Dominions 6: The Complete Movement Guide - Magic Game World

Dominions 6: The Complete Movement Guide

Dominions 6: The Complete Movement Guide

Moving in Dominions 6 is kinda like playing chess, but with more variables. You’re moving from one province to another, & it’s all about three things: your unit’s speed, the type of terrain and whether you’re in friendly territory or enemy lines.

 

 

Quick Tip: Connections are Key!

To see how provinces connect, hit [Ctrl-8]. This reveals the connections, color-coded & all, giving you the big picture.

 

 

Navigating Enemy Territory

Got a unit that’s super speedy? You might be able to dash through several enemy provinces in one go… But remember, entering enemy territory usually triggers combat unless your units are Stealthy (like ninjas, but in Dominions 6).

 

 

Important Points to Remember:

  • Movements are in half-steps: exiting one province and entering another & each step has a cost.

 

  • If your unit’s Stealthy, you can sneak through enemy provinces without causing a stir.

 

  • The speed of your army is only as fast as your slowest unit.

 

  • Commanders are key: they’re the ones who decide where to move.

 

 

Terrain Matters a Lot

Every terrain type in Dominions 6 has its own rules:

 

  • Plains: 3

 

  • Forest and Waste: 5

 

  • Highlands: 6

 

  • Swamp: 7

 

  • Sea: 5

 

  • Caves vary from 4 to 7, depending on the type.

 

Bonus: If your unit has a survival ability suited to a specific terrain (like forest or mountains), moving costs less. Roads are a blessing, reducing costs, but snow? It’s a hurdle, adding to your movement cost.

 

 

For the Flyers Among Us

Flying units play by different rules. Most terrain costs them 3, but caves are trickier at 5. Entering enemy territory? Just a +1 to the cost.

 

 

Special Terrains: Rivers & Mountain Passes

Here’s where it gets interesting:

 

  • Rivers can’t be crossed unless they’re frozen (look at the Cold scales). But flying, floating, and swimming units? No problem for them.

 

  • Mountain passes need warm weather. Again, flyers and floaters breeze through, as do units with Mountain Survival.

 

 

Unique Unit Abilities

Amphibians cross rivers easily, aquatic units stick to water, and sailing units can cross water provinces but can’t chill there at the end of a turn.

 

Remember, for your units to use these abilities, they all need to have them – just because your commander can fly doesn’t mean his troops can… unless he has some special power to share abilities.

 

  • Fernando

    Fernando is doing what he always did, sharing his honest opinions about games whenever he can. The difference is now he is writing and not talking about it.

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