I don’t like what you like

I still want to finish my Stardew Valley miniseries, but I also want to get something off my chest: it’s ok to not like things other people like, and I wish more people felt this way.

I’ve written before about games I like, but I’ve also been honest about how some of them are the kinds of games I wouldn’t recommend to others, just because I know some folks won’t like them. I really enjoyed Pillars of Eternity, but I wouldn’t be surprised if you didn’t.

What turned you off of it? Was it the 30+ different status ailments to keep track of? The overabundances of resistances and damage types? The stats each doing 5 different things? The rest-heal system? I loved all that shit, but you don’t have to. Or maybe you just don’t like real-time-with-pause, I’ve been open that I’m probably the only one who prefers it to turn-based-tactics in RPGs, so while I’d be disappointed at your criticism I wouldn’t be surprised.

Or maybe you played Cult of the Lamb, but hated how the base building got in the way of your dungeon crawler. Or you tried Ace Attorney, but couldn’t get over how it was a visual novel with pixel hunting for puzzles.

If you told me you didn’t like any of these games, I’d understand. If you said they were *bad* games, I’d disagree but I could probably at least understand your viewpoint. Even if a game is loved by 99/100 people who play it, that still means a game with a million buys is disappointing *at least* 10,000 people.

Our culture has even had a resurgence of memes pointing this out. Standing up and telling the whole world that they are wrong has become a point of pride for some people. So if you don’t like a game I like, I try not to hold it against you.

But I feel some people just can’t accept this. If you don’t like something, you must be *bad* at it, or impatient, or stupid, or you didn’t read the tutorials, or you mashed through the story. The reason you didn’t enjoy it is a *moral failing* on your part because *I* liked it and *I’m* a good person so anyone who thinks differently than me must be a *bad* person.

If this feels like a petty call-out of “gamer” culture, that’s because it is. Too often I’ve seen people disliking things be attacked for being bad, or salty, or unmanly because they can’t handle the “difficulty” of a game that can never just be criticized. I’m tired of this shit, I see it all the time, and it’s why I almost never talk to people about video games.

Because no one is ever allowed to just think something is good or bad, no one can accept that different people have different opinions. You must be too stupid to understand Pillars of Eternity, or too illiterate to appreciate Ace Attorney, or too impatient to enjoy Cult of the Lamb.

And yes this post is a subtweet, because when talking to a friend recently, I had exactly this kind of conversation. I didn’t like part of a game, and this was thrown back at me as a *moral failing* on my part. That because I didn’t play *the right way*, my complaints about not having fun were invalid, and were instead a reflection of my impatience and ignorance for not reading the correct menus or using the correct strategies.

And I hate that shit. Sometimes people just hate your favorite game, or favorite movie, or favorite book. And part of being an adult and not a child should be accepting these opinions, allowing people to complain if they want, and if you feel obligated to defend the honor of your favorite media, to at least couch your defense as how “you” feel, and how “you” played, rather that attacking the other person for their failure to enjoy it.

I just feel like too many people treat and attack on their preferred media as an attack on them. If you thought Ace Attorney was bad, I disagree. And it could be fore any reason, you can think that the murders are too contrived, or the world is unrealistic, you can think the characters like Mia and Pearls are creepy, or that Phoenix is an empty suit, you can think investigations are boring, and trials drone on and on, you can think it’s too simple or too convoluted or anything else. And I’d disagree, but I would hope I’d be willing to see that an attack on my favorite media is just you venting, and not an attack on me.

Nothing you say is an attack on me. “How was I supposed to know to press on that statement!” Fair criticism, I get people can get bored when most presses yield no new information. “I think Mia’s power is creepy,” is something I disagree with, but I can accept others think this way. “The murders are unrealistic and convoluted,” I like it because every case feels engaging and nothing is ever simple or straightforward, but you don’t have to like it yourself. Unless you go out of your way to say “only idiots/perverts/misanthropes enjoy this game,” I’m not going to hold your critiques against me.

So please give me the same treatment. If I dislike a game or movie or book, I’m not attacking you or the people who like it. I’m talking about my dislike because all people like talking about themselves. You just told me about your day, can’t I tell you about mine? So just let me say I don’t like it, say you liked it and that’s fine. But don’t attack me, because I’m not attacking you.

Stardew Valley: Story Spoilers

Last time I was writing about the gameplay of Stardew Valley. I consider it very much like a farming version of Factorio, but the gameplay isn’t the only thing that keeps me interested.

Stardew Valley is a very “cozy” game for lack of a better word. The art style is all cutesy, with animals making little hearts whenever you pet them. The characters are also written to be very sweet (or saccharine, depending on your taste). They each have their own life problems, but most of them will be unwaveringly kind and loyal if you give them even a modicum of respect. So most of your time will be spent walking through this colorful world with cute animals and plants, talking to people who will be your friends almost from the word go, and engaging in a story where you are single-handedly revitalizing a small town with your rustic farmstead.

So yeah, “cozy.”

Minor point, I also like some of the asymmetry in the spritework. Abigail here has her bow on the left side regardless of whether she’s facing towards or away from you. Might be a sprite error? But it feels intentional and cute.

But for all the fact that I like the town, the world, and the story, I feel like the game routinely fails to stick the landing. The game is full of plot points and story elements that seem like they should be important and meaningful, but then don’t go anywhere and no one cares about them. Warning: total spoilers ahead.

The overarching story of Stardew Valley is about rebuilding the town’s community center with the help of some forest spirits named “Juminos.” The community center was once the heart of town life, but has become run down and disused ever since Jojo Mart (aka Evil Walmart) moved in next door. You’d think these stories might be connected: was the moral decay from going to Evil Walmart instead of a general store causing the townsfolk to lose their passion? Was the Evil Walmart the cause of the town’s becoming run down? Did the Evil Walmart’s strip mining operation cause the Juminos to appear and try to fight back?

No not really. The Evil Walmart is just there. The Juminos are just there. The strip mining blocks off the local mines for purely gameplay-based reasons (not overwelming the player in their first week). But none of these plot points have any relation to each other. Don’t expect any sort of final boss fight or plot twist, everyone’s too nice for that.

Before you can even talk to the Juminos, you have to find the magical wizard who teaches you their language. Wait, a magical wizard in this rural farming game, is he going to be a mentor figure? An Obi-Wan who teaches you the ways of inner strength? No he just lives there. Zoning guidelines meant he couldn’t build his magic tower inside city limits so he lives out in the forest, don’t question it.

And the town really is run-down, for example the bus driver is unemployed because her bus is broken. Did the Evil Walmart cause the town’s decay, and are they lobbying the state to prevent repair so they can swoop in and buy land on the cheap? No, things are run down so the Juminos can have stuff to fix for you. And when the state’s Governor comes to visit the town no one talks about the decay and everyone has a good time with him. Even though you can fix things, and people are grateful, it feels so disconnected from everything (and people aren’t all that broken up that the town is broken) that it’s hard to feel proud for what you’ve done.

And again, what about that strip mining operation? The mines you can visit are infested with evil monsters, but are closed off at game start because of a rockslide caused by the Evil Walmart. Did the Walmart cause the mine to become evil? Are the Juminos nice spirits to fight back against these evil spirits? Does the town mind that there’s killer monsters lurking just outside town? No, there’s an adventurer’s guild that takes care of them, no one minds.

And what about clearing the mine itself? You get a quest to reach the bottom of the mind and find what’s down there, do you find anything meaningful that might add to your understanding of the world? Maybe the secret of the Juminos power? Or evidence of the Evil Walmart’s misdeeds? No, you find a key that unlocks a new mine you can explore. This new one’s infinite, so you’ll never reach the end.

These may all sound like disjointed, meaningless complaints, but I truly feel like this game has a “journey/destination” problem. In the moment I love every minute of it, but completion just feels like checking off boxes, I never feel a sense of relief or amazement for what I’ve done, and the story is part of that.

I feel the game could be so much deeper and more meaningful if these stories were connected and expounded upon. The town is pretty run-down with some folks either unemployed or working bad jobs because of it. People should comment on this, and there should be a sense of elation from the townsfolk when you fix things. Instead they mostly just do and say what they always did, and at most they have a new daily schedule based on what got fixed.

I feel like the Evil Walmart and the Juminos should be connected in some way too. Either the Walmart caused the decay of the town or the Juminos are fighting back against the Walmart or something. But aside from a single cutscene in the beginning and one at the end, the Walmart doesn’t even figure into the story at all. It occupies a large chunk of the narrative’s setup, but with almost no intrigue or payoff.

And I feel like the Wizard and the haunted mine are too unusual to not get some story justification. You could have skipped the Wizard and just let the main character learn the Jumino’s language on their own. Of if you must have him, then give him a purpose, even just the visual gag of the local Wizard walking to town to buy groceries would be nice. But instead he spends all day in his tower not doing or saying anything of note. And the mine is just a monster dungeon that people comment on without thinking about the implication of holy shit, man-eating monsters are living not 5 minutes outside our town! Good thing the game doesn’t let them leave the mine!

During my first run of the game, I kept thinking that there would be some mystery, some deeper connection that I’d find as I played the game further. But no, the entire story is basically revealed to you within the first 10 minutes of gameplay, and there’s nothing to say or build upon after that.

So I said there’s spoiler in this post, but really the spoiler is that there are no spoilers. You can get the entire story by just playing for 2 hours before refunding it on steam. And that’s a shame.

Stardew Valley: Farming for Factorio players

I’ve recently been playing (or rather replaying) Stardew Valley. It’s a game about starting a farm in a rural community, and even though it seems like the furthest thing in the world from Factorio or Dyson Sphere Program, for me it scratches that same itch for “systems” based games that I’ve written about before.

The crux of Stardew Valley is that your avatar is working a menial job at “Jojo Mart” (think evil Walmart), until they’re sent a note by their grandfather inviting them to take over the farm at Stardew Valley. The farm itself is pretty run down, but the townsfolk are eager to teach the young newcomer about turning it into a profitable endeavor.

Jojo Mart is muscling into this town as well, competing with the town’s only General Store, but that’s mostly a background element. The real story progression comes when your character happens upon the “Juminos,” little forest spirits who inhabit the abandoned community center. They ask for gifts of “the forest’s bounty” and in exchange they’ll help the town and your farm however they can.

The gifts for the Juminos come from all the products you can farm in the game: seasonal veggies, animal products, fish of the sea. And they give you small rewards for completing a “bundle” of related gifts (like giving them all the Fall Veggies, or all the Summer Fish), and then a big reward when you complete all the “bundles” of a certain theme (like completing all the Veggies bundles, or all the Fish bundles). This system rewards you for learning how to run your farm well to produce all the needed items, and gives you both near and long-term goals to work towards.

Completing these goals also requires improving the farm by constructing barns, coops, and the like using stone/wood/etc. So you have to balance not only farming, but also gathering the materials and money necessary to make long-term investments.

It’s really fun, but also quite hectic. And I didn’t even mention that there’s a cave full of monsters you need to go into to mine stone, copper, and iron, plus every character in the game can be given gifts to become friends with them, and they’ll give you not only special bonuses but also cute cutscenes in return.

In Stardew Valley, a typical day for me starts the night before as I sit in my in-game room planning what I need to do next. I want to complete the “Animal Products” bundle for the Juminos, but that requires getting sheep (for their wool), which requires constructing a barn, which requires getting stone, which requires going to the mine. So I resolve to go to the mine tomorrow to get stone.

When I wake up though, I first have to water/harvest my crops and tend to my chickens, a somewhat tedious bit of micromanagement which becomes easier as you improve your farm. I try to do this as quickly as possible, but although my character wakes at 6am, it’s already 10am before I’ve finished this work. I harvested 8 pumpkins so I resolve to first buy 8 more packets of pumpkin seeds to plant in the furrows, no use leaving those empty when they could be growing things!

Stardew Valley doesn’t believe in crop rotation any more than Amy here

While heading to the General Store I make sure to pick any flowers or wild produce on my way. These help my “foraging” skill and can sell for a pretty penny as well. I take note of the calendar outside the store and notice that it’s a character’s birthday, maybe they’ll like the flowers I picked? I find them in town and give them my gift because gifts give extra friendship points on a character’s birthday. Then I hustle back to the store to sell my pumpkins and buy more seeds.

It’s already afternoon by the time I’ve planted and watered the new seeds, and I’m finally ready to hike to the mines. I can only carry 24 items at a time, and since I want to bring back as much stuff as possible I put away everything in my inventory except a pickaxe and a sword (for protection).

Finally by 2pm I can start battling monsters and mining for stone, copper and iron. But I need to get back home by midnight if I want to have a good night’s sleep and have enough energy for the next day. Energy is an important resource in the game, and just about every action you take will cost some amount of it. So being mindful of the time, I leave the mine at 10pm with stone in tow.

I get back home around 11:30, put my well-gotten gains into storage bins and start planning my next day before bed. I finally have the stone I need for that barn (so I can get sheep, so I can get wool, so I can finish the Juminos bundle) but I still need wood, so tomorrow I’ll have to go into the woods and chop trees. Regardless, I’m that much closer to my in-game goals.

It should be easy to see that this kind of gameplay loop can be *really* addictive. At any one time there’s a dozen things you could be working on (getting resources, expanding your farm, buying and selling, socializing with characters) and a number of goals you’re working towards simultaneously. It can be somewhat hectic and stressful if you don’t know where to look for guidance, and unfortunately I think the online wiki is mandatory to have a good time, because there’s too much information that’s just kinda hidden away.

I only wish there were a better in-game way to find things out. I wish that if the Juminos asked you for a certain type of fish for example, they’d also tell you specifically when and under what conditions that fish can be caught. Because sometimes there’s a fish that can only be caught in Spring/Summer when it’s raining, but you spent your rainy days doing other things. Sure you might have fished really often, but if you weren’t fishing at the right time on the right days, you had no chance to catch this specific fish.

And once Fall rolls around and you finally look up how to catch the fish, you realize that you’ll have to play another half-year in-game before you can even get a chance to try.

I also wish that characters could tell you where other characters are. Sometimes you want to give someone a birthday present, or they send you a quest asking for some item. But I can’t memorize every townie’s schedule, so unless I want to waste a day running all over town (and the woods! lots of folks hang out in their!), I need to go to the wiki again. I think I should be able to ask their parent for some general information, “Oh, we told Sebastian he can’t smoke in the house so he goes to the lake instead.” Some general ideas about their schedule would be nice to have in-game.

Anyway that’s Stardew Valley. I actually have a LOT more to talk about it, maybe 2 or 3 more posts. But for now I’ll say: it’s probably in my top 10 games of all time, so if you were into Factorio or Dyson Sphere Program, give it a chance. I know building a community farm seems like the complete opposite of Factorio’s “coal mines and industry” vibe, but they really are quite similar in my opinion.

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.