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Step five · about 11 minutes

Set up a first game you can finish

The setup screens in order, the first turns, a first look at magic and how a game is won, on a small map you can finish.

Your first game is for finding out what the buttons do, and it goes better if the world is small. A game is created and played in two separate steps: you create it with Create World on the main menu, and afterwards you come back to it with Continue Old Game. This step goes through the creation screens in order, then the first turns, then a first look at magic, then how a game is won.

The screens before turn one

Everything in this part is chosen on the screens that follow Create World.

  • Map size. The smallest size gives each player ten provinces. A smaller map means shorter turns and earlier contact with your neighbours, which is when the game starts to teach you things. You can pick a ready-made map or have the game make one.
  • Age. The Middle Age is selected by default, and it is a sensible place to start. The age decides which nations are on offer, and step four covers the choice.
  • Your nation. The default is Random, which picks from the list for that age. Click the word to open the list and choose one yourself.

Opponents and difficulty

Add players with the Add new player link, set each to a nation or leave it at Random, and click a nation’s name followed by None to remove it. Each computer opponent has a difficulty, and Easy AI is the lowest. Two or three of them are plenty: every extra nation makes each turn take longer.

The manual also describes a disciple game, a team format where one player is the pretender and the others play its disciples. That is for later, and nothing else in this guide needs it.

After the players, the game takes you to the pretender screen for each human, which is step two. You can save a god you like and load it again in later games.

Game settings: the World tab

The last screen is the game settings. The window has two tabs, World and Thrones, and every setting on it explains itself when you hover over it, so you can read each one in the game.

The Game Settings window on its World tab, with the sections World Contents, The Divine Rules and Advanced, each a list of settings with their current values, and Ok and Cancel at the bottom.
The World tab of the game settings, as it first opens. Hover a line in the game to see what it does. Image: Illwinter Game Design

The World tab has three groups. World Contents sets the makeup of the map, for example how strong the independents are, how often magic sites appear and how much gold and resources the world yields. The Divine Rules cover things such as random events, score graphs, how binding diplomacy is, mercenary slots, global enchantment slots and research rules. Advanced holds renaming, a master password and cheat prevention.

A few that are worth understanding:

  • Strength of independents. A high setting slows everyone’s expansion while they build larger armies to take the neutral provinces, and it delays the moment you meet your neighbours.
  • Magic sites and research. More of either hurts nations with weak magic, because nations that are already good at magic begin using strong spells sooner.
  • Score graphs. They are on in the captured settings above. In multiplayer they can take over the game, because everyone watches who looks like the biggest threat. In a single-player game they are a useful way to see how you are doing.
  • Limited unique artifact forging and limited legendary spell research. Both are on by default. The first allows one unique artifact to be forged per turn, and the second makes research level 9 a single choice of spell from those available at that level, which you can repeat to collect the rest.
  • Renaming. Off by default. Turn it on to rename your commanders, except pretenders, disciples, prophets and famous heroes.

For a first game, leave the rest as they are.

Thrones and the victory rule

The Thrones tab sets how the game is won. A game has one of two victory conditions:

  • Victory by Thrones of Ascension. The default, and the one the manual recommends. A Throne of Ascension is a special province that pays out ascension points according to its level: 1, 2 or 3. The lowest level is barely tougher to capture than an ordinary province, while the highest is a serious fortress. Sliders let you decide how many thrones of each level the map holds and how many points one player must hold to be declared the true god.
  • Conquer all. The game is won by eliminating every other player.
The Thrones tab of the game settings: the type of victory with Conquer all and Victory by thrones of ascension, a Cataclysm box with a tick for Enable cataclysm and a turn limit, and sliders for the ascension points required and the number of level 1, 2 and 3 thrones.
The Thrones tab: the victory type, the Cataclysm box and the throne sliders. In this capture the Cataclysm is ticked. Image: Illwinter Game Design

The map’s thrones only matter in the Thrones victory. A throne must be claimed before it counts: the Claim Throne of Ascension order is available to a pretender, a prophet or a level 3 priest in the throne’s province. A claimed throne also spreads your dominion as a temple does, with between one and seven temple checks depending on the throne, and its bless effects go to your blessed units, as step two describes.

Cataclysm

The Cataclysm is a switch that puts a deadline on the game. Once the chosen turn arrives, monstrous horrors spawn and set about wrecking the Thrones of Ascension. Each throne they destroy also lowers the points needed to win, so somebody should cross the line soon afterwards, and if every throne falls while nobody holds one, the horrors are the winners.

You will find it on the Thrones tab, as a tick box with a turn limit beside it. Magic suffers too. While the Cataclysm lasts, the world’s magic is corrupted: a mage who casts a ritual, forges an item or empowers something may attract a horror, and the more gems the working used, the worse the horror can be.

For a first single-player game, untick it. The Cataclysm exists to end games on a schedule, which suits a multiplayer group with a deadline. In single-player you want time to find out what the game is, and a world where horrors are about to start tearing down the thrones, and where casting a ritual is dangerous, hurries a game that you wanted to learn slowly. Untick Enable cataclysm and the game goes on until someone wins by the rule you chose.

The turn timer

A single-player game works out the next turn as soon as you end yours, so you can play at your own pace. A hosted multiplayer game runs on a clock: the host chooses how long players have, and turns are commonly a day apart, as the home page says. Setting up hosting is outside this guide. Dominions 6 also has a Blitz mode for much shorter games; the wiki has not tested how it works yet, so the in-game description is the place to read about it.

Your first turns

When the game opens, the first thing to do is read the messages. Each turn begins with a list of what happened, and it can include proclamations, newly sensed provinces and battles. Then:

  1. Look at your commanders. You begin with a few, including your god if you chose an awake one. Each commander can be given an order, such as moving, recruiting, researching, forging, searching for sites or preaching.
  2. Recruit. Your nation’s own troops are hired in provinces with a fort, and at the start only the capital has one. A unit costs gold and resources, and recruitment points limit how many a province can produce in a turn. The strategy article calls these the walls, because when you cannot afford a unit it is one of them.
  3. Put your mages to work. A mage can be set to research, which is the long engine of the game. Magic basics below explains it.
  4. Scout and expand. Send a cheap commander into the next province to see what is there, which players call pinging. Provinces held by the independents are defended by their PD, which you can beat by bringing a few troops and giving the army orders as in step three. Taking provinces adds income, resources and recruits, and the early game is a race to take them.
  5. Build. A fort protects a province and, in the strategy article’s words, makes it more productive and opens more of the nation’s units to recruit. A laboratory lets mages research and forge, and a temple lets priests preach, bless and spread your dominion.
  6. End the turn. Read the next turn’s messages, and watch the first battle replay with some care.
The Construct Building menu for a province, offering to build palisades, a lab or a temple, with a gold cost beside each and a Cancel choice.
The build menu for one province: each choice shows its gold cost, and the ones greyed out cannot be built there yet. The costs shown are one example. Image: Illwinter Game Design

Two more tools help in the first dozen turns. Mercenaries are soldiers you rent for gold that arrive at once, a flexible way to plug a gap (the mercenaries page lists them). And a game’s score graphs show how you compare with the others, if they are enabled. For the reasons behind the order here, and the economics of forts and resources, the strategy article’s tempo and economy sections go further.

Magic basics

Magic is a long investment, not a button. Two things decide what a mage can cast, and both are needed:

The Magic Research window: a list of the seven schools, each at level 0 with 50 research points left, a line giving the research speed per month, and an empty research queue.
The research window: seven schools, the points each needs for its next level, your speed per month and a queue for what to research next. Image: Illwinter Game Design

Then the mages do jobs on the map. They can cast spells in battle, from the orders you gave them in step three. They can cast rituals, which are spells you cast on the map instead, to change provinces or the world. They can search a province for magic sites. A magic site can produce gems, the currency that rituals, forging and the stronger battle spells spend. And they can forge a magic item, an order that also costs gems, which a commander then carries. Every mage has one job a turn: a mage who studies is not forging, and one who is casting a ritual is not in the army.

The wiki’s tables list all of it: the spells table with the path and school each spell needs, the magic items and the magic sites. A first example: Fires from Afar is a spell the strategy article says does almost no damage, but shows exactly which mages stand in a distant province.

How you win

Under the default rule, you win by holding enough ascension points. That means taking thrones, which are guarded more heavily the higher their level, and keeping them. Along the way your dominion matters twice: it makes your god and your sacred troops stronger where it is strong, and a god with no dominion left anywhere on the map is out of the game. If the Cataclysm is on, the clock is also running. If the game is set to Conquer all, winning means destroying every other pretender.

Then design your god, accept that it will be wrong, and play until you lose something that matters to you. That is the lesson the first game is for. Step six is for when you do not know what happened.

Terms on this page

Generated from the terms used above. This block is what prints.

province
One region of the map. It holds people, income, resources and your troops, and provinces are what players take from each other. · Full article · back to text
age
Early, Middle or Late. The age you pick decides which nations can be played. In general, Early Age nations have stronger mages and weaker troops. · Full article · back to text
nation
The people your god leads: their troops, commanders, mages, sacred units, magic paths and history. Each nation is a different game. · Full article · back to text
game settings
The options chosen when a game is created: the makeup of the world, the divine rules, and the victory conditions on the Thrones tab. · Full article · back to text
independents
The neutral peoples who hold provinces nobody owns. You conquer them to expand, and a game setting decides how strong they are. · Full article · back to text
Throne of Ascension
A special province worth 1, 2 or 3 ascension points. Holding enough of them wins the game under the default victory rule. · Full article · back to text
ascension points
The score Thrones of Ascension give their holder. The game settings say how many a player must hold to win. · Full article · back to text
Conquer all
A victory setting where the game is won only by eliminating every other player, instead of by holding Thrones of Ascension. · Full article · back to text
Cataclysm
An optional setting that ends a game at a set turn. Horrors appear and destroy Thrones of Ascension, which lowers the points needed to win. · Full article · back to text
commander
A unit that leads troops or does a job such as research, forging or preaching. Only commanders carry gems and change equipment. · Full article · back to text
gold cost
What a unit costs in gold to recruit. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
resource cost
The equipment a unit needs. It is taken from the province's resources, which are not saved from one turn to the next, so a province with few resources cannot arm many heavy units. · Full article · back to text
recruitment points
How much of a province's recruitment capacity a unit uses. A province can train only so many of the better units in one turn. · Full article · back to text
mage
A commander with skill in one or more magic paths. Mages research, cast spells, forge items and search provinces for magic sites. · Full article · back to text
pinging
The cheapest form of scouting, which is sending one cheap commander into a province to see what defends it, not to conquer it. · Full article · back to text
PD
The garrison a province raises on its own when you invest gold in it. You do not control it directly, it is capped by the province's population, and it defends automatically. · Full article · back to text
income
The gold your provinces bring in each turn, which you spend on troops, commanders, buildings and mercenaries. · Full article · back to text
fort
A building that protects a province, collects resources and opens the nation's special recruits there. Your capital starts with one. · Full article · back to text
laboratory
A building where your mages can research and forge. You build one in a province you hold. · Full article · back to text
temple
A building that spreads your dominion and lets your priests preach and bless in that province. · Full article · back to text
mercenary
A soldier hired for gold. Mercenaries arrive at once and cost upkeep until you dismiss them. · Full article · back to text
magic path
One kind of magic: Fire, Air, Water, Earth, Astral, Death, Nature, Glamour or Blood, plus Holy for priests. Skill in a path decides the spells a caster can use. · Full article · back to text
research
Points your mages produce each month towards the next level in a school of magic. Higher levels unlock stronger spells. · Full article · back to text
magic school
One of the seven fields of spell research, such as Evocation or Construction. Each level researched unlocks stronger spells. · Full article · back to text
ritual
A spell cast on the map instead of in battle. Rituals change provinces or the world, and the stronger ones are paid for in gems. · Full article · back to text
magic site
A place in a province that can produce gems or let you recruit special units. Mages find them by searching the province. · Full article · back to text
gems
The currency of the stronger magic, produced by magic sites. Rituals, forging and some battle spells spend them. · Full article · back to text
The Map Settings screen, with the four map sizes from Small to Enormous, the main world and underground layouts, and the map tweaks for water, rivers and wraparound.
Map Settings, the first screen of Create World, with its default choices. Captured at 1200 × 800. Image: Illwinter Game Design

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