Dominions 3: The Awakening

Dominions 3: The Awakening
Dominions 3: The Awakening
Dominions 3: The Awakening cover
Developer(s) Illwinter Game Design
Publisher(s) Shrapnel Games
Version 3.26
Platform(s) Linux, Mac OS X, Microsoft Windows
Release date(s) September 29, 2006
Genre(s) Turn-based strategy
Mode(s) Single-player, Multiplayer
Media/distribution CD
System requirements
Windows
Mac OS X
  • Mac OS X v10.1 or later
  • 256 MB or more RAM
  • 500 MB free HD space
  • graphics card with OpenGL support
Linux
  • 600 MHz Pentium II or PowerPC processor
  • Libc > = 2.1.92
  • X Window with OpenGL support
  • 256 MB or more RAM
  • 500 MB free HD space
  • graphics card with OpenGL support

Dominions 3: The Awakening is a fantasy turn-based strategy game created by Illwinter and published in 2006 by Shrapnel Games. It is the third game in the Dominions series, preceded by Dominions: Priests, Prophets and Pretenders and Dominions II: The Ascension Wars.

The game combines a simple presentation with an extremely wide array of strategic options, including over 1500 units, 600 spells and 300 magic items.[1] Turns are resolved simultaneously, with players planning battles rather than directly controlling them.

The game includes scenarios and randomized play, but does not include a campaign. Dominions 3 is mainly designed for multiplayer, including PBEM, hotseat and TCP/IP. AI opponents are available for single-player.

Contents

Overview

The game allows the player to design a pretender god with the potential to ultimately become the god of a fantasy world by defeating all other pretenders. The interface consists of a hand-drawn or randomly-generated world map and several menus. The maps are divided into provinces which can be conquered in tactical battles. Provinces provide gold and resources, needed to recruit units. Compared to other games in the genre, Dominions 3 only has a small amount of economic management, focusing almost entirely on creating and deploying armies.[2]

At the start of the game, each player begins with a predetermined number of provinces, typically one. This starting province is the nation's capital, with a fortress, temple, and magic laboratory. From here, the player can recruit soldiers, commanders, mages and priests to wage war upon their enemies. Mages cast spells, forge items, summon units, conduct research and search for magical sites. Priests can preach against enemy dominions in addition to using holy spells.

Provinces that believe in the player's god are considered part of that god's dominion and enjoy several advantages: the player's troops fight better, enemy forces are penalized, and the global scales (things like temperature, magic resistance, luck, and supplies) are slowly changed to the controlling god's liking. Friendly dominion is indicated with white candles, whilst enemy dominion is shown with black candles. Should a player lose all provinces or all dominion, they will lose the game.

While the game does not permit the alteration of core rules, it does support substantial modding capabilities; one could conceivably replace or substantially modify every unit and every spell, for instance. Mods have changed nations, duplicated nations, and added new ones.

Combat

The combat system is very detailed; each unit amongst hundreds in an army has several values like morale, hit-points, strength, encumberance, health problems due to previous battle wounds, protection separately for torso, head and legs, and precision. Most units will rout if their squad takes too many casualties, rather than fighting to the death. Logistics is important, with starving troops very likely to rout, and mindless creatures like controlled undead or magically summoned beings do not rout at all, they simply dissolve if their commanding unit dies or routs.

There are hundreds of different units to recruit within the game, including archers, infantry, cavalry and mages. Troops can be recruited in all provinces (except Late Age Ermor's capital), and which types are often influenced by the terrain. For example, woodsmen and druids can be found in forest provinces, while aquatic fish-men can be found on coasts. In order to recruit nation-specific troops, the player has to construct a fortress. Mages require a laboratory to recruit, whilst priests need a temple.

The battle results are calculated by the computer and can be viewed by the players at the beginning of the next turn, like a film, or the battle may be instantly calculated and a summary displayed to the player bearing the relevant numbers. The battles cannot be influenced once the computer calculates the new turn, but players can set simple orders for their troops before the battle is calculated, allowing for basic tactics.[3] This system allows for fast multiplayer games.

Magic

There are eight paths of magic in the game; fire, water, air, earth, astral, death, nature and blood. Mages in Dominions 3 have one or more paths, with nations having distinct mages and therefore a different magical emphasis. Many spells or items require two paths to cast or forge, respectively, but none require more than two.

All mages can use magic on the battlefield, but to cast powerful spells or summon strong creatures, magic gems are required. These are mostly found in magical sites hidden around the world. Every nation starts with a basic gem income, but to get more, provinces need to be searched by a mage. There are seven types of magical gems, corresponding with the paths of magic. Blood magic does not use gems, requiring the sacrifice of captured slaves instead. Mages can also use gems to create magic items and artifacts, which can be equipped by commanders to increase their abilities or convey special effects, usually in combat.

Magic research is conducted in the seven schools of magic, distinct from the paths. These are conjuration, alteration, evocation, construction, enchantment and thaumaturgy. Again, blood magic is distinct, being its own school as well as its own path.

Priests also have a 'holy' path, but in the unmodded game that path is normally associated with a far smaller set of spells, none of which need to be researched and all of which are battle spells.

Nations

The nations in the game are based upon world history and mythology, rather than standard high fantasy races such as elves and orcs. Amongst others, the mythologies of ancient Greece (Arcoscephale), Rome Republic (Ermor), East Rome (Pythium), Sarmatians (Sauromatia), Egypt (C'tis), Medieval France & Spain (Marignon), Medieval England (Man), Ireland (Fomoria, Eriu, Tir na n'Og), Scandinavia (Vanheim, Helheim, Jotunheim, Bungalowe, Midgard, Utgard, Nieflheim), Germany (Ulm), China (Tien Chi), Africa (Machaka), Japan (Jomon), Aztecs (Mictlan), Rus' (Bogarus), and India (Kailasa, Lanka, Bandar Log, Patala) are represented. Other nations are based on the work of recent writers, particularly H. P. Lovecraft (R'lyeh), or Abysia, that looks loosely based on Yezidi faith, as it contains Melek Taus in its list of random general names and is mostly associated with holy flames, beings of flame, fire worship and magma, or Hinnom, which is based on Semitic mythology, featuring Nephilim.

Patches

Several patches have been released by the developers since the initial release of the game. The patches provide among bugfixes usually game improvements like new commands for modders and map-makers as well as complete new nations (including unique nation-specific summons and spells).

References

External links

Reviews

Other links


Wikimedia Foundation. 2010.

Игры ⚽ Нужно сделать НИР?

Look at other dictionaries:

  • Dominions 3: The Awakening — Разработчик Illwinter Издатели Shrapnel Games Часть серии Dominions Дата выпуска 29 сентября2006 …   Википедия

  • Dominions II: The Ascension Wars — Developer(s) Illwinter Game Design Publisher(s) Shrapnel Games …   Wikipedia

  • Dominions (серия) — Dominions Жанр Пошаговая стратегия Разработчик Illwinter Платформа IBM PC Apple Macintosh Первая игра Dominions: Priests, Prophets …   Википедия

  • Dominions (серия игр) — Dominions Жанр Пошаговая стратегия Разработчик Illwinter Платформа IBM PC Apple Macintosh Первая игра Dominions: Priests, Prophets and Pretenders / 2001 Последняя игра Dominions 3: The Awakening / 2006 …   Википедия

  • Dominions: Priests, Prophets and Pretenders — Developer(s) Illwinter Game Design Platform(s) PC (Windows / Linux) PowerPC (Mac OS X / Linux) Solaris (Solaris 8) …   Wikipedia

  • Dominions 2 — Dominions II: The Ascension Wars Entwickler Illwinter Game Design Publisher …   Deutsch Wikipedia

  • Dominions II — Dominions II: The Ascension Wars Entwickler: Illwinter Game Design Verleger: Shrapnel Games Plattform(en): PC (Linux, Mac OS X …   Deutsch Wikipedia

  • Dominions: Priests, Prophets and Pretenders — Dominions Priests, Prophets and Pretenders Développeur Illwinter Game Design Genre stratégie tour par tour Mode de jeu Multijoueur Plate forme PC, Mac, Linux, Sun Solaris M …   Wikipédia en Français

  • History of the Balkans — The Balkans is an area of southeastern Europe situated at a major crossroads between mainland Europe and the Near East. The distinct identity and fragmentation of the Balkans owes much to its common and often violent history and to its very… …   Wikipedia

  • HISTORICAL SURVEY: THE STATE AND ITS ANTECEDENTS (1880–2006) — Introduction It took the new Jewish nation about 70 years to emerge as the State of Israel. The immediate stimulus that initiated the modern return to Zion was the disappointment, in the last quarter of the 19th century, of the expectation that… …   Encyclopedia of Judaism

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”