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{{Header Nav|game=Dominions 3: The Awakening}}
{{Header Nav|game=Dominions 3: The Awakening}}


There are three different kinds of buildings you can build to provinces in Dominions 3. The Fortresses can be build by all commanders and they take a number of turn to be completed. Mages can build Laboratories where arcane research, rituals and forging takes place. Building one takes 1 turn of time. Priests can build Temples which spread your Dominion. This action takes 1 turn of time.
There are three different kinds of buildings you can build to provinces in Dominions 3. The Fortresses can be built by all commanders and they take a number of turn to be completed. Mages can build Laboratories where arcane research, rituals and forging takes place. Building one takes 1 turn of time. Priests can build Temples which spread your Dominion. This action takes 1 turn of time.


Only one fortress, one laboratory, and one temple can be present in each province at any one time.  If you dislike the existing fortress, you must tear it down before replacing it.
Only one fortress, one laboratory, and one temple can be present in each province at any one time.  If you dislike the existing fortress, you must tear it down before replacing it.


==Fortress==
==Fortress==
In the fortress or army camp you will find all units present in the province. Here you can transfer troops to your commanders and give them battle
A fortress acts as a sort of garrison hub in the province where it is built, and has several uses:
orders.
Commanders can build new fortresses in distant provinces. The fortress has several uses:


*Supply depot - Food is collected from the countryside and transported from the fortress to nearby armies.
* '''Supply depot''' - Total food supply is increased in the province per the fort's ''Supply Storage'' value. During a siege, this ''supply value'' also indicates the amount of food available to defenders before they start to ''starve''.
* Administration center - Resources and armorers are gathered in the fortress to produce weapons for the garrison. Resources of neighboring provinces under same pretender’s control can be used for producing more troops in the province of the fortress. There is also an increase in commerce in a province with a fortress and tax collectors have an easier time collecting taxes when the threat of the armed might of the nation is near.
* '''Administration center''' - A percentage of ''Resources'' are gathered from neighboring provinces under friendly control equal to the fort's ''Administration Value'' (ie. an Admin of 50 gathers 50% of available production resources from each neighboring province for use at the fort). ''Note: it is thus possible to drain a province of all it's resources (ie. you will no longer be able to train ''any'' new troops there) if there are enough neighboring forts gathering resources.'' In addition, gold revenue in the province is increased by the Admin value as well.
* Production center of the nation and allows you to recruit troops types of your own culture in the province.
* '''Recruitment center''' - Friendly fortresses are the only places where you are allowed to recruit your national troop types. Without a fort, only ''independent'' troop types can be recruited in a province.
* Fortress - Inside the safety of the walls the brave will defend the heart of the province.  For an opponent to conquer the province, he '''must''' capture the fortress. To do this, he must besiege the fortress until the defenses are breached, and then storm it to kill all the defenders. In the meantime, the defenders may starve.
* '''Military Defense''' - Forts can provide temporary safety for friendly troops if the rest of the province is overrun by enemies. Inside the safety of the walls, defenders can hold out under siege until the gates are breached or the food supply runs out.  For an opponent to complete his conquest of the province, he '''must''' capture the fortress. To do this, he must besiege the fortress until the defenses are breached, and then storm it to kill all the defenders. Fortifications with higher defense values require more time and a larger besieging force to breach. In the meantime, any mage commanders inside the fort can still research, cast rituals and even summon magical allies. Defenders use up supplies each turn and start to starve if/when supplies run out.


'''You can only build your national troops in a province with a fortress.'''
Note that the only units and commanders considered "outside" a friendly fort are those set to ''Patrol Province'' or ''Blood Hunt''. Only ''stealthy'' units can enter a friendly fort under enemy siege, while both ''stealthy'' and ''flying'' units can freely leave while under siege.
 
Commanders can build new fortresses in friendly provinces. '''The exact type of fortresses built is determined by the terrain in the province and your nation.''' Different nations sometimes have quite different preferences for which type of fort gets built where. The following table lists stats for the different fortress types. "Terrain Type" represents a generalization only, as each nation has slightly different preferences as to which fort to build on which terrain:
 
{| {{prettytable|class=sortable|style=text-align:center}}
|+Fortress Comparison
|-
! Fortress Type
! Terrain Type
! Defense Value
! Administration
! Supply Storage
! Build Time
! Cost
|-
| Fortified City
| Farmland
| 250
| 50
| 1000
| 5
| 1200
|-
| Forest Fortress
| Forest
| 300
| 15
| 200
| 4
| 1000
|-
| Forest Ramparts
| Forest
| 150
| 10
| 100
| 3
| 800
|-
| Motte-and-Bailey
| Forest/Farmland
| 200
| 20
| 100
| 3
| 800
|-
| Simple Hillfort
| Forest
| 150
| 5
| 100
| 3
| 800
|-
| Citadel
| Plains
| 600
| 40
| 100
| 4
| 1000
|-
| Ramparts
| Plains
| 100
| 15
| 150
| 3
| 800
|-
| Swamp Fort
| Swamp
| 100
| 0
| 100
| 3
| 800
|-
| Hillfort
| Mountain
| 200
| 5
| 100
| 3
| 800
|-
| Hill Fortress
| Mountain
| 600
| 10
| 150
| 5
| 1200
|-
| Peg Castle
| Mountain
| 700
| 20
| 150
| 4
| 1000
|-
| Mountain Citadel
| Mountain
| 800
| 20
| 200
| 5
| 1200
|-
| Fortification
| Waste/Plains
| 300
| 20
| 250
| 4
| 1000
|-
| Fortress
| Waste/Plains
| 400
| 25
| 300
| 4
| 1000
|-
| Kelp Fortress
| Sea
| 100
| 10
| 25
| 3
| 800
|-
| Kelp Citadel
| Sea
| 300
| 40
| 150
| 4
| 1000
|-
| Cave Castle
| Cave/Capital
| 600
| 30
| 150
| 6
| 1400
|-
| Swamp City
| Swamp/Capital
| 400
| 50
| 1000
| 5
| 1200
|-
| Mountain City
| Mountain/Capital
| 700
| 30
| 750
| 6
| 1400
|-
| Tel City
| ???
| 500
| 40
| 750
| 6
| 1400
|-
| Great City
| Farmland/Capital
| 200
| 60
| 1250
| 6
| 1400
|-
| Dark Citadel
| Sea/Capital
| 600
| 20
| 150
| 5
| 1200
|}


==Laboratory==
==Laboratory==
lab and some can be found in special sites. Otherwise the lab must be built by a mage. The mage does not actually build the lab but supervises the construction.
Laboratories are centers for research, ritual casting and forging. They are also required in order to recruit mages. Sometimes labs can be ''discovered'' as special ''sites'', but mostly a lab must be built by a mage set to ''Construct Building > Lab''. The mage does not actually build the lab but rather supervises the construction.
If a commander enters the lab he can perform magical activities there.
All research, spell casting and forging requires an acting commander in the lab.


A laboratory is required in order to recruit mages.
Once built, if a commander possessing any magical paths enters the lab he can perform magical activities there.
All research, spell casting, alchemy and forging requires an acting mage in a lab.


Laboratories, being home to arcane experiments, are somewhat prone to destruction by fire.
Laboratories, being home to arcane experiments, are somewhat prone to destruction by fire (ie. this can manifest itself as a random event affected by ''luck/misfortune'').


==Temple==
==Temple==
The temples are the centers of your religious authority.In the temples masses and ceremonies are conducted. From the temples your [[Dominions 3: The Awakening/God Design/Dominion|dominion]] is spread and in the temples [[Dominions 3: The Awakening/Units/Priest|priests]] are trained. Priests and [[Dominions 3: The Awakening/Sacred|sacred troops]] can only be recruited in a [[Dominions 3: The Awakening/Province|province]] with a temple.
The temples are the centers of your religious authority. In the temples masses and ceremonies are conducted. From the temples your [[Dominions 3: The Awakening/God Design/Dominion|dominion]] is spread and in the temples [[Dominions 3: The Awakening/Units/Priest|priests]] are trained. Priests and [[Dominions 3: The Awakening/Sacred|sacred troops]] can only be recruited in a [[Dominions 3: The Awakening/Province|province]] with a temple.


===Obtaining temples===
===Obtaining temples===
Each nation's [[Dominion3: The Awakening/Capitol province|capitol]] automatically starts with a temple.  Temples can be built by [[Dominions 3: The Awakening/Units/Priest|priests]] using the Construct Building order.  Temples cannot be captured - they are automatically destroyed when a province containing an enemy temple is conquered.  Some [[Dominions 3: The Awakening/Random Events|random events]] can also destroy temples.
Each nation's [[Dominion3: The Awakening/Capitol province|capitol]] automatically starts with a temple.  Temples can be built by any commander with ''Holy'' magic knowledge (ie. mostly [[Dominions 3: The Awakening/Units/Priest|priests]] and Prophets) using the Construct Building order.  Temples cannot be captured - they are automatically destroyed when a province containing an enemy temple is conquered.  Some [[Dominions 3: The Awakening/Random Events|random events]] can also destroy temples or build new ones.


===Effects of temples===
===Effects of temples===
Temples automatically spread [[Dominions 3: The Awakening/God Design/Dominion|dominion]] for most nations.  They also increase the effectiveness of [[Dominions 3: The Awakening/Preach|preaching]].  [[Dominions 3: The Awakening/Blood Sacrifice|Blood sacrifice]] can only be performed in temples.  Temples allow the recruitment of [[Dominions 3: The Awakening/Units/Priest|priests]] and [[Dominions 3: The Awakening/Sacred|sacred troops]].
Temples automatically trigger something called a ''Temple Check'' each turn. If your dominion is powerful enough, this alone can act to spread [[Dominions 3: The Awakening/God Design/Dominion|dominion]] for most nations.  The total number of friendly temples also increases the effectiveness of [[Dominions 3: The Awakening/Preach|preaching]] (every 5 temples raises the Pretender's current dominion by 1).  [[Dominions 3: The Awakening/Blood Sacrifice|Blood sacrifice]] can only be performed in temples.  Temples allow the recruitment of any [[Dominions 3: The Awakening/Units/Priest|priests]] or [[Dominions 3: The Awakening/Sacred|sacred troops]] available in that province's ''recruitment'' list.
 
{{Footer Nav|game=Dominions 3: The Awakening|prevpage=Gameplay|nextpage=Provincial Defense}}

Latest revision as of 00:00, 4 April 2023

There are three different kinds of buildings you can build to provinces in Dominions 3. The Fortresses can be built by all commanders and they take a number of turn to be completed. Mages can build Laboratories where arcane research, rituals and forging takes place. Building one takes 1 turn of time. Priests can build Temples which spread your Dominion. This action takes 1 turn of time.

Only one fortress, one laboratory, and one temple can be present in each province at any one time. If you dislike the existing fortress, you must tear it down before replacing it.

Fortress[edit]

A fortress acts as a sort of garrison hub in the province where it is built, and has several uses:

  • Supply depot - Total food supply is increased in the province per the fort's Supply Storage value. During a siege, this supply value also indicates the amount of food available to defenders before they start to starve.
  • Administration center - A percentage of Resources are gathered from neighboring provinces under friendly control equal to the fort's Administration Value (ie. an Admin of 50 gathers 50% of available production resources from each neighboring province for use at the fort). Note: it is thus possible to drain a province of all it's resources (ie. you will no longer be able to train any new troops there) if there are enough neighboring forts gathering resources. In addition, gold revenue in the province is increased by the Admin value as well.
  • Recruitment center - Friendly fortresses are the only places where you are allowed to recruit your national troop types. Without a fort, only independent troop types can be recruited in a province.
  • Military Defense - Forts can provide temporary safety for friendly troops if the rest of the province is overrun by enemies. Inside the safety of the walls, defenders can hold out under siege until the gates are breached or the food supply runs out. For an opponent to complete his conquest of the province, he must capture the fortress. To do this, he must besiege the fortress until the defenses are breached, and then storm it to kill all the defenders. Fortifications with higher defense values require more time and a larger besieging force to breach. In the meantime, any mage commanders inside the fort can still research, cast rituals and even summon magical allies. Defenders use up supplies each turn and start to starve if/when supplies run out.

Note that the only units and commanders considered "outside" a friendly fort are those set to Patrol Province or Blood Hunt. Only stealthy units can enter a friendly fort under enemy siege, while both stealthy and flying units can freely leave while under siege.

Commanders can build new fortresses in friendly provinces. The exact type of fortresses built is determined by the terrain in the province and your nation. Different nations sometimes have quite different preferences for which type of fort gets built where. The following table lists stats for the different fortress types. "Terrain Type" represents a generalization only, as each nation has slightly different preferences as to which fort to build on which terrain:

Fortress Comparison
Fortress Type Terrain Type Defense Value Administration Supply Storage Build Time Cost
Fortified City Farmland 250 50 1000 5 1200
Forest Fortress Forest 300 15 200 4 1000
Forest Ramparts Forest 150 10 100 3 800
Motte-and-Bailey Forest/Farmland 200 20 100 3 800
Simple Hillfort Forest 150 5 100 3 800
Citadel Plains 600 40 100 4 1000
Ramparts Plains 100 15 150 3 800
Swamp Fort Swamp 100 0 100 3 800
Hillfort Mountain 200 5 100 3 800
Hill Fortress Mountain 600 10 150 5 1200
Peg Castle Mountain 700 20 150 4 1000
Mountain Citadel Mountain 800 20 200 5 1200
Fortification Waste/Plains 300 20 250 4 1000
Fortress Waste/Plains 400 25 300 4 1000
Kelp Fortress Sea 100 10 25 3 800
Kelp Citadel Sea 300 40 150 4 1000
Cave Castle Cave/Capital 600 30 150 6 1400
Swamp City Swamp/Capital 400 50 1000 5 1200
Mountain City Mountain/Capital 700 30 750 6 1400
Tel City ??? 500 40 750 6 1400
Great City Farmland/Capital 200 60 1250 6 1400
Dark Citadel Sea/Capital 600 20 150 5 1200

Laboratory[edit]

Laboratories are centers for research, ritual casting and forging. They are also required in order to recruit mages. Sometimes labs can be discovered as special sites, but mostly a lab must be built by a mage set to Construct Building > Lab. The mage does not actually build the lab but rather supervises the construction.

Once built, if a commander possessing any magical paths enters the lab he can perform magical activities there. All research, spell casting, alchemy and forging requires an acting mage in a lab.

Laboratories, being home to arcane experiments, are somewhat prone to destruction by fire (ie. this can manifest itself as a random event affected by luck/misfortune).

Temple[edit]

The temples are the centers of your religious authority. In the temples masses and ceremonies are conducted. From the temples your dominion is spread and in the temples priests are trained. Priests and sacred troops can only be recruited in a province with a temple.

Obtaining temples[edit]

Each nation's capitol automatically starts with a temple. Temples can be built by any commander with Holy magic knowledge (ie. mostly priests and Prophets) using the Construct Building order. Temples cannot be captured - they are automatically destroyed when a province containing an enemy temple is conquered. Some random events can also destroy temples or build new ones.

Effects of temples[edit]

Temples automatically trigger something called a Temple Check each turn. If your dominion is powerful enough, this alone can act to spread dominion for most nations. The total number of friendly temples also increases the effectiveness of preaching (every 5 temples raises the Pretender's current dominion by 1). Blood sacrifice can only be performed in temples. Temples allow the recruitment of any priests or sacred troops available in that province's recruitment list.