Positive: 3 out of 3
Mixed: 0 out of 3
Negative: 0 out of 3
Mar 11, 2014Dominions 4 is a turn-based strategy game set in a non-traditional fantasy world filled with various nations inspired by mythology and religion. As a player you first pick a nation and then customize your god. Then you just need to wipe out all the other factions and their false gods. Isn't that simple? The game really shines in multiplayer mode because fighting against real humans feels much better than dealing with AI factions that can't even use diplomacy. The best thing about Dominions 4 is the fact that it has tons of depth and replayability but it's a shame that the graphics and user interface are outdated. Well, I guess you can't have everything. [Dec 2013]
Dec 2, 2013It's my first try in the Dominions series, but I'm quite used to old school turn based fantasy strategy games like Master of Magic or Age of Wonders.
Despite the difficulties and intricacies of this game, I'm really enjoying it.
It takes its time to master it with its huge combination of races, creatures, paths of magic and spells, but especially if played with some friends online it's highly rewarding! Not for everyone, however.… Expand
Nov 10, 2013This is my first venture into the Dominions franchise,
I must say the learning curve was pretty steep But if you stick with it, it's worth it.
This is not a game for those who want things done quickly, this is a slow paced methodical game with plenty of micromanagement and depth. Dozens of factions and dozens of units per faction each with their own stats Casters, beasts, soldiers, flyers, giants and much more. Factions also have hero units and squad leaders have a full inventory system, spell research trees casters and much much more.
The depth of this game is what keeps me hooked, I've played about 6 full games now, which might not seem like much however my last game soaked up over 18 hrs worth of gameplay on one of the largest maps with 20 AI players and I lost, but I still learned a lot and had a lot of great moments.
It's not all peachy however and there are certain things that are frustrating, like how you can't queue up move orders or how if one of your heroes dies in a fight who had special items, but you end up wining the battle you still lose the heroes items. There's other small annoyances but overall they aren't game breaking.
I recommend this game to anyone who has an interest in a deep turn based fantasy strategy game.
If you liked the heroes of might and magic franchise, Rome or civilization but looking for something with more bite, then this might be the game for you!… Expand
Dec 20, 2013I was initially impressed with droves of playable factions, unique monsters, and customizable armies. The game certainly has all of those features but some are much better represented than others.
There are a few factions that feel uninspired, but given that there are so many to choose from I am impressed that many of them are so unique. As of writing this review, I have not played *every* faction but I have clashed against the majority of them and each enemy warrants a slight change in the strategy I take when attacking them. Some factions will swarm you with summoned undead units, others have single monstrosities, and a few have units that are all capable of flying.
Every faction has access to certain special units, a pool of vanilla units, and a spellbook teeming with shared conjurations. I have spent 40+ hours of this game experimenting with every spell in the book and units on the field but still have not found a combination that was not exciting; however, watching your super cool wizard knights act like complete tools on the battlefield will make you sad. I think some serious overhaul with regards to combat controls would improve the game immensely. Understanding the importance of playing your units in the right spots and giving them a broad strategy works to an extent but I would really like more control over the situations where you want your spell caster to hit the right spell at the right time.
There's not much to say about treasure or province management. Some of the game's charm lies in the system in place. There is very little effort, outside of casting positive or negative spells, to keep your provinces where you want them.
The main problem I have with this game is the interface. Spells can only be arranged by school of magic, and not even alphabetically in that list. I would expect, for as many spells as are available, there to be a more advanced method of sorting through them.
My 8 score is a combination of the game being a really solid 7 but the niche gameplay it provides, and the fact that I have spent over 40 hours playing it with no signs of slowing, force me to recognize that as an intangible positive.
8/10 would bang… Expand
Oct 21, 2013Not a good sequel to the great Dominions 3, and certainly not worth the high price being asked for what is basically the exact same game. (the game badly needs a complete code re-write for it to meaningfully make progress, but that doesn't seem to be something the devs want to do, preferring instead to make some easy money from yet again re-using code that is now 10+ years old, mostly legacy, and largely a mess)
Some areas of Dominions 4 have been improved over its predecessor, such as repeat recruitment, but other areas have been made worse, and some unfathomable changes have been made to core aspects of the game (movement, communions, slow recruitment, forts, blood hunting, scales, bless). Many of these changes make no sense at all, and in several cases (communions, movement) do nothing except make the game flat out worse than Dominions 3.
And there seems to have been a concerted and intentional effort made to slow the game down considerably, which is a seriously bad idea given that most MP games last 60+ turns anyway, and suffer badly from player drop-out/lack of interest in the latter stages. And the changes that have been made will likely extend the average MP game length to past 100 turns. so I can only imagine how bad player drop-out rates will be in Dominions 4 MP games (I think it's quite clear the devs do not play MP games at all, or at least not in anything like the same manner as most Dominions MP players do, and so they devs simply have no idea of the negative consequences their design changes will have on MP games, in particular the length of a typical game and the drop-out rate of these games. As all they see are how the changes look on paper, but have no practical MP experience to understand how the changes will work in practice)
The Dominions community have been very patiently waiting for several years for a 4th version of Dominions, and even though many will praise this game no matter what, deep down they will know this is NOT the game they were waiting all these years for. And even though it's still hands down the second best MP TBS game there is, it can't even compare to the best MP TBS game, which is Dominions 3.
Illwinter, next time try listening to the MP community BEFORE you make huge changes to core areas of the game because perhaps then you'll make only good changes that the community badly needed and have been asking for for years, and not liek you did with Dominions 4 which is mix a few good changes in with a dozen or more terrible ones that nobody asked for, were not required, certainly don't help, and only make the game worse for players.… Expand