Dominions 6 is the newest entry to this indie fantasy turn based strategy series, where you are a Pretender God fighting for ascension to Godhood, done by Illwinter. You can be a Dragon, a mythical Titan, an Archmage, a Chuthulu-like entity under the Oceans who turns everyone crazy, a creepy Fountain of Blood that people reveres or a Sphinx monster.
Who is Illwinter? The devs, basically two dudes in Sweden, working on games on their free time as a hobby.
It is known by its crazy complexity, although I’d say it’s more ‘complicated’ than ‘complex’. One of the main features is the sheer tons of content: 100 different nations, 3700 units, 1000 spells, 450 magical items, 300 Pretenders, etc. You can peruse the unofficial Dominions 5 Inspector to have an idea of what the game has https://larzm42.github.io/dom5inspector/ , and the wiki too https://illwiki.com/
Although don’t be scared, you always can have fun smashing your fantasy Greek pixelmans against the opponent fantasy Incan pixelmans, and enjoy the spectacle of fireballs in the sky, while doing ritual sacrifices to summon the help of demons, even if you aren’t playing “efficiently” or following the “meta” (oh nooees!).
Perhaps one of the most interesting points is that all this content has a very cool flavor, one of the devs is a professor with ancient history and religion studies, and instead of being a boring, stale fantasy with orcs, dwarves, elves and haflings, the game is a vibrant mix of ancient history and mythology (think Roman empire, greek city states, ancient Egypt, Jewish myths, Norse sagas, Oriental myths, etc), and some extra fantasy touches from tabletop RPG games like Ars Magica, Bushido or Earthdawn, or just straight sword & sorcery pulp influences.
The lore of the game is super cool, despite not having a ‘story campaign’ or anything like that, it is something more integrated into the game itself, with ages advancing and some nations falling or splintering and others appearing, cultures intermingling and forming new nations, and all influencing each other.
However, we have to also say that this part I mentioned before (“…working on games on their free time as a hobby”) means that you shouldn’t expect fancy things like great UI, nice production values or superb AI; although it also have to be clarified that it is literally impossible to make a human-level AI in this game, it’s ‘player decision’ space is just too huge.
The game itself is closer to a wargame than to a fully featured 4x game: you don’t build wonders and aqueducts and control corruption in your cities, nor manage workers doing roads or irrigation works, the game is focused on conquering the map with armies. It uses a simultaneous turn system (orders are planned on the map, and executed on end turn), and battles use a novel system: you can prepare your army formations and their general orders, and the starting spells of your mages, but otherwise are totally automated, you only watch how they battle on their own. This solves lots of tedium that other 4x games suffer with tactical battles.
Buy Dominions 6 - Rise of the Pantokrator on Steam
Trailer
Dominions 6 new features
-Six new nations
-New magical path, ‘Glamour’, the magic of illusions, dreams and forgotten legends, with all related stuff (new spells, new summons, new items, new blesses).
-Reworked cavalry system, now riders and mounts are simulated as individual entities, mounts can have their own magical items, armor, and there are new related abilities…
-Reworked scales, economy and magic vs mundane armies balance, trying to give more time where mundane armies matter, and increasing armies’ size.
-Provinces are a bit more mutable, their scales and even their type can change in more interesting ways.
-New blesses, and a more flexible bless point system.
-New multiplayer ingame lobby system, although old methods still work.
-New cave layer system, that is in a separate map, Age of Wonders style.
-New map system that can use templates to build random maps.
-New modding options: blesses are now moddable, map layer system also can be used to create custom maps with custom layers, and mods are Steamworkshop-enabled now.
-Improved UI, and a pair of QoL features that should reduce the micro a bit.
-Possibility to do non aggression pacts with AI, and see diplomatic status.
-Many more changes, from a bit more of spread out on what each magical path is about thanks to new spells and spell path changes, rebalance of important spells, summons made more efficient, changes on how long battles end, how some unit abilities and spells interact with each other, how some damage types and some spells interact with protection, unit size has changed too, etc etc
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