User:Matryx/Guides/Dominions 3 Newbie Game
From Dom3Wiki
| This is not a guide on how to play R'lyeh. This is a novice's introduction to the game as a whole aimed at other people who are unfamiliar with the game itself. As such, tactics will be questionable and may miss things that the author was unaware about. Also - be aware that there may be inaccuracies in this document which were clarified and corrected by other people in the original thread as the game went on. |
First Update: Apr 01, 2008
Last Update: Jun 13, 2008
Dominions 3 is the latest of a series of games by Illwinter Game Design.
The game is about a collection of deities (and mortals who see themselves as gods), awakening from their slumber, all vying for the power of true godhood by eliminating all other Pretender Gods. These Pretender Gods who are served by both loyal minions and subjugated populations will rend the world asunder in their battle for ascension.
The Game
Dominions 3 falls under the turn-based strategy genre, and could arguably be described as a 4x game (eXplore, eXpand, eXploit, eXterminate). It sits quite snugly under a high-fantasy setting, with dragons and mages spitting fire around while armoured knights charge into battle wielding lucky swords and magical horns. The game is split into 3 main eras, with the Early Age having more powerful mages, and the Late Age having more might and less magic. Players will build troops to expand and conquer territory, deal and double-deal with each other, and ultimately eliminate one another in their quest for victory. Over 50 races, hundreds of spells, thousands of items and countless different types of units mean that each game ends up being completely different.
You can obtain the demo from the publisher and I highly recommend giving it a go. It restricts you to just a handful of the races from the EA and has other limitations, but it gives a good taster for the game.
The Races
The game itself draws heavily both from history, fiction and myths and legends as each of the races you can play draw upon their own mythos and fables. I'll provide a brief summary of the races available to the Early Age here, but it doesn't do the backstories in the manual justice - and it also doesn't cover the other two ages.
- Arcoscephale - Based on Greece. An ancient human kingdom led by philosophers. Expect to see chariots (and flying Icarids)
- Ermor - is basically Rome. Legionnaires and so forth.
- Ulm - Conan the Barbarian. Enigma of Steel and all that jazz. Master crafters and stealthy barbarians.
- Marverni - Druids and tribal chieftains. Think of Asterix and Celtic Gaul and you're most way there.
- Sauromatia - Amazons through and through. They have units which take pride in cannibalism
- T'ien Ch'i - Draws heavily on China and Daoism. You can see eastern influences throughout.
- Mictlan - Based on Aztecs and virgin sacrifices. Gods that hunger for the blood of the pure.
- Abysia - Less well defined source with this one. Generic devil worshiping cult with fire people and some middle-eastern influences.
- Caelum - Originally pure fiction, but now draws somewhat upon Zoroastrian origins. Bird people living in icy mountain tops.
- C'tis - Lizardmen. Imagine if Egypt used to be populated by Lizards, and that's pretty much what we have here. Chariots and death cults.
- Pangaea - Mother nature at her finest. Woodland spirits and revelry with half-men/half-beasts.
- Agartha - Troglodytes, Cave-men and giant worm-worshipping pale-skinned people.
- Tir na n'Og - Fairy descended people. Very elusive.
- Fomoria - Cursed malformed giants who lived in a bountiful land. Enemies of Tir na n'Og.
- Vanheim - Humans living under the rule of the Vanir. Masters of illusion. Has sailors and Vikings.
- Helheim - Vanir themselves, has valkyries and Vikings too, but no sailing.
- Niefelheim - Giants of the cold land of eternal frost. Giant old hags too giving sorcerous advice.
- Kailasa - Intelligent ape like people ruled by divine many-armed beings. Hindu influences.
- Yomi - Influenced by Japanese myths, these are wild ugly pig-like demons with samurai backup.
- Atlantis - First underwater race. I'm sure everyone is familiar with the tale of Atlantis.
- Oceania - This is what you get if you take medieval mythos and transpose it underwater. Knights in pearl armour, riding seahorses etc.
- R'lyeh - This era's incarnation of R'lyeh is taken quite heavily from D&D's nation of Aboleths. Giant sea dwelling fishlike things.
- Lanka - Demonic apes. Bloodthirsty thugs with a penchant for subjugating intelligent apes.
What to expect
In this LP, you can expect to see the reports of how I played my race, although to keep myself competitive the updates will actually be delayed by approximately 2 in-game years (~24 turns). It will not affect the posting speed however, because it still takes the same amount of time to prepare a post and take the turn, just bear in mind that interaction from the readers as a result of this is going to be very limited.
I shall be supplying maps, screenshots, excerpts from the game and game mechanics, and video battle reports - all in an attempt to show how the game plays, as well as providing an insight into playing one of the less tradition races in the game. The game has turns set to 24 hours, so you can expect to see one update of this LP per day. Occasionally there will be more, but some of the players are in different time zones so I wouldn't bank on it!
Hopefully, these reports and explanations will catch the eye of prospective players. We always enjoy new blood in the games - and everyone in this particular game is a novice. There are plenty of short and sweet strategy guides for the various races over on the game's official forums but hopefully this will give a little insight into at least one view of a multiplayer game in practice. Please feel free to discuss and ask questions as things progress - I'll answer what I can and I'm sure others will try to help as well. There is also a SA discussion thread about Dominions 3, so if your question doesn't pertain to this game it might be more relevant there instead.
As an aside, since renaming of commanders is 'on' you're welcome to request a place in my servitude to die in my honour. The game duplicates commander names enough that it gets annoying by the end, but don't expect to be added anytime soon because of the turn delay.
Table of Contents
- The game setup
- Turn 00 - My Pretender Design and initial perceptions of the world.
- Turn 01 - Let the orders commence.
- Turn 02 - Our army begins to move out into the ocean.
- Intermission: Meanwhile, at the hall of Noobis the Serpent King. Sauromatia's turns 000 → 003
- Turn 03 - Our first (video) battle result, and some new friends.
- Turn 04 - A national hero appears!
- Intermission: Meanwhile, at the hall of Noobis the Serpent King. Sauromatia's turns 004 → 005
- Turn 05 - Construction level 2 and we start making clams...
- Turn 06 - We plan our first assault on the land.
- Turn 07 - Rock beats scissors, scissors beat paper, Elephants beat Squid
- Intermission: Meanwhile, at the hall of Noobis the Serpent King. Sauromatia's turns 006 → 008
- Turn 08 - The home of an enemy is revealed.
- Turn 09 - We appear to be stuck in a time loop.
- Turn 10 - A deal is brokered with Fomoria
- Progress Animation : Turns 000 → 010
- Turn 11 - Recruiting the help of The Fishermen
- Turn 12 - We've taken a beachhead
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 009 → 011
- Turn 13 - Searching of the ocean begins!
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 012 → 014
- Intermission: Sauromatia's pretender design
- Turn 14 - We uncover a veritable cache of goods, but lose a province.
- Turn 15 - We prepare to retake our province from the Tritons, and find some more death
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 015 → 017
- Turn 16 - Astral searching begins.
- Turn 17 - We've found Tir na n'Og
- Turn 18 - A whole lotta mermen
- Turn 19 - The Amber Clan frolic with each other, and we reach Construction 4
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 018 → 020
- Turn 20 - A second landing.
- Progress Animation : Turns 000 → 020
- Turn 21 - Now we can teleport
- Turn 22 - Oh we do love to be beside the seaside
- Turn 23 - Plans are unveiled for mid-game spellcasting
- Intermission: A piece of fanart!
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 021 → 023
- Turn 24 - We have a new target
- Turn 25 - Putting the ship wreckers to work
- Turn 26 - A Staging Ground
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 024 → 026
- Turn 27 - Korgol enters the sea of dead memories
- Turn 28 - Bloody shamblers...
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 027 → 029
- Turn 29 - Fear my priest! And time to die for my prophet
- Turn 30 - Trolls!
- Progress Animation : Turns 000 → 030
- Turn 31 - Ether Lords and Ladies
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 030 → 032
- Turn 32 - Gearing up for war
- Turn 33 - Conflict with Tir na n'Og
- Turn 34 - An alliance... and a deal
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 033 → 035
- Turn 35 - BaneLords
- Turn 36 - War on the eastern front
- Turn 37 - A new Prophet.
- Turn 38 - We attack
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 036 → 038
- Turn 39 - Our first decisive strike
- Turn 40 - Retaliation
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 039 → 041
- Progress Animation : Turns 000 → 040
- Turn 41 - Well of Misery
- Turn 42 - A Shadow Seer
- Turn 43 - Well durrhh?
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 042 → 044
- Turn 44 - A great treasure!
- Turn 45 - We've breached the fort! We're going in
- Turn 46 - The gift of health...
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 045 → 047
- Turn 47 - End of year 4
- Turn 48 - Wherein we sneak a dagger into Sauromatia's back
- Turn 49 - Now in diet sized
- Turn 50 - We order the invasion of Caelum's capital
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 048 → 050
- Progress Animation : Turns 000 → 050
- Turn 51 - We get our asses handed to us
- Turn 52 - Starting to rebuild
- Turn 53 - Contact from Ulm and a Harvester of Sorrows
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 051 → 053
- Turn 54 - Caelum go swimming
- Turn 55 - Agartha Strike!
- Turn 56 - Diplomacy, and we retreat in front of Agartha
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 054 → 056
- Turn 57 - Pushing Agartha Back
- Turn 58 - And back out of our ocean
- Turn 59 - Breaking a few sieges
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 057 → 059
- Turn 60 - OHGOD ALL THE ARTIFACTS ARE GONE ALREADY
- Turn 61 - A plan to end the world
- Turn 62 - Best foot forwards.
- Intermission: Meanwhile, at the halls of Noobis the Serpent King. Sauromatia's turns 060 → 063
- Turn 63 - And part 2
- The end of the world as we know it.
- Appendix 1: Start of the alternate ending. Sauromatia's turns 064 → 066
- Appendix 2: Sauromatia's items of power
- Appendix 3: Heading Underwater. Sauromatia's turns 066 → 069
- Appendix 4: Locating Helheim. Sauromatia's turns 070 → 072
- Appendix 5: Time is such a burden. Sauromatia's turns 073 → 075
- Appendix 6: Vanquishing the gods. Sauromatia's turns 076 → 078
- Appendix 7: The real end of the world. Sauromatia's finale
