You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator.
Data de lançamento: 5 Dez 2013
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Atualizações recentes Ver todas (6)

Dominions 4.10

11 agosto 2014

Dominions update 4.10 has now been released. It features bug fixes, balance changes, many new modding commands, improved performance as well as some small new features.

Game
Disciples now have half the prison time of pretenders
Turn generation performance improvements
Coast & cave income bonus for forts printed
Wooden towers could not be built
No coast fort income bonus during storms or ice
Some pretender cost changes
Caelum can no longer have the Virtue
Berytos coast income bonus 25 -> 10
Star of Heroes can destroy magic armors too
Flails extra bad underwater
Spenta and Gannag lost invulnerability
Ahura of water has reduced retinue
Improved siege message
Casting Iron Walls on sieged castles adds to defence
Regain AP up to at least 2 each round
Some sites can no longer appear in caves
Black Mirror ritual can now only be cast by astral mages
Impassable border type
Crown of Overmight autocasts its spell
New magic items: Champion's Cuirass and Armor of Knights
Spectral Shield protection 7 -> 15
Flying units never get more fatigue than for 20 squares
New hero for Ragha
Random artifacts removed from random events
Temple gem income shown in temple info
New spells known for independents
Arm loss removal from Picus's axe didn't result in drop of magic weapons
'V' to pool blood slaves to a commander
Click pretender name to goto pretender
Moloch can be chosen by Abysia
Axes of rulership only 1 attack, but improved stats
Iron blizzard increased fatigue
Some more spells got blunt/slash/pierce damage
Magma Bolt got a secondary burn effect
Berytos Summon Se'ir now only summons one being
Plants cannot be turned into soulless
Scrying from sites now happens before rituals and battles
Some spell effects were not affected by some scale altering effects
Proper fly rules regarding earthquake immunity
Throne of Air airshield 20 -> 40
Burn damage dependent on size
Improved spell sorting
Transformation Alt 7->6, nature 3->2
Transformation ritual improvements
Knight & Knight Commander sprites updated
Lost eyes and arms did not always heal properly
Scoregraphs can go higher
Shrunken gnomes now get reduced Str/HP as well
Improved sacred rules
Encased in ice could last after battle
Mexican female gods didn't get proper names
Descriptions for Sobek heroes
EA Caelum defense no longer has Iron Crows
Missing slave guardian added for R'lyeh
Rain enchantment now makes it snow in cold provinces
Rain and snow fixes
Rain only doubles the spell's fatigue (not enc) for fire battle spells
Rain heat aura reduction 3 -> 2
New spell: Vermin Feast
Item already forged takes priority over insufficient skill level
Network tried to download nonexisting file after your were eliminated
Communion fatigue drain fix
Scrollbar in province chronicles works now
Rain of Toads research 4->5, cost 10->20, unrest 40->30
Forest Dome research 7->6
Gift of Health research 6->7, nature 5->6
Summon Se'ir -> Scapegoats (summons 2 se'ir)
Dome of Flaming death has a chance of destroying lab
Error if failing to delete old game in network game as well
Death Curse has no magic resistance roll
Return keypress can exit view throne screen
Fata morgana affects team mates too
Fata morgana PD only works in friendly dominion
Mechanical Militia and Guardians of the Deep affects team mates too
Improved weapon info for lesser swallow
Summon giant rituals cheaper
Unburied corpses decay slightly faster
Resistances against shock/cold stun didn't work properly
Gift of Kurgi protective force 10 -> 20
Typos fixed
Many stat fixes

AI
Improved AI spell targeting regarding MR


Modding
Auto mod download didn't work while setting up a new game.
Automatic mod error check after enabling a mod
#nofemale and #onlyfemale removed
New nation command: #templegems
New monster commands: #xpshape, #command, #magiccommand, #undcommand, #startingaff, #fixedresearch
New monster commands: #slothresearch, #startitem, #iceforging, #scalewalls, #heatrec, #coldrec
New monster commands: #aciddigest, #acidshield, #drake, #dungeon
New monster commands: #plant, #transformation, #...attuned
New item commands: #clearallitems, #command, #magiccommands, #undcommand, #noimmobile
New item commands: #onlyimmobile, #slothresearch, #iceforging, #scalewalls, #aciddigest, #acidshield
New weapon commands: #dt_aff, #uwok, #nouw
New spell command: #clearallspells
Modding: can use 0 values on magic items
Modding: max length for descriptions 1000 -> 2000
Modding: #restricted didn't work properly on magic items
Improved error messages for modding

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Dominions 4.07

26 junho 2014

This update brings a new nation to Dominions called Ragha. It is a nation that likes both cold and heat as some of the better units require extreme temperatures to recruit. There are also many bug fixes, new features and some improvements for modders.

Game
New nation called Ragha
Caelum nations have got some new/altered units, equipment, descriptions and sites
Ice Crafting for MA Caelum
Ice Lances have charge ability
Many new Pretenders for Caelum and Abysia
New Summons for Caelum/Ragha
New national spells for Caelum/Ragha
Can only blood sacrifice in own lands
Just Man's Cross is now armor piercing
Event fixes and new events
Could transform into a ... with Transformation ritual
Awe now printed among bless effects
Never healing wound now gives -20% of start HP instead of -20% of modified HP
Chi Kick is now a bonus weapon
Improved error detection for map loading
Fixed unit2com inconsistency bug when viewing casualty reports
Increased chance of getting the better divine titles
New divine titles
HTML status page divided by teams
Smooth scrolling for GUI
Fliers get size*2 as charge damage if it exceeds the old AP/3
Added 2048*1152 and 2880*1800 screen resolutions.
Fixed undefined behaviour in CRC caclulation
Typos fixed
High level Thrones didn't spread more dominion
'l' to send item to lab didn't work properly
Wraith Lord from Ghost Riders looked wrong
Crystal Throne and Throne of Knowledge had wrong dominions spread
Reduced chance of starting behind rivers or mountain passes
Tainted Presence affliction
Transformed priests could not be blessed
Unclaiming of thrones now happens before victory and before income
Bless effects were not always removed when losing a throne
Set name of home province even on maps with fixed province names
Fixed UW shark knight defence
Removal of smouldercones that could be created by incorrect random events in 4.05
Don't print 'army routed' for Vengeance of the Dead
Wrong popup text for Dispel ritual
Helheim can no longer trace income across oceans
Special random names for wastes and farm coasts.
More random province names
Random maps with <500 provinces will never have any duplicate names.
Tower of the Moon changed to summon Dire Wolves
Serpent King got nature 1 in snake form too
Innate Spellcasters skipped every other scripted spell
Events can yield horror marks
Select unit shows more of the more interesting targets and at least 2
Floating units were not immune to Earth Attack
Lure of the Deep could crash the game
Battle log details for Ethereal, luck, etc.
Non artifact items can be unique
Poison from poison dagger ignored etherealness
Improved spell info for some spells
Lance is now before second weapon
Population capped at 300000
Enchantment and dispel strength was calculated incorrectly
Tome of High Power boosts ritual range
Ichtytaur had wrong shape change
Arcane Nexus got more basic income
Acorn Neclace shockres 5 -> 15
Ice forging icon
Multiple secondary spell effects works now
Communion slave/master icons
Ambdextrous icon
New monster: Flame Spirit
Magic for some secondary shapes for gift of reason purpose
Raiding could crash the game
Trade Wind could be cast on non coastal provinces
No items found in messages for defeating sneaking enemy
Wrong message when a third party fights outside a castle
Added missing description for Cleansing Chime
Certain effects (e.g. blood vengeance) are no longer affected by mirror image
Reinvigoration now removes all (up to 200) fatigue
Burning ground should look correct on fast forward now
Shape changing back to original form after battle didn't work
'c' to view combat spells only
'g' to view globals only
Can no longer yank Monument with harpoon
Ziz couldn't fly during storms
Give pretender capital as home province
Shapechange starting pretenders if necessary
More + info on spells
Improved popup info for storm power
Heroes get capital as home province
Improved pluralisation of unit names
Red warning when having an impossible throne setting
New start options for random maps: --mapdscol, --mapccol
Air Bless gives range bonus
Slave Markets and some other sites are less common
Fix for slow rec with limited resources
Vine Bow now has on hit effect instead of on damage
Black bow of Botulf now affects on damage
Some magic bows got 1 increase in damage
Units without headslots didn't die from soulslay
Monster fish can damage large targets
Icons for dominion scale changing effects
More likely to use gems against small armies of only mages
Some spells will never be cast unless scripted (communions + VoR)
Improved battle log details
3rd player assassins could assassinate besieged units too
Items of enslaved commanders have a chance of being found now
Gelatinous Cube now got an Acid Splash defensive ability
Swallow on trample no longer swallows those who evade the trample
Vile Water ritual cost 8 -> 4
New Worm Mage sprite

AI
Don't charge with centaur archers
AI can now upgrade forts
Spell AI less likely to target immobilized units

Modding
Automatic mod downloading of mods in network games
New sitch: --nodownlmods to skip automatic mod download
Improved mod error checking
New nation mod commands: #cavenation, #coastnation
Changed names to #restricteditem and #userestricteditem
Removing a secondary path from an existing spell made it unchoosable
Fixed random priest level
Command #undeadonly didn't work
New commands: #guardspirt, #guardspiritbonus, #restricted, #userestricted
Mod sanity check button to check for missing files

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Acerca do Jogo

You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator.

In Dominions you take control of a powerful being that rules a nation and aspires to godhood. The type of Pretender Gods can vary from magically powerful arch mages to huge titans or large monuments. The pretender gods have different strengths dependent on what kind of god you choose and what nation you play.

When you start the game you decide what kind of god you are and how your Dominion affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion.

In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension.

In Dominions 4 you can also play team games where one of the players take the role of supreme god, and the other members of the team are his servants and loyal subjects. The lesser gods rule their nations, but you all share the dominion of the supreme god.

Dominions is set in a fantasy world that draws inspiration from historical nations, cultures and myths. You will not encounter the elves of conventional fantasy in this game. Instead you might lead a nation of vanir from old norse myth. Aztecs, romans, israelites, greeks, shona and kievian rus are just a few of the inspirational sources of the game.

The first Dominions game was released in 2002 and was well received by strategy gamers. Since then Dominions has been much refined and Dominions series is still actively played making it one of the longest running 4x turn based strategy games.

Dominions 4 is also a highly moddable game. You can create your own monsters, spells and entire nations. Since Dominions 3 there has been a vivid modding community and Dominions 4 will enhance this capability even further.

Requisitos de Sistema (PC)

    Minimum:
    • OS: Windows XP/Vista/7
    • Processor: 1 GHz
    • Memory: 1024 MB RAM
    • Hard Drive: 500 MB available space

Requisitos de Sistema (Mac)

    Minimum:
    • OS: 10.3 or later
    • Processor: 1 GHz
    • Memory: 1024 MB RAM
    • Hard Drive: 500 MB available space

Requisitos de Sistema (Linux)

    Minimum:
    • OS: any 32 or 64-bit distro
    • Processor: 1 GHz
    • Memory: 1024 MB RAM
    • Graphics: OpenGL and libSDL1.2
    • Hard Drive: 500 MB available space
Análises úteis de clientes
93 de 99 pessoas (94%) acharam esta análise útil
383 produtos na conta
59 análises
174.6 hrs em registo
This game is too close to perfect 4x of my dreams, so I hardly will be objective in this case. I think, I will stick to "good/bad" parts instead, to show what is there.

So, my pros:

- Game is complex. Scalable complex. You can blindly research everything, and throw masses of your troops to win; or you can tinker with initial placement and orders; or you can plan anything - from right artifacts equipped to expert armies assembled - everything will work in single player... for some extent, of course. (Multiplayer requires good knowledge of game, so it will be complex by default).

- Game is vast and diverse. I cannot remember another strategy with at least 4 significantly different races to play (and no, 3 units and 2 advancements doesn't count as "significant"). Dominions 4 have dozens of races, and most of them requires different approach. Sometimes vastly different. There are hundreds of researcheable spells - and it's real, significant spells, not another "Fireball III" type of things. There are dozens of craftable artifacts too - from simple helmets and boots to unique Holy Arc or Staff of Mages that can be only one per game. And there are whole lot of magic sites! And random events too! You got the picture.

- It have planned orders, and what more important - turn-based AI-controlled battles with initial order queue! I think, it's most realistic turn-based scenario: in real battles it's local commanders who matters, not warlord - after initial plan developed, of course.

And now contras:

- Graphics. Poor pixellated graphics from 90s. I still believe that good pixel artist could vastly improve visuals here - but, well, I am not the author, and forums thinks that graphics not matters. Oh, well.

- Interface. It greatly improved since first installation, but still can be very unintuitive here and there. And many commands accessible only via hotkeys. And no filters and sorting for statistics. And not very elaborating reports for everything that are not battles... Oh, well, it definitely could be much better.

- No diplomacy. No pacts, trades, unions or anything. Last part have "minions" system, but it not matters much for single-player, given you AI-controlled armies - and that's all. I think, MP-games more affected by that, but I am not a big fan of multiplayer.

- Limited exploration. You can see whole map right from the beginning. Of course, you cannot see province details, enemy armies, and all magic sites still must be searched individually - but still, in my dreams it could be better!

- Realms-based gameplay. I like to be free, with vast territories, journeys to foreign places and founding cities where I need them. Well, not that game, obviously.

But regardless of described flaws, game remains one of most big, and complex, and elaborate 4X-strategy on market. I love it. Strongly recommended.
Publicada: 3 junho 2014
Achaste esta análise útil? Sim Não
52 de 57 pessoas (91%) acharam esta análise útil
381 produtos na conta
11 análises
25.3 hrs em registo
My impressions of Dominions 4 (~15 hours) is that Illwinter has come up with another winner. Be warned though, this is a game for folks who really enjoy turn-based strategy games (TBS), especially multi-player TBS (Disclaimer: I have not tried Dominions 4 MP yet, but Dominions 3 MP was tremendous). But if you are looking for high-end graphics, a gentle learning curve, hand-holding tutorials or a casual strategy gaming experience, you may want to look elsewhere.

However, if you are a fan of TBS games, Dominions 4 has tremendous depth, content and attention to detail. From the ability to customize your god to each race with unique abilities, there are many variables to make each game unique. Gameplay can be a bit daunting initially, but rewards players who carefully plan and execute those strategies.

My only negative at this time regarding Dominions 4 is it appears to be a bit too similar to Dominions 3 which I played heavily in the pre-Steam days. I’ll update this review after additional playtime with other factions and MP to highlight some of the changes from Dominions 3.
Publicada: 30 março 2014
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36 de 42 pessoas (86%) acharam esta análise útil
183 produtos na conta
2 análises
60.6 hrs em registo
I bought the predecessor game when it was on sale and played it so many hours that I decided the full price for this game was a good investment. As I write this review, it is on sale (BUY IT NOW!) but I'm not very upset for not waiting. The graphics are way better (still crap though), particularly with the default map textures. Several new items were added, and some were rebalanced while others were rewritten to reflect actual affects. A couple new races... units... spells... blah blah Everything got an upgrade just like a sequel is supposed to do. (Finally a developer _actually_ does that!)

Turn based means you can play at whatever leisure works best for you. You can play on the same computer (hotseat), by e-mail (PBM), or drop your turns in whatever convenient server will host files for public access (ie Dropbox). Very similar lengths like Risk and Axis&Allies, you could play for an afternoon with friends or play for months with rivals. You could play four games simultaneously as long as you're not running four instances of the program (there is a rule of thumb about more than four games, you need two brains or something like that). You could even play a marathon until interrupted and come back the next day exactly where you left off.

I was looking for a game that had serious themes and dark humor. I was looking for a game that focused on stratetic management rather than tactical maneuvers. I was looking for a game that I could not learn to exploit every weakness in an hour. I was looking for a game that had replay value through meaningful starting choices. I was looking for a game based on gameplay rather than being entirely based on its graphics. I found it and then bought its sequel. You should save some money and buy this one straight away.
Publicada: 24 março 2014
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71 de 103 pessoas (69%) acharam esta análise útil
246 produtos na conta
2 análises
101.8 hrs em registo
Think Risk/Civilization running on the D&D ruleset.


WHY DON'T YOU OWN THIS ALREADY?
Publicada: 21 março 2014
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11 de 12 pessoas (92%) acharam esta análise útil
92 produtos na conta
1 análise
54.5 hrs em registo
I've read a couple of negative reviews and comments presenting objections to them before writing this. I think people criticizing this game are not to blame. The problem is that game is horribly NOT for general audience, who "fans of Civilization and HOMM series" and don't intrested in wargames as a genre. It's not a casual game, it's developed by very small team for very specific type of player, to those who value very complex game mechanics more than anything else. Those people don't care about graphics so much. These are the same people who play SS13, Dwarf Fortress, Steel Panthers and the like in 2014 and don't understand why those games appear "outdated" to someone - they still have unrivalled mechanics as of today. And that's the only thing that matters.

Criticism of PBEM MP in this game is baseless. Actually, it is THE MP format best suited for such type of games. After game session progresses beyond initial expanding and settling stage, some turns can take literally HOURS of thinking and trying different solutions. In bigger sessions with bigger maps it's uncommon to have turnlimit time set to several DAYS, so no one would feel pressed by it. Do somebody intend to wait hours while his opponent tries to figure out his best plan for this turn, like, at the keyboard? I don't think so. We actually played it like this in Dom3, and after first 10-20 turns it becomes just too painfull to endure all the waiting. It's much better to play this in PBEM. That is, it's so for any turnbased wargame.

The criticism of lack of tutorials and not so convinient UI is at least acceptable. The problem with first is that the game is so complex behind the curtains, that to write some good and all-embracing HOWTO is nearly impossible. One can go to fan forums and check for himself that for every of several dozens of ingame races (I'm takin in account three different Ages existing in the game, so one race, if present in all three, can feel substantionally different depending on Age) there are several - sometimes totally different - aproaches, which many times will depend on whom you are facing in this particular game session as an enemy and a friend. The problem with second is that development team is quite restricted in terms of resources and try to focus on more important (for the audience of such games) things, related to game mechanics.

The combat's design stems out of those peculiarities layed out above. They tried to do it the way somehow predictable and transparent, as you won't be able to correct it in real time. Still I'll give it to haters that it's a little oversimplistic, but hopefully will be expanded in years to come (in Dom4 they added formations, for example).

Basically, those reviewers didn't even have a chance to peek behind the curtains of simplistic looking UI to discover the indisputable variety which comes with magic system and different Pretender's/dominion's types strategies, which really make this game shine.
Publicada: 1 julho 2014
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307 de 331 pessoas (93%) acharam esta análise útil
68 produtos na conta
1 análise
202.0 hrs em registo
I'm no Dominions veteran. I learned about Dom3 just a week before Dom4 came out but what I learned about it in that time was enough to buy this game for 30 euros on bloody Desura. And that was 1st time in years when I bought a game outside of Steam.

Are you getting bored by your 10th Crusader Kings' world conquest?
Have you conquered whole Europe as Palatinate in EU4 ironmode?
You wish Rome 2 was less graphic and actually some content?

Then Dominions 4 is clearly a game for you.

You can tell it's 10 years of constant development. With 70 different factions, thousands creatures and spells ou guys are in for a treat!

Single player and AI leave much to be desired but they are just a training ground for great multiplayer experience. There are few more gratifying things than fighting seasoned veterans of this title. Especially since community is very helpful and welcoming allowing you to survive learning curve with just a few broken limbs.

Dominions 4 multiplayer is like a chess. If chess had 3.000 diferent units instead of 7 and could be played with few dozens people.
And was cool.
And had dragons.
And ♥♥♥♥loads of spells.

If you are into all that just buy it. It has best $/content ratio you can find.
Publicada: 5 dezembro 2013
Achaste esta análise útil? Sim Não