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Dominions 6 is currently under development. It is expected to be released on January 17.
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You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator.

Dominions 6 is a turn based 4x strategy game suitable for both play vs AI, player vs player. Team play vs AI or players also works great as everyone can do their turns at once. The game has a huge variety of units, spells, magic items and different nations to play.

In Dominions you take control of a powerful being that rules a nation and aspires to godhood. The type of Pretender Gods can vary from magically powerful arch mages to huge titans or large monuments. The pretender gods have different strengths dependent on what kind of god you choose and what nation you play.

When you start the game you decide what kind of god you are and how your Dominion affects your lands, followers and sacred soldiers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion.

In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension.

Dominions is set in a fantasy world that draws inspiration from historical nations, cultures and myths. You will not encounter the elves of conventional fantasy in this game. Instead you might lead a nation of vanir from old norse myth. Aztecs, romans, israelites, greeks, kievian rus and lovecraftian horrors are just a few of the inspirational sources of the game.

The first Dominions game was released in 2002 and was well received by strategy gamers. Since then Dominions has been much refined and Dominions series is still actively played making it one of the longest running 4x turn based strategy games.
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Dominions 6 is scaled up compared to Dominions 5 and armies are larger. We wanted to tweak the balance between conventional armies and magic. To accomplish this a couple of changes are introduced. Incomes and resources are increased, while mages are more expensive. Battlefield-wide spells are more difficult to cast and there are instead more mid-tier spells. There are some other changes with the same aim.

The second and probably most influential change is the addition of a new magic path. No longer are illusions the domain of Air magic. Instead illusions, phantasms, dreams and the stuff of forgotten legends are manipulated with the path of Glamour. This has resulted in many new spells, items and sites being added to the game.

A third massive change is the separation of mounts and riders. Riders and mounts now have separate stats and can be targeted individually. This change probably has less impact on gameplay than the previous one, but will still have an impact on cavalry and nations using mounted units.

Dominions 6 will feature a number of new nations as well, with late age getting more, at the time of writing. The addition of the Glamour path has also affected several of the old nations.

There are also a number of changes intended to ease gameplay.

More stuff will be added in the upcoming months.
Dominions 6 - Rise of the Pantokrator
Illwinter Game DesignDeveloper
Illwinter Game DesignPublisher
2024-01-17Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (1410 reviews)
Dominions 6.30

A new nation called Zemaitia is now available for the late age. Zemaitia is a nation of Chudes and humans who have lived hidden in their forests since the Black Knights of Ulm conquered their heartland. With time the Ulmish conquerors succumbed to the dweomer of the forests and became part of the nation. Now the Chudes and humans of Zemaitia emerge from the forests accompanied by antlered knights to reclaim lands once theirs.\n\nThere are also a few new features and many bug fixes included in this update. You can now transfer gems of any type quickly via keyboard shortcuts, hover the mouse over a commander and press e.g. alt+f to add a fire gem to the commander, alt+backspace removes a gem instead. There are also new kinds of fay folk that can be summoned as well as a new ability that improves fay folk summoning. And as usual there is some new commands for mod makers as well.\n\n\nGeneral\n

    \n
  • New Nation: Zemaitia\n
  • More Fay Folk\n
  • New rituals: Awaken the Dreamwild, Herd of Moose\n
  • New ability: Fay Royalty\n
  • New pretenders: Great Moose, Ghost Moose\n
  • Can now transfer gems from lab to commanders via shortcuts in many screens\n
  • Mounted commanders now also get +2 map move\n
  • Arcane Decree can now completely block Astral Disruption\n
  • Bringer of Fortune will no longer bring events while under siege\n
  • Recruitable unit could look like it had cast a global enchantment, fixed\n
  • Magic items (e.g. lifelong protection) could sometimes incorrectly affect mount too\n
  • Message for most important unit healed\n
  • Less chance of accidentally losing a weapon if swapping where there is no lab\n
  • Print morale bonus from death magic in stat details\n
  • Communion masters with conservative gem use didn\'t try to cast higher level spells\n
  • Network lobby games with loaded maps didn\'t take cave layout setting into account\n
  • Sleep resistance now partially protects against dreamlands\n
  • Shortcut \'x\' to repeat last bless effect\n
  • Shortcut backspace to remove it again\n
  • Vafur Flames could affect flying units outside fort\n
  • Print missile shield hits in the battle log\n
  • Sea of Ice no longer hinders usage of nexus gate\n
  • MA Atlantis reef warrior couldn\'t be recruited in coastal forts\n
  • Fixed bug where illusions could dissolve right at start of battle\n
  • Income can no longer be traced through impassable borders\n
  • Black Goats with demon riders no longer have morale penalty\n
  • Spell AI fix regarding chain lightning\n
  • Advance & cast in peoples arena caused a bit weird behavior\n
  • Commander reclaim mount order could result in fall damage when old mount disappeared\n
  • Life after deathed units could escape dying after battle\n
  • Truesight/darkvision didn\'t negate twilight -2 prec\n
  • Fix for cavalry getting smaller and smaller in PD box\n
  • Fix for expiring NAPs in disciple games\n
  • Fix for nations preferring to start in mountains or highlands\n
  • Spiritform and not ethereal now protects against bleed/frozen/burning\n
  • Illusions could not hurt other illusions, fixed\n
  • Fix for certain globals attacking cave wall provinces\n
  • Gods & prophets can now never fail retreat morale roll\n
  • New twiceborn shapes (Illithid and some wight hags)\n
  • Fix for highland provinces not displaying winter overlay\n
  • Network clients can now handle larger turn files\n
  • Poison now also reduces the precision stat\n
  • Foul Air graphical effect can now be seen in caves/darkness too\n
  • Igor Knhelm\'s Tome now grants the corpse stitcher ability\n
  • Event fixes\n
  • Stat and typo fixes\n
\n\nModding / Map Making\n
    \n
  • New event command: #var0units\n
  • New event commands: #maybeaddsite, #maybehiddensite\n
  • New spell commands: #sizecost, #twiceborncost\n
  • New monster command: #3castbattlespell\n
  • Detect infinite loops in rituals\n
  • New monster/item mod commands: #faysummon\n
  • New monster mod command: #tolerateund\n
\n\n

[ 2025-10-06 15:33:25 CET ] [Original Post]

Minimum Setup

  • OS: Any 64-bit distro
  • Processor: 64-bit intel/amd cpuMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: OpenGL 1.4+
  • Storage: 750 MB available space
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