For new players: This is a deep and complex war game, focusing on the titanic struggle between gods for supremacy of a fantasy world. The nations are mostly based on real-world mythologies and histories, and while there are similar themes and a few shared units between some of them, each one is and feels like a unique nation, with the aforementioned similarities being an enhancement of the flavor and storytelling. The options for gods are many, and there are innumerable strategies for victory - but there are only a few paths to victory, all of them conflict oriented. This is not like Civilization, this is not like Stellaris - this is War, brutal and terrible. Your soldiers will get lasting injuries. If you're lucky, your mages will grow old and die. Your population will be decimated by horrible magic. Your heroes will be killed by assassins or horrors from beyond. Your God may also be slain, but like Innana, may be risen from the dead to continue the fight. A "Cultural Victory" is extinguishing belief in your enemies, and a "Technology victory" is having the most powerful magic and using it effectively. There is no peaceful option in the contest for all possible chips. There are more than 100 nations across three distinct ages, and several thousand units and commanders, many with special abilities. Careful consideration will be required, as will studying your opponent's forces to glean their weaknesses, and then you will need to find ways to exploit those weaknesses. There is a ton of stuff to go through - more spells than you will ever cast, more items than you will ever forge, and combined with the variety of units, there are a technically calculable but incomprehensibly large number of options for you and your opponents to choose from, and your strategy will have to evolve and change to meet the latest threat. There isn't a clear optimal order of operations, nor are all options equally valid - everything is in a constant state of flux, as gods awaken and their blessings grow stronger, as new magic sites are found, as new spells are rediscovered. The manual to this game is hundreds of pages long, and it still doesn't cover every last thing in extreme detail - which for some is a negative, but for me is a positive, as learning through experience is what I find fun. You will need to think on your toes, and you will probably lose several times before you win your first game, but it is a rich and rewarding experience. The game itself is a grand strategy auto-battler, and consists of a campaign map (which can have several layers and planes) and battle maps, and is based on concurrent turns. In battle, you will position your troops, and give them general orders to follow. You will script your commanders and mages with more granularity, but after the first five rounds, the AI will determine their movements and actions, and it generally does a good job, if not always doing what you would want. Coming from a total war background, it can be frustrating to not have your soldiers capitalize on every gap you can see, but it is a different system, and you get to spend your time fretting the innumerable possibilities beforehand and you get to sit back and actually watch the battle. For experienced players: Dominions 6 is similar enough to feel familiar, but different enough to make you rethink your go-to strategies. Gameplay: From my experience, the game seems to be shifted more in favor of a slower expansion, expecting you to field larger armies than before, and to consider your targets more carefully. The Fog of War is a nice addition, and encourages you to send out more scouts to determine which direction to focus your war machine on. Features like Auto-searching for magic sites, inventory sorting, and commander loadout search by magic item are all welcome QoL improvements. Spells and Magic items have been shuffled around, and there are plenty of new options to consider as well. I haven't had much interaction with the new mount mechanics as yet, but seeing riders thrown from their dying horses is a nice touch. In a similar vein, Assassinations have been greatly improved by the wholesale slaughter of taverngoers. Almost as excitingly, there's now an in-built multiplayer lobby! The new bless system may take some time to come to grips with, as it separates bless points from path points to some degree, but I think it's a positive change, especially for multiplayer. Effectively, bless points are determined by each non-native path level of 3 or higher, while the bless options are based on path strength. It should allow for greater variety, and less predictability - if you want several smaller blesses in the same path, for instance, you no longer have to sink tons of design points into a "tall" path build, and can instead broaden into other paths and still meet the requirements. The new Scales system is interesting. You can't dump/max scales as readily as before, as they are bounded within a more narrow range depending on your nation and pretender. That said, the total possible strength of scales have been increased from +/-3 to +/-5, allowing for magic and thrones to push a province well outside safe levels of a given scale. The AI also seems to be significantly improved, using a much stronger mix of national troops, supplementing with a variety of summons and (to a much lesser degree) independent soldiers - meaning that AI opponents feel more thematic. The UI is going to take some getting used to, but I'll get there in a few days. Most screens are now found in a tiny bar of icons at the top of the screen, and everything is accessible through key commands ("?" to view key commands for each window). This decision opens the screen up greatly, and most of it is taken up by the campaign map, rather than being hidden behind the UI on smaller devices. The Map: Uploading a blueprint and having the game generate a map based on it is really cool, as is its support of an absurd number of provinces (1985). So far I've only played with the Overworld and Cavern layers, but I can't wait for the custom maps with elemental planes, alternate dimensions, etc. The province connections in created maps are still sometimes a little wonky, but seem significantly better than previous installments. I haven't yet seen terraforming in action, but it is a new mechanic, and I am excited to play with it. The Music: It's pretty good. At the moment, I don't like it as much as Dom 5's - which I am certain I and others said at the release of Dom 5 in comparison to Dom 4's music. I think it will grow on me, as Dom 5's did (which I now listen to at work). It's capable, and I appreciate the fading shift when entering battles. If you want to play with other music, unfortunately for the moment you are relegated to replacing the in-game music entirely, and this is rigidly locked. I hope that this is addressed at some point, as I would like to be able to throw the music from the other games into folders and have it pull from there. ~~~ Unfortunately I have to get ready for work, and have already spent too much time on this review, so it will have to do. My overall takeaway is that if you enjoy auto-battlers, deep strategic gameplay, and deep mythological lore, you will likely find this to be a worthwhile purchase.
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