Dominions 3: The Awakening/Buildings: Difference between revisions

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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.
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.
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:


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
{| {{prettytable}}
|-
|-
! Fortress Type
! Fortress Type
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|-
|-
| Cave Castle
| Cave Castle
| ???
| Cave/Capital
| 600
| 600
| 30
| 30
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|-
|-
| Swamp City
| Swamp City
| ???
| Swamp/Capital
| 400
| 400
| 50
| 50
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|-
|-
| Mountain City
| Mountain City
| ???
| Mountain/Capital
| 700
| 700
| 30
| 30
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|-
|-
| Great City
| Great City
| ???
| Farmland/Capital
| 200
| 200
| 60
| 60
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|-
|-
| Dark Citadel
| Dark Citadel
| ???
| Sea/Capital
| 600
| 600
| 20
| 20
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==Laboratory==
==Laboratory==
Some labs 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==
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===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.
 
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