Editing Dominions 3: The Awakening/Units
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{{ | {{All Game Nav|game=Dominions 3: The Awakening}} | ||
== Units == | |||
'''Units''' are the heart of ''Dominions 3: The Awakening''. With units you wage ware, conquer provinces, fight battles, forge items, cast spells and win the game. Units can be classified: | |||
==Units== | |||
'''Units''' are the heart of ''Dominions 3: The Awakening''. With units you wage ware, conquer provinces, fight battles, forge items, cast spells and win the game. Units can be classified: | |||
*Units can be either Commanders or Troops | *Units can be either Commanders or Troops | ||
*Units can be either recruited or summoned | *Units can be either recruited or summoned | ||
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*Units can be either national or independent | *Units can be either national or independent | ||
===Commanders=== | === Commanders === | ||
Commanders are different in some ways from other units: | Commanders are different in some ways from other units: | ||
*Only commanders can wear [[Dominions 3: The Awakening/Items|Magic Items]]. | *Only commanders can wear [[Dominions 3: The Awakening/Items|Magic Items]]. | ||
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Armies can only move when they are led by a commander. Commanders have different leadership ratings, which determine how many units they can control. Commanders can be classified into priests, mages, or generals. Right-click on them to get all their vital details. | Armies can only move when they are led by a commander. Commanders have different leadership ratings, which determine how many units they can control. Commanders can be classified into priests, mages, or generals. Right-click on them to get all their vital details. | ||
Some commanders have the | Some commanders have the [[Stealth]] skill and serve in different roles such as scouts, spies, or assassins. A high value at the stealth skill means a better chance of infiltrating enemy provinces without becoming detected. Scouts provide basic information on enemy assets, while spies provide more detailed information and can raise unrest. Assassins provide the option of attacking one random commander per turn -- and his bodyguards. Scouts, spies, and assassins rarely have the skills necessary to lead other troops. All face the risk of detection and attack by enemy patrols. | ||
Commanders are often | Commanders are often refered to by their main role, like [[Dominions 3: The Awakening/Units/Mage|Mage]], [[Dominions 3: The Awakening/Units/Priest|Priest]], [[Dominions 3: The Awakening/Units/Scout|Scout]], [[Dominions 3: The Awakening/Units/Spy|Spy]], [[Dominions 3: The Awakening/Units/Assassin|Assassin]], [[Dominions 3: The Awakening/Units/Prophet|Prophet]] and [[Dominions 3: The Awakening/Units/Pretender|Pretender]]. Common roles for Commanders are also [[Dominions 3: The Awakening/Units/Thug|Thug]] and [[Dominions 3: The Awakening/Units/SC|Super Combatant (SC)]]. | ||
===Troops=== | === Troops === | ||
There are a vast amount of different kinds of troops, units and creatures in Dominions 3 but they all have something in common. Troops require a commander with appropriate type of Leadership to lead them -- standard, magical, or undead/demon. Troops cannot move around on their own. Recruitable troops can be recruited in great amounts per turn unlike commanders who can only be recruited at pace of one commander per province per turn. Troops also cannot wield magic weapons forged by mages. | There are a vast amount of different kinds of troops, units and creatures in Dominions 3 but they all have something in common. Troops require a commander with appropriate type of Leadership to lead them -- standard, magical, or undead/demon. Troops cannot move around on their own. Recruitable troops can be recruited in great amounts per turn unlike commanders who can only be recruited at pace of one commander per province per turn. Troops also cannot wield magic weapons forged by mages. | ||
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Land nations cannot expect to be able to recruit their national units underwater; they will not even be able to construct castles there without the aid of magic. On land, underwater nations may build castles, but will have very limited national troop recruitment regardless. | Land nations cannot expect to be able to recruit their national units underwater; they will not even be able to construct castles there without the aid of magic. On land, underwater nations may build castles, but will have very limited national troop recruitment regardless. | ||
=== Recruited units === | |||
===Recruited units=== | |||
Regular troops refer to the national and independent troops that can be recruited from the provinces. Regular troops have a purchase cost of resources and money and an upkeep cost. | Regular troops refer to the national and independent troops that can be recruited from the provinces. Regular troops have a purchase cost of resources and money and an upkeep cost. | ||
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*Regular troops eat supplies and require upkeep money | *Regular troops eat supplies and require upkeep money | ||
====Mercenaries==== | ==== Mercenaries ==== | ||
Mercenaries are a special case of recruited troops. You have to bid for them in an auction. You choose a province (ideally near the frontlines) and click on the Mercenary Button. All current mercenaries are listed in box together with minimum price and term of contract. Each contract automatically ends after three months. If you win the bidding, the mercenary will appear in the province where you started the bidding next turn. Mercenaries consist are always out of one commander and sometimes a squad of troops. | Mercenaries are a special case of recruited troops. You have to bid for them in an auction. You choose a province (ideally near the frontlines) and click on the Mercenary Button. All current mercenaries are listed in box together with minimum price and term of contract. Each contract automatically ends after three months. If you win the bidding, the mercenary will appear in the province where you started the bidding next turn. Mercenaries consist are always out of one commander and sometimes a squad of troops. | ||
Note that you can give [[Dominions 3: The Awakening/Magic/Magic Gems|Magic Gems]] as well as [[Dominions 3: The Awakening/Items|Magic Items]] to an | Note that you can give [[Dominions 3: The Awakening/Magic/Magic Gems|Magic Gems]] as well as [[Dominions 3: The Awakening/Items|Magic Items]] to an mercenery commander under your command. But he will never give anything back ! | ||
====Province defense==== | ==== Province defense ==== | ||
See page 45 in the manual | See page 45 in the manual | ||
===Stealth units=== | === Stealth units === | ||
Stealth units have a brown robe icon on their statistic screen. Right-click on this icon to see how stealthy the unit is. Stealth troops need a stealth commander to sneak into enemy provinces. If you want to rather move than sneak, you have to hold the | Stealth units have a brown robe icon on their statistic screen. Right-click on this icon to see how stealthy the unit is. Stealth troops need a stealth commander to sneak into enemy provinces. If you want to rather move than sneak, you have to hold the "STRG" key pressed while giving the move command. Stealth armys can join attacks initiated by "paratroop" rituals like ''Call of the Wild'', ''Call of the Wind'' or ''Imprint Souls''. To make this coordination work, the stealth army must already be inside the attacked province and given an "Attack" Order (with no move order). | ||
===Summoned units=== | === Summoned units === | ||
Summoned units play an important part in the wars of the pretender gods. Available to mages with enough skill and research behind them, the summons provide everything from expendable "chaff" to creatures of amazing power. A great number of summonable units are in the Conjuration, Blood and Construction research trees but Enchantment tree also has some summons. Most of summons are cast as rituals which require 1 month perform. However, some summoning spells, such as Elemental summoning, Call Horror, Swarm and Summon Lammashta, are cast in battle. These summons only last until the end of the fight. Broadly speaking the game tends to become more summon based as time passes on because at certain point the power of the summonable creatures exceeds the efficiency of recruitable troops. | Summoned units play an important part in the wars of the pretender gods. Available to mages with enough skill and research behind them, the summons provide everything from expendable "chaff" to creatures of amazing power. A great number of summonable units are in the Conjuration, Blood and Construction research trees but Enchantment tree also has some summons. Most of summons are cast as rituals which require 1 month perform. However, some summoning spells, such as Elemental summoning, Call Horror, Swarm and Summon Lammashta, are cast in battle. These summons only last until the end of the fight. Broadly speaking the game tends to become more summon based as time passes on because at certain point the power of the summonable creatures exceeds the efficiency of recruitable troops. | ||
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Independent, or indie, troops are troops that are recruited from independent provinces. The type of troops you can recruit is determined by the poptype of the province. | Independent, or indie, troops are troops that are recruited from independent provinces. The type of troops you can recruit is determined by the poptype of the province. | ||
==Unit attributes== | == Unit attributes == | ||
Every individual unit has a set of attributes. The attributes are used in battle to decide if an enemy is hit, damaged, dead or routing. | Every individual unit has a set of attributes. The attributes are used in battle to decide if an enemy is hit, damaged, dead or routing. | ||
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===Encumbrance=== | ===Encumbrance=== | ||
Fatigue increases with the encumbrance value by each attack in melee. Casting spells has its own, usual higher encumbrance value. Units get defense | Fatigue increases with the encumbrance value by each attack in melee. Casting spells has its own, usual higher encumbrance value. Units get defense penaltys for higher with increasing Fatigue. At an Fatigue value above 100 the unit becomes unconscious and cannot do any action until Fatigue value is under 100 again. While unconscious the unit looses some Fatigue each combat round. Fatigue values over 200 result in lost hit-points. This is especially important for Dominion slaves. | ||
Items with high Reinvigoration values or certain spells like Relief help to | Items with high Reinvigoration values or certain spells like Relief help to conter Fatigue effects. | ||
===Strength=== | ===Strength=== | ||
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===Movement=== | ===Movement=== | ||
The movement limit each turn of a unit. | The movement limit each turn of a unit. | ||
It is | It is seperated into strategic map movement and into an tactical battlefield movement value. A value of 0/10 means that the unit is unable to leave her home province. However she can move 10 Fields each combat turn on the battlefield. | ||
===Fatigue=== | ===Fatigue=== | ||
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Units of old age accumulate afflictions. Eventually one of those afflictions will be "diseased", which means they will gain more afflictions and lose one hit point per turn until they push up daisies. Even undead may become old, but they are not affected by disease. | Units of old age accumulate afflictions. Eventually one of those afflictions will be "diseased", which means they will gain more afflictions and lose one hit point per turn until they push up daisies. Even undead may become old, but they are not affected by disease. | ||
====How age works==== | ==== How age works ==== | ||
A nice discussion of old age can be found in this [http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=457150&page=0&view=collapsed&sb=5&o=&fpart=1 thread on the Dom3 discussion forum]. From that thread, here are some interesting factoids: | A nice discussion of old age can be found in this [http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=457150&page=0&view=collapsed&sb=5&o=&fpart=1 thread on the Dom3 discussion forum]. From that thread, here are some interesting factoids: | ||
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*The chance of gaining an affliction is relative to the age difference between the "old" age and the current age; so if a unit turns "old" at 40, they are unlikely to gain an affliction at 41, but very likely at 61. | *The chance of gaining an affliction is relative to the age difference between the "old" age and the current age; so if a unit turns "old" at 40, they are unlikely to gain an affliction at 41, but very likely at 61. | ||
====Combating Old Age==== | ==== Combating Old Age ==== | ||
There are a number of ways to fight the inevitable hand of old age and death in Dominions 3. | There are a number of ways to fight the inevitable hand of old age and death in Dominions 3. | ||
*There are certain [[Dominions 3: The Awakening/Magic/Magic Items & Forging|magic items]] that stop or hinder the aging process | *There are certain [[ Dominions 3: The Awakening/Magic/Magic Items & Forging|magic items]] that stop or hinder the aging process | ||
*There are spells that will make a unit younger. | *There are spells that will make a unit younger. | ||
*There are spells and items that will heal afflictions. | *There are spells and items that will heal afflictions. | ||
*There are items that will transform the wearer into another typ of unit, | *There are items that will transform the wearer into another typ of unit, usally with younger age. | ||
*There are items that will eliminate the hit point drain from disease. | *There are items that will eliminate the hit point drain from disease. | ||