corner to actually see what button it is your looking at and what it does. But that's assuming you even find your available actions up there.

As for gem management. I don't know if there is a "auto refill gems up to X number for this unit" button but near as I can tell, no.

On the bright side if you mouse over the number of gems you have at the second-to-top bar there, you can shift+click to pool the gems.

Pretender selection screen has that tab option to see paths and scale bonuses, and a couple of other things that escape my memory for now.


But a lot of the stuff you can mouse over you can also click now for more information, which is really nice because when I started I had trouble knowing what the full implication of some of these things were.

EDIT: More stuff.

Movement arrows change size depending on the size of the force moving.

There's an auto search for magic sites button.
 
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If you ask me it's actually a little more hostile to new players than it was before. Most of your available actions are on the top right but you won't really know what they do until you mouse over them which in a UI/UX design sense means you have to ping your eyes back and forth from the bottom middle section of the screen back up to the top right corner to actually see what button it is your looking at and what it does. But that's assuming you even find your available actions up there.
use ?
so shift+/ on almost any screen
you'll learn the hotkeys quickly if you force yourself to use them

its like if i want to order a priest to cast blessing 3 times
z, b, click (x5)
but clicking this is very painful

more experienced players than me like mu were saying pop circle expansion is harder.
personally I didn't think so, I think it seems easier tbh, but consensus seems to be against me here.
 
As for gem management. I don't know if there is a "auto refill gems up to X number for this unit" button but near as I can tell, no.
oh and you can now use the gem drop down up to to move gems without having to go to the commander
but yeah you can't have them set to auto fill

don't they have to be at laboratory to be given gems anyways?
 
oh and you can now use the gem drop down up to to move gems without having to go to the commander
but yeah you can't have them set to auto fill

don't they have to be at laboratory to be given gems anyways?

Yeah they still do need to be traded at the laboratory though checking if a unit is at a laboratory on turn start then do whatever should be simple enough to implement. Or maybe not, maybe the checks would eat too many CPU cycles as it went commander by commander or something.
 
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Yeah they still do need to be traded at the laboratory though checking if a unit is at a laboratory on turn start then do whatever should be simple enough to implement. Or maybe not, maybe the checks would eat too many CPU cycles as it went commander by commander or something.
I wonder what place gem transfer comes in turn order

there might be some reason to do with like terraforming or turn order that prevents it
because it does seem like a pretty basic QoL improvement
 
I am EXTREMELY happy to see Asphodel finally gets some love. This change alone will make them playable at the very least. Their Dryads also have access to glamour.
Seems like a good change for a nation that needed shaking up. I've played Asphodel several times just because they're neat, resulting in me getting my shit stomped in because, well, it's Asphodel. Dom-kill > growth, dom-kill = growth, and dom-kill < growth all seem like viable options that provide rather different playstyles. Having growth be +2 to the limit instead of the baseline does hurt though - it's understandable as to not give death-scale Asphodel a boatload of free points, even though it would still greatly underperform other dom-kill MAs.

A break-even Asphodel where domain is kept at a level where the growth scales make up for the dom-kill losses seems like it could be fun though. Raven of the Underworld would be a good fit.

And since you asked about favourite nations, I'll indulge you and name Marverni, EA Ulm, Ind, Marignon, and EA Pangea as my top 5 (in no particular order). Yes, I am a bless-pilled Earthcel.

Me and my friend group haven't bought Dom6 yet, and I predict a similar story to Dom5 - we'll chug along on the old version for some years until enough of us go "whoa I have to try out this new nation/mechanic!" and we all take the plunge.
 
more experienced players than me like mu were saying pop circle expansion is harder.
My group and I think so, but honestly I think part of it is due having to stick with random gen maps which vary wildly on what you get.
Dom-kill > growth, dom-kill = growth, and dom-kill < growth all seem like viable options that provide rather different playstyles. Having growth be +2 to the limit instead of the baseline does hurt though - it's understandable as to not give death-scale Asphodel a boatload of free points, even though it would still greatly underperform other dom-kill MAs.
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This is my pretender I've been testing with. Not great, but not horrible either. Makes early expansion fairly easy. Thought of knocking the dominion to 4. Will try Raven like you said, but will it be awaken or imprisoned?
 
My group and I think so, but honestly I think part of it is due having to stick with random gen maps which vary wildly on what you get.

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This is my pretender I've been testing with. Not great, but not horrible either. Makes early expansion fairly easy. Thought of knocking the dominion to 4. Will try Raven like you said, but will it be awaken or imprisoned?
It doesn't matter against AI, but low candles is asking to be domkilled (especially by any bloodsac nations). Fortunately I don't think MA has any, but that doesn't mean they can't just stack a bunch of H3 priests on you and force a million temple checks each turn on your cap.
 
On top of needing to deal with min-maxing followers, you also need to create a Pretender. That seems tedious. What's the best way to get over this?
 
On top of needing to deal with min-maxing followers, you also need to create a Pretender. That seems tedious. What's the best way to get over this?
Awake expander. They are the Dominion level 2 chassis. Maybe boost 1 or 2 of the magic paths the chassis already has, if you want bless points for sacred units, because most these Dominion 2 chassis that are good for this are like the Boar or the Wolf, so you wont use them for research, and they're very expensive to add new paths. But they are good at just killing stuff right away.

It's a very powerful way to play once you figure the game out a little. I just blind turn 1 Awake expanded into a throne in my pop circle and won. (Do not try this lol, I was testing out different stuff and just goofing around and won.)
I would recommend maybe grabbing one that gives you some benefit to your scales like growth or something, just hit tab when looking at the selection screen to see their magic paths and any other scales they might come with.

But ultimately just pick whatever looks cool dude, read the descriptions, and try what you think makes sense. If you're having a hard time trying to figure out how to do something most screens you can hit ? (shift+/) to bring up a hotkey menu.
 
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Anyone have a summary about what they changed with the UI?

That was the biggest problem by far with Dom5. Fuck shuffling gems around forever.
So on his picture of the UI right?


So on the top left where the gems are you can just click directly on them to pull them off mages now if you want.
It'll show gems in your treasury and "Pool From Commanders", and you can pull them from that pool directly.
 
But ultimate just pick whatever looks cool
It did not take me very long to discover that the Ferryman (who I will always rename to Karen) is going to be one of my new go-to awake pretenders. It is barely capable of handling maybe half of indie sets in EA, but that is more than enough if managed appropriately.

So my first successful test match got a decent start going on EA Pyrène, despite mapgen trying to screw me over. It seems to have a lot of interesting and weird potential for scaling, with both a resource-producer capmage and chaff-producer commanders recruitable in caves or mountainous regions. I am uncertain what to do with the increasingly large herds of cave cows and their acid spit. It became a bit of a slog trying to command it all by turn 25 and reminded me why playing 1 turn a day is generally enough. The nation has a leadership problem: The cap is in the caves and the nation has shepherds (with bad leadership) as recruitable in all caves. All the desirable cap recruitment uses are mages with pitiful leadership. So the standard solution of recruiting indie commanders from places with no recruitment competition means a sizable hike 3 or 4 turns back to the capital to pick up troops. It works but takes time to get going and has all that annoying micro. That said, the cap mages that provide 25 resources can be moved, the nation even gets cheap flight misc items at const 5 (items being on odd levels instead of even feels so weird), so perhaps it would be better to just move production instead of dealing with all the logistics.
 
It did not take me very long to discover that the Ferryman (who I will always rename to Karen) is going to be one of my new go-to awake pretenders. It is barely capable of handling maybe half of indie sets in EA, but that is more than enough if managed appropriately.
I mean i think an awake expander struggling with initial expansion... well it sounds bad right
but what's your reasoning behind that chassis in particular?
does it have more equipment slots and can be a supercombatant late game?

also I'll check out pyrene to try to see what you mean but ive been avoiding caves

but basically i base where i build what off of a few things
if that province allows me to produce priests or mages i'll build a temple or lab, i focus more on temples though because it frees up the recruitment of mages and every 5 temples is +1 to dominion cap. so let's say you only took 6 dominion, 10 temples gets it up to 8
and you need them late game to spread dominion anyway

i build forts anywhere that has good income around it and shoot for 3 provinces away from capitol
 
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is anyone else interested in running a game? there are some people that I know that are itching for a game. I just want to gauge everyone's opinions on if they want to join or nah
 
I mean i think an awake expander struggling with initial expansion... well it sounds bad right
but what's your reasoning behind that chassis in particular?
does have more equipment slogs and can he thug with construction later?
So in general I'm chill with handling limited capability awake expanders. To a certain extent any chassis is going to have a few indie groups it shouldn't try out. Not just the thrones, but sometimes tribal druids might have some nasty things. Berserkers are no-go for fear-based pretenders, stuff like that. For Karen, the defense is primarily invulnerability, which means magic weapons are a problem, and the offense is fear, which means berserkers are a problem.

The weird trick that Karen gets to be separate from the pack is sailing. It is finnicky as to when thing align in early games, but linking up with another expanding group(probably to kill some tougher indies), handing the troops over the the ferryman, and then using sailing to grab provinces in a more desirable order can be big when establishing what the status-quo borders are going to be with neighbors. So the goal is to use the awake Ferryman to improve the number of no-contest independent provinces you get to eat on your own schedule in year 2&3.
 
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