Disenchanted with Dominions 6

I’ve posted a lot about Dominions 6 on this blog, but I’ve become disenchanted with it since I last posted. Some of this may be because I’ve been busier, other stuff however I’d like to blog about. I don’t have much time (like I said, I’ve been busy), but here’s a quick overview of why I fell out of favor with it. Note, I do hope to rejoin Dominions 6 some time soon, but for the first time this year I’m not playing any games of it.

First, the community is a mess. I think Discord is the worst place possible to have a video game community, but I haven’t been able to find games anywhere but Discord. Regardless, all the worst parts of a community are here. In particular, long-time players get “know-everything” syndrome, somewhat like the infamous Stack Overflow community.

Now, Dominions is a complicated game. I’d go so far as to say that no one understands the game well enough to be an expert in every situation. But long-time players will act like they know everything, and that their tactics are always the best and should never be questioned. So when you, as a new player, come for advice, the conversation goes like this:

  • Newbie: “I want to do X, what’s the best way to do it?”
  • Veteran: “No one does X, why would you ever do that? Do Y instead.”
  • Newbie: “I can’t do Y, and anyway I don’t want to. What about X”
  • Other Vet: “It isn’t even possible to do X lol, why are you trying, just do Z”
  • Newbie: “I actually just did X, but I want to do it better next time, that’s why I’m coming here for advice”
  • Vet: “So to do Y, first you gotta do A, then you gotta do B, here I posted a video about it with terrible audio on my channel”

Veterans don’t want to actually help new players, they want to hear themselves talk, so they just ignore questions and give the answers they always wanted to give. Many veterans are also less knowledgeable than they think they are, and will confidently give incorrect information because they think they already know everything and have no reason to check. Meanwhile a newbie who *is* checking their information (because they don’t think they know everything yet) will be harangued and insulted if they dare question a veteran, because a veteran is a long-time community member and thus the community will declare them “right” by default.

Another problem is that the community has a bad habit of just not answering questions at all. Dominions has a LOT of spells and units and abilities. Many of those are useless, some are quite useful. Which are which?

Well if someone asked me, “is foul vapors useful?” I’d point them to my blog post where I discussed just that in many paragraphs. My post wasn’t fully comprehensive, but I feel I gave a broad overview of the strengths and weaknesses of the spell, and noted when it could be used and when maybe it shouldn’t be.

If a newbie asks “is foul vapors useful?” in Discord, the number 1 answer will be “it depends,” followed by a veteran shutting down the conversation and saying the newbie is asking dumb questions. In truth, it DOES depend, because there are some situations (as I outlined in my post!) where it isn’t as useful. But “it depends” is a conversation-ending answer to LITERALLY ANY QUESTION, and gives no useful information whatsoever.

Will the sun rise tomorrow? Honestly, *IT DEPENDS*, because there’s a non-zero chance for a micro-black hole to zip through the solar system kicking out planet out and into deep space. But that isn’t a useful answer to someone who is honestly trying to get information, in 99.999999999% of cases, the useful answer is “yes,” not “it depends.”

Same with “is foul vapors useful?” A useful answer is to give an overview of its strengths and weaknesses, and summarize with “in most cases, given these tactics, yes it is.” Shutting down the conversation with a non-answer only happens (I think) because discord is an instant-message-based form of communication, instead of thread-based like a normal forum. People see a question in their feed and treat it like a text message, they HAVE to answer it. But they don’t have a real answer and they don’t care about this person, so they shut down the conversation with “it depends” instead of giving an actual answer or just ignoring it and letting someone who actually cares answer the question.

Finally, Discord is a terrible way to form a community because it isn’t searchable for answers. The Discord search function is basically useless and Discord isn’t indexed on google. This means that a newbie looking for advice can’t go through the decades worth of accumulated knowledge from the community, they have no choice but to brave the discord wastes and have all the terrible conversations I outlined above. There’s a Dominions wiki, but it’s largely abandoned and mostly consists of information from Dominions 5 (which despite being very well documented has largely been abandoned by the community now that Dominions 6 is out).

What all this means is this:
I’m OK at Dominions, but I wanted to get better. However every attempt to learn more was an exercise in frustration. Stack-overflow-esque veterans telling you that you shouldn’t do what you want to do, giving correct advice, and shutting down the conversation when genuine questions were asked. Additionally the community is too small and fragmented to find any information *except* on Discord. For all these reasons, I sort of peaked in my abilities in the game and decided to stop trying. I don’t have the time to test everything I want to know myself, and I don’t have the patience to deep with the exceptionally unhelpful community. So I stopped.

I hope I’ll get the patience to start again.

Even more Dominions Tactics: Foul Vapors

I am still enjoying writing about Dominions, especially since the 6th game was just got released. Last time, I talked about overwhelming your enemies in an underwater battlefield, this time I’ll talk about poisoning them in their sleep.

To recap, Dominions is a game series where gods and their armies fight climactic battles to become the one true Pantokrator, the almighty. In the early game, armies are small and tactics simple, but by the mid to late game, armies can be so ginormous that troops have difficulty even reaching each other through the mass of bodies. In these scenarios, “army wipe” spells, that is spells that do damage to an entire army all at once, are very powerful.

Let’s back up a second, the normal way magic works is just as it works in any RPG you’ve ever played. The wizard casts fireball, it travels to the enemy, and deals damage. That’s how most spells in the game work. Some spells however, are *battlefield wide* spells. The wizard casts them, and now the entire battlefield is effected.

Foul Vapors is one such battlefield wide spell. When the wizard casts it, toxic clouds start to cover the battlefield and all soldiers, friend or foe, begin taking poison damage.

Obviously, killing your own troops isn’t usually a recipe for success. But Foul Vapors can be paired with other nature spells such as “Serpent’s Blessing” which make all your troops resist poison, or can be paired with units who naturally resist poison. That way, even if your own troops die, they die much more slowly than the enemy’s.

In this way, Foul Vapors can make for an exceptional army killing spell. You don’t need the strongest troops or the most fireballs, you just need 1 mage and enough troops to keep the enemy busy. After a few rounds of Foul Vapors, you’ll have killed an entire army no matter how many of them came to the fight.

But Foul Vapors isn’t perfect, if the mage who casts it gets killed it turns off, much to the relief of the enemy troops. And it won’t take many rounds for the enemy to reach your mage if you took a truly paltry number of troops. That’s where option 2 comes into play: Rigor Mortis.

Rigor Mortis is another battlefield spell, but cast by a Death mage this time instead of a Nature/Water mage like Foul Vapors. What it does is deal *fatigue* damage to every living (ie not undead) unit on the battlefield. In Dominions, units die when they reach zero health, but they simply fall asleep when they reach 0 fatigue.

But Rigor Mortis paired with Foul Vapors is an *incredible* combination. Rigor Mortis puts all units to sleep, which in turn protects the Foul Vapors caster from ever being damaged. Then Foul Vapors works to kill the entire enemy army in their sleep without your own army even needing to work.

This is extra potent when your own army is made up of the undead. Undead units are immune to Rigor Mortis (they already passed that point), but are *also* highly resistant to poison. Rigor Mortis plus Foul Vapors backed up by an undead army will see the enemy put to sleep, then poisoned, and finally hacked apart by the undead horde.

Battlefield wide spells are some of the most powerful and fun spells in the game. I love watching a battle where I successfully baited the enemy into a trap and killed them with a few battlefield wide spells. These spells are powerful, expensive, and rare, but if you can pull them off you can win wars against almost infinite enemy forces.

More Dominions Strategies: Underwater overwhelming

He smells blood, and he's hungry

I want to write more about Dominions because I’ve been falling behind on writing and it’s a video game near and dear to my heart.

To recap, Dominions is a video game series whose 6th installment just got released. In it, you play as a god trying to overthrow every other god and become the one true Pantokrator, the almighty. Your battles against the enemy gods can involve summoning hordes of skeletons to overwhelm your enemies. Or you can rain down lightning from the skies. Or you can just make yourself unkillable.

Today’s tactic is somewhat unique to the underwater nations of the game, and it has to do with summoning so many creatures of the deep that your enemies will start to think Aquaman is OP.

Dominions has a lot of spells that summon new units, see my post on hordes of skeletons above. But skeletons are undead, and can be banished by a simple priest. The underwater war takes summoning to a whole new level.

First, there’s “school of sharks,” a simple water 2 spell that summons (what else) a school of 10 sharks to attack your enemies. 10 sharks may not tip the battle on their own, these are large underwater armies clashing together after all. But 10 mages summoning 10 sharks each? You’re going to need a bigger boat.

Next, there’s “Swarm.” Swarm is a Nature 2 spell that’s more well-known on land. There, it summons small bugs to harass the enemy. Underwater, it summons fish and shrimp.

Then there’s “Shark Attack.” Shark attack will summon a bloodthirsty shark every time an enemy or ally takes damage. These sharks will then *usually* attack the enemy lines. Sharks still aren’t necessarily as powerful as an armored underwater warrior, but the best part of Shark Attack is that they are *endless*. Sharks will continue to spawn as long as units are taking damage, a constant horde of teeth and jaws to harass and torment your enemies.

The final cherry on top is Water Elementals. Water elementals are summoned alone, and they cost gems to summon too. But unlike 10 sharks, 20 shrimp, or even infinite sharks, water elementals can regenerate underwater. This is huge in an ocean battle, having a unit that can take endless damage, regenerate it all and still pack a punch is a game changer, and before they nerfed Water Elementals heavily, they were the end-all and be-all of underwater combat. They’re still strong of course, just slightly less so.

With these 4 conjuration spells, underwater armies can send forth a tidal wave of bodies in ways land nations could only dream of. It gets better because many of these enemies get summoned behind the enemy’s lines, wrecking their weak support units and throwing their battle line into chaos.

These and other spells let water nations orchestrate a symphony of chaos against anyone they face. Land nations beware, the sea is deadly.

Dominions 6: Out Now

I wrote earlier about Dominions 5 and its many complexities. It’s an incredibly deep game with a lot of moving parts, from sacred troops to magic research to recruiting or summoning mages. And I even outlined some of my favorite strategies in later posts.

If you enjoyed those posts or were interested in trying Dominions for yourself, Dominions 6 is out now. This latest installment brings about 5 new nations to the title, raising to total to I think somewhere north of 80. And each nation is a wholly unique beast so it’s really fun to craft perfect, elaborate strategies for each one. 

As it’s just come out, the multiplayer community is at its most active, so now’s the best time to play multiplayer as well. I’ll still be thinking about the game more than playing it, but if you buy it too I hope you’ll realize why even just thinking about it can be very fun.

Dominions Strategy: Thunder Striking Wizard Thrasher

This post named in honor of one of the pretenders from a hilarious Disciples game I watched ages ago. I’m continuing my series of posts about the fun strategies you can use in Dominions 5. I still hope my posts inspire someone else to start playing the game, either now or when Dominions 6 launches in January of 2024.  Last time was physmoss, this time it’s Thunder Strike.

“Evocation” is the general magic-y word for “big spells that do damage.” Fireballs, shockwaves, if it directly hits someone, it’s usually evocation. I think the separating of magic spells like this first came from D&D, but the tradition has carried on in Dominions.

In Dominions though, not all Evocation is created equal.  Some spells really aren’t worth it, and casting “retail evocation” aka low level tiny spells is a sign that times are desperate and you don’t have the mage firepower for Big Boy spells. But one of those Big Boy spells, indeed a spell so powerful it people might build their pretender specifically to counter it, is Thunder Strike.

Let’s start with the good: Thunder Strike deals a boatload of armor negating shock damage to a square, and then a smaller amount of shock damage to all the squares around it. That means any units sitting where the Thunder Strike hits get instantly deleted, no matter how good their armor, while surrounding units can still be stunned by the small shockwave that surrounds the big strike. So this spell not only deals with ultra-powerful enemy units (like the physmoss mage from last post), but also ties down large enemy armies by shocking their units and stunning them for a turn or two. It may not seem like a lot, but stunning some troops can break apart their formation and allow your own army to defeat them in detail.

The only counter to Thunder Strike is Shock Resistance, which is a very hard resistance to get. This is why some nations will specifically build their pretender around defeating Thunder Strike: if the pretender has high level Air or Earth magic, they can bless their sacred troops with Shock Resistance. That will help immensely against the large stunning shockwave, but still may not be enough to save units from the big Thunder Strike at the center.

But now here’s the bad news: Thunder Strike requires a mage to be Air 3. Remember that Hordes of Skeletons from before required just Death 2, higher levels of magic are much less common than lower levels. Mages with magic of Level 1 are everywhere. Level 2 is usually doable. Level 3 and above is exceptionally rare. So while it’s easy for your enemies to amass the Death 2 mages needed for skellyspam, it’s hard to find the Air 3 mages needed for a Thunder Strike counter.

But there is one hope for an aspiring Thunder Striker: and it’s called Storm Power.

Storm Power is an Air 2 spell that adds +1 to a mage’s Air Magic. In essence, it turns an Air 2 mage into an Air 3. BUT it can only be cast when a storm is already raging.  And creating a storm on the battlefield requires… Air 3 yet again. So Air 2 mages alone can’t make this work, but everything can come together if they can get just a single Air 3 mage.

The trick is that the Air 3 mage will cast Summon Storm, then the Air 2 mages all cast Storm Power. And now that everyone is an Air 3 mage, they can start blasting out Thunder Strikes like there’s no tomorrow. This is a huge ability, and Thunder Strike plus Storm Power is a key tech level for most air nations in the game like Vanheim and Caelum. 

The best part is that summoning a Storm will also power up Air Elementals, who Air 3 mages can also summon. Air Elementals can fly directly into the enemy’s lines, barely take damage because they’re Ethereal, AND ignore shock damage. So you can also summon a few of them during the storm and let them tear apart the enemy army while you’re dropping Thunder Strikes on their heads. It’s a brutal strategy.

This is why Air 3 is such a key breakpoint for mage power. Air 2 is OK, but Air 3 is key. The ability to summon storms and turn everyone into a Thunder Striker overturns a lot of strategies and forces your enemies to come up with effective counters to deal with you. 

One fun nation I love is Ur: The First City. Ur gets Gudus as a mainstay mage, and 1/2 of Gudus are Air 2. Unfortunately, Ur can’t natively recruit any Air 3 mages, so it seems they’re out of contention for Thunder Striking. But they can use a national spell to summon an Ugalla, which is an Air 3 mage in its own right. So by summoning an Ugalla, Ur can turn itself into a Thunder Striking powerhouse on par with any other.

And Thunder Strikes have a huge range as well. They can hit well into the back-line and destroy an enemy’s mage corps. So if the enemy sets up skellyspam, Thunder Strike can be a legitimate counter, as you delete their mages to slow the tide of skeletons.

So that’s yet another tactic I really enjoy. It’s stereotypically done by the “Elven” nations (Vanheim, Helheim those sort) but I’ve also made it work with my favorite nation, Ur. Feel free to try it yourself when Dominions 6 comes out.

Dominions Strategy: Becoming Unkillable

I’ve been writing a series of posts about the fun strategies you can use in Dominions 5. I hope my posts inspire someone else to start playing the game, either now or when Dominions 6 launches in January of 2024. Last time was skellyspam, this time it’s physmoss.

To begin with, lets understand what happens when one unit swings their sword at another. They first roll to see if their attack skill beats the enemy’s defense skill. Then if so, they “hit,” and get to roll for damage. Their Strength + Weapon damage is rolled against the enemy’s Protection, and if they roll higher then they deal damage according to how well they rolled.

Already we can see the strategy developing, units with high Protection are difficult to harm. But having lots of Strength, powerful weapons, or just an overwhelming number of attacks can still be used to take them down.

But what is Protection? It’s the sum of your armor value plus whatever “natural protection” the unit may possess, so a being made out of stone will naturally have high “natural protection” even if wearing little, while a squishy human can still get a lot of protection from a suit of plate mail. This is step 1 of “physmoss,” having a very high protection. Mages normally wear robes, but you can craft them a suit of armor. Then they can cast something like “ironskin” on themselves to bump their natural protection into the stratosphere. The sum of that armor plus their ironskin makes for one tough nut to crack.

But some units have high strength, and crits can roll for high damage anyway. Just having a lot of protection isn’t enough. We can get further by having “physical resistance,” which halves the damage taken from all weapons. This is the “phys” of “physmoss,” and spells like “liquid body” or “temper flesh” can both give physical resistance. Then on top of that we add a bit of regeneration, either with a ring of regeneration or with a nature mage casting a spell. That means after accounting for high protection and physical resistance, what little damage the mage does take, they can regenerate at the end of each combat round.

But the pièce de résistance is the “mossbody” spell, the “moss” part of “physmoss.” You see, after all the protection and resistances are subtracted out, mossbody then subtracts a flat 15 from any damage taken. In a game where most units will be lucky to deal 15 damage against unarmored enemies, that’s huge.

So with all this put together, the mage has high protection, physical resistance, mossbody, and regeneration. Their protection is so great that barely anything with every harm them. What little harms them will have its damage halved by physical resistance. And after physical resistance, mossbody will reduce the damage even further. And the tiny slivers of damage still taken are then regenerated by regeneration.

This combination of spells can make a mage absolutely unkillable. You can send them against hundreds of units and they won’t die. They’ll barely kill, but they definitely won’t die. And eventually even a squishy mage with just a mean left hook can KO enough enemies that the rest get the hint and run off, leaving the mage victorious on the field. A single mage with physmoss can defeat an entire army that forgot to pack a mage of their own who can cast protection-bypassing spells. 

And that’s what makes the combination so powerful, it’s not completely invulnerability, but it lets a single mage take on armies, forcing the enemy to bring all their resources together if they want to take the mage down. It’s a hilarious tactic when it works and is really fun to boot. So try it yourself if you ever give Dominions a go.

Dominions Strategy: Hordes of Skeletons

I recently wrote a post about how I’m always thinking about Dominions 5 but I’m never playing it. In writing about why I like it, I realize that a lot of it comes down to the sheer number of cool strategies to employ. But it’s hard to get across the huge depth of strategy in a single post, so why not do so in multiple posts? In the next few posts, I’ll give you a taste of all the cool and awesome things you can do in Dominions, and if you think it’s interesting you can do some of them yourself when Dominions 6 comes out in January.

In Dominions, armies clash in great battles. The army with better weapons, better discipline, or better strength may win, unless the other army has bigger numbers on their side. And what’s a bigger number than infinity? That’s the idea behind skelly-spam, have your mages raise an infinite horde of undead to fight for you, overwhelming the enemy in sheer volume until even the strongest soldiers are ground down by weight of numbers.

There’s a lot of ways to do skelly-spam though, it isn’t just a button you can press to win. The mainstay skelly-spam spell is “Horde of Skeletons” which can be cast by a Death 2 mage after you’ve researched Enchantment Level 5. So to use skelly-spam, you need a nation with lots of access to Death 2 mages, Death 1 won’t cut it. Death 3 is also good, because higher level mages cast the spell using less fatigue. If mages are casting constantly, they’ll reach 100 fatigue and fall unconscious, no longer casting until their fatigue returns to 99 or below. But a Death 3 mage can cast a lot more “Horde of Skeletons” spells than a Death 2 before reaching that point.

So to TRULY overwhelm the enemy in skeletons, you need lots of high level death mages to cast it non stop. Some nations can easily recruit lots of death mages, but others may have trouble. Fortunately, there’s a second option.

Nations with ok death access but lots of astral or blood can also use communions to level-up their skelly-spam. When mages form a communion, the Communion Masters cast spells more easily and transfer the fatigue to the Communion Slaves. Those slaves don’t cast anything, but do regenerate fatigue. However, if their fatigue goes above 200, they start taking damage and quickly die. So in a communion, the masters can keep spamming out skeletons so long as the slaves stay below 200 fatigue. This lets death mages unleash even MORE skeletons than they otherwise could.

But it doesn’t stop there, because you can level up your communions into “turbo communions.” When a slave’s fatigue is above 200, they take damage, but what if they could regenerate that damage? Then the masters could keep casting for even more skeletons as long as the damage to the slaves is less than their regeneration. 

Jotunheim is the poster-child for turbo communions. They have “Skrattir” (plural of Skratti) who naturally regenerate 1/10 of their massive HP each turn. They can then have their Gygjas be the communions masters, while the Skrattir are communion slaves. Not only that, one of the Gygjas can cast “personal regeneration” on themselves, and that benefit will transfer to the slaves as well. Now the Skrattir regenerate 2/10 of their HP per turn. Now the Gygjas can cast “Horde of Skeletons” until the end of time, safe in the knowledge that the Skrattir can tank the damage.

The battlefield effects of this are awesome. Most mages will use their power to buff up (increase the power of) their own troops, then quickly fall unconscious after a few spells. The Gygjas are meanwhile raising an army of the undead. Then, the two armies will meet each other, Jotunheim with an army of the living plus the dead, and the enemy with their army of the living. Jotunheim may be ground down by the enemy’s superior power, but the Gygjas will still be raising the undead. For every Jotunheim soldier that falls, 2 more skeletons will take its place. Eventually, the enemy army will be overwhelmed with numbers and will run away, chased off the field by a tidalwave of skeletons.

So I hope I’ve impressed upon you one of the fun and awesome things you can do in dominions. Skellyspam may seem simple, but it’s a fine art of combat and deathly effective when used well.

Dominions 5: Always thinking, never playing

Dominions is a strange series of video games, and with Dominions 6 coming out soon I thought it might be good to reflect on my strange association with these games.  These are games I spend hours thinking about, but far less time playing.  That’s not because the games aren’t fun, they’re really fun.  And that’s not because I don’t have time, I have lots of time.  It’s because these games are strange and playing them is even stranger.

Dominions puts you in control of a god and a nation and tells you to conquer the rest of the world and assume the status of pantokrator, All-Mighty God.  Your “god” is really only a pretender god until they become All-Mighty and subjugate every other god in the land.  The nations you can lead are incredibly varied and interesting, from Amazonian dinosaur-riders to Incan Bird-people.  From enormous Frost Giants right out of Norse Mythology, to Bandar Log monkey people right out of Hindu mythology.  You can be big, you can be small, you can use 8 different types of magic, and each nation plays almost completely differently.

Then on top of the nation, you pick your god.  While the nation you choose is the base, your god is the spice, and can change how your nation plays all by themselves.  They can have powerful Death magic and give some of your units invulnerability.  They can have powerful Nature magic and give some units regeneration.  They can have specific magic paths to cast specific, highly useful spells.  Or they can be the boring but probably most useful type of god who makes your nation better at making money and staying stable. You get more troops and income that way but it’s less fun.

Once you’ve picked your god and nation, you duke it out with other nations in an incredibly complex strategy game. And how well you can research spells, script magic casting, and summon the right troops will determine whether or not you win.  There are so many strategies and tactics you can choose here, that it’s hard to even give a small overview without going overboard. 

  • You can have death mages bring forth hordes of skeletons to overwhelm your opponent with sheer numbers
  • You can have astral mages pick a specific enemy and slay their soul
  • You can have fire mages rain fire on the battlefield, or air mages rain thunder, or water mages rain rain (water is a bit less impactful than the other schools of magic). 
  • You can summon an infinite horde of tiny imps to help you. The imps may be tiny and weak, but an infinite horde of anything is tough to deal with

There’s so much to do, so many strategies, and it’s all so fun and I haven’t even gotten to the higher level stuff you can do!  Equip a powerful Titan with a bunch of hand-crafted gear and they can kill an army of thousands all on their own.  Cast “Ethereal” “Ironskin” and “Gift of Flight” on a group of war elephants and see your flying circus tear through the enemy’s units.  Or summon a legion of wolves from the edges of the battlefield to attack your enemies from all directions.  There’s a lot of choices to make, a lot of ideas to implement, and a lot of fun to be had.

But I spend more time thinking about this game than actually playing it.  That’s not because I don’t want to play.  Its because a the sheer complexity of the game prevents me from playing in really weird ways.

The game is way too complex for its own AI.  I’ve said before that in other strategy games like Civilization, the AI isn’t good at playing its own game.  Well in most games the AI is at least competent enough to give you a good time, but the Dominions AI just isn’t.  So playing against the AI… isn’t really as fun? I mean it is fun, but when I play against the AI I always have this thought in the back of my mind that “this isn’t good enough.”

So play against humans, right?  That’s the standard fair when you’re tired of playing the AI.  The problem here is that Dominions is so complex that taking a single turn could take hours.  And in games that can last 60 turns or more, that isn’t sustainable.  So the classic way to play Dominions is a variant of the old “play-by-email” system where players will have 1 day to complete their turns and send them in, then at midnight the turns are processed, the game state is updated, and players now have another day to play their next turn.  This leads to a single game lasting months, although the vast majority of that time isn’t spent playing.  But still, a months-long investment is a big ask to play a video game.

I do want to play Dominions in multiplayer, it seems really fun and I enjoy it in single player.  But I’m of course not very good at the game (since I have no multiplayer practice) and with a community as small as this one it can be very insular.  That in turn makes it harder than it should be to time help and get better.  It’s also hard to even find games.  The community only seems to congregate on discord, which is a wretched hive at the best of times and even more parochial in a niche community like this one. 
So I haven’t played even though I want to.  Usually I’d ask friends to play, but few of my friends even play strategy games and even fewer would have any desire to ever play this strategy game.  I’d like to play more, but for now I’m stuck.  So I spend all my time thinking about the game, dreaming about strategies to use, and just wondering if I’ll ever play it for real