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Each nation usually starts with only its [[Dominions 3: The Awakening/Capitol province|capitol]], although this can be changed in game setup.  [[Dominions 3: The Awakening/Neutral province|Neutral]] and enemy provinces must be conquered.  Conquering a province gives the conquering [[Dominions 3: The Awakening/Nations|nation]] control of all discovered [[Dominions 3: The Awakening/Magic/Magic Sites and Magic Gems|magic sites]] and all [[Dominions 3: The Awakening/Buildings|buildings]] in the province (except [[Dominions 3: The Awakening/Temple|temples]], which are destroyed whenever a province changes hands), in addition to the province's gold income.
Each nation usually starts with only its [[Dominions 3: The Awakening/Capitol province|capitol]], although this can be changed in game setup.  [[Dominions 3: The Awakening/Neutral province|Neutral]] and enemy provinces must be conquered.  Conquering a province gives the conquering [[Dominions 3: The Awakening/Nations|nation]] control of all discovered [[Dominions 3: The Awakening/Magic/Magic Sites and Magic Gems|magic sites]] and all [[Dominions 3: The Awakening/Buildings|buildings]] in the province (except [[Dominions 3: The Awakening/Temple|temples]], which are destroyed whenever a province changes hands), in addition to the province's gold income.


Most units automatically attack enemy provinces when they attempt to enter them.  Units with [[Dominions 3: The Awakening/Stealth|Stealth]] can choose to attack or [[Dominions 3: The Awakening/Hide|hide]].  If the attacking nation wins the resulting battle, it gains control of the province.  Some [[Dominions 3: The Awakening/Spells & Rituals|ritual spells]] also cause an attack on a province, which can conquer it.
Most units automatically attack enemy provinces when they attempt to enter them.  Units with [[Dominions 3: The Awakening/Stealth|Stealth]] can choose to attack or [[Dominions 3: The Awakening/Hide|hide]].  If the attacking nation wins the resulting battle, it gains control of the province.  Some [[Dominions 3: The Awakening/Magic/Spells & Rituals|ritual spells]] also cause an attack on a province, which can conquer it.


If a province contains a [[Dominions 3: The Awakening/Fortress|fortress]], conquering it is a more complex and difficult process: first move into the province and defeat its [[Dominions 3: The Awakening/Province Defense|province defense]] and any [[Dominions 3: The Awakening/Patrol|patrolling]] forces, then [[Dominions 3: The Awakening/Siege|besiege]] the fortress's defenders until the walls are breached, then [[Dominions 3: The Awakening/Storm Castle|storm]] the breached fortress.  Until this is complete, the defender retains control of sites and buildings.
If a province contains a [[Dominions 3: The Awakening/Fortress|fortress]], conquering it is a more complex and difficult process: first move into the province and defeat its [[Dominions 3: The Awakening/Province Defense|province defense]] and any [[Dominions 3: The Awakening/Patrol|patrolling]] forces, then [[Dominions 3: The Awakening/Siege|besiege]] the fortress's defenders until the walls are breached, then [[Dominions 3: The Awakening/Storm Castle|storm]] the breached fortress.  Until this is complete, the defender retains control of sites and buildings.

Revision as of 16:21, 27 October 2006

Template:All Game Nav The strategic map in a game of Dominions 3 consists of a number of provinces. Conquest of these provinces is one of the most important goals of the game; a nation which controls no provinces is immediately eliminated. Provinces produce gold and supplies, and have a population type that determines what kind of units and commanders can be recruited there.

Provinces can have one or more types of terrain which affect their productivity, movement into and through them, what population types and magic sites are more likely to be found there, and can affect battles fought in the province. Some provinces are seas and most units cannot enter them at all. Others are coastal, bordering a sea.

Each nation usually starts with only its capitol, although this can be changed in game setup. Neutral and enemy provinces must be conquered. Conquering a province gives the conquering nation control of all discovered magic sites and all buildings in the province (except temples, which are destroyed whenever a province changes hands), in addition to the province's gold income.

Most units automatically attack enemy provinces when they attempt to enter them. Units with Stealth can choose to attack or hide. If the attacking nation wins the resulting battle, it gains control of the province. Some ritual spells also cause an attack on a province, which can conquer it.

If a province contains a fortress, conquering it is a more complex and difficult process: first move into the province and defeat its province defense and any patrolling forces, then besiege the fortress's defenders until the walls are breached, then storm the breached fortress. Until this is complete, the defender retains control of sites and buildings.