DomiNations Update 12.10 has begun rolling out and is focused on improving your experience through the ages with our Progression Initiative! You’ll find reduced training times to get back into the battle sooner, additional Houses, increased resource generation rates, and more! We’re also adding a new University Level for those in the Automation Age with a new University Leader, Ransom Olds. Finally, another Councilor is on the way to add to your Council collection.
Ending Support for AOS6 in Update 12.11
Our next update, 12.11, will be ending support for AOS6 and below due to technical requirements. Players will need to upgrade to a device that supports AOS7 and above to continue playing DomiNations.
Progression Initiative
First, a deep dive into the changes coming to Update 12.10: We’re making a massive overhaul to how you interact with the game. The driving force behind these changes is removing barriers preventing you from leveling up at your own pace through the Ages. DomiNations has been out for nearly 10 years, and in that time, there have been so many cool features added to the game that we want even more of you to experience sooner. This update is an effort to alleviate some bottlenecks and get you back into the battle faster!
New Houses
We’re adding one additional House to Stone, Iron, Medieval, and Enlightenment Age. Each House will only cost 50 Gold to build, and even if you’re beyond these Ages, these four additional houses will still cost you 50 Gold each, even for those of you who have reached the Automation Age! This adds 8 additional Citizens total giving you more opportunities to upgrade Buildings and research at the University more often. We aren’t stopping there however, going forward Houses will now only cost 50 Gold across the board! This should give you all ample opportunity to explore what each new Age has to offer and upgrade with a bit more freedom.
Resource Building Changes
If we give you more citizens, you’ll need the resources to use them, right? In Season 8: Readied Reinforcements, we increased Storage Capacity, but we wanted to take it a step further. Update 12.10 not only increases Storage Capacity but also the generation rate of resources. In particular, Oil Storage has doubled for many Ages, and Oil Generation has increased across all Ages!
Farm & Caravan Level
Storage
Generation Rate
1
1,200
230
2
1,950
375
3
3,120
588
4
5,980
800
5
12,000
1,025
6
17,650
1,220
7
30,000
1,462
8
41,000
1,675
9
60,000
1,966
10
77,100
2,275
11
96,000
2,638
12
154,000
3,469
13
198,000
3,900
14
246,500
4,405
15
283,300
4,700
16
322,000
5,135
17
390,000
6,300
18
456,500
7,595
19
500,000
8,400
20
524,000
9,261
21
543,000
9,600
22
565,500
10,230
23
628,000
12,000
24
710,400
14,028
25
750,000
15,250
26
814,000
17,012
27
876,000
18,700
28
934,500
20,475
29
1,022,000
23,059
Oil Well Level
Storage
Generation Rate
1
1,350
125
2
1,550
138
3
1,625
143
4
1,800
148
5
2,100
155
6
2,300
163
7
2,500
175
8
2,800
193
9
3,100
208
10
3,600
233
11
3,950
248
12
4,450
273
13
4,875
295
14
5,350
321
15
5,900
349
16
6,450
383
17
6,750
401
18
7,200
426
Mill & Market Level
Storage
1
4,000
2
16,000
3
64,000
4
128,000
5
230,000
6
560,000
7
800,000
8
1,600,000
9
2,250,000
10
3,000,000
11
3,750,000
12
4,200,000
13
4,550,000
14
5,435,000
15
5,740,000
16
6,075,000
17
6,815,000
18
7,850,000
19
9,000,000
Oil Refinery Level
Storage
1
100,000
2
180,000
3
210,000
4
265,000
5
300,000
6
350,000
7
400,000
8
450,000
9
525,000
10
610,000
11
700,000
DomiNations Bonus Changes
The base resources for every Age’s DomiNation Bonus have been greatly increased to improve the amount of resources you’ll acquire. We’ve also further increased the Bonus Food/Gold/Oil multiplier for 3-5 star victories when you attack a Base at the same Age or above.
Reduced Troop Train Times
Training Troops across the board have received reduced times. The longest you’ll wait for an individual troop to be trained is now 1m30s (and that’s just the Transport). Event buildings with Trainable Troops are also included in the reduced training time!
Automation Age Upgrade - University & Ransom Olds
This update adds a level to the University Building and introduces a new University Leader, Ransom Olds.
University Building
Level
Cost
Citizens Req.
XP
HP
12
17,500,000 Gold
4
6,000
30,000
New University Leader - Ransom Olds
He was a pioneer of the American Auto industry with his Oldsmobile brand and the introduction of the stationary assembly line. The Ransom Olds University Tree will focus on improvements to the Tactical Helicopter and add improvements to Munition Bonuses.
Tactical Helicopter Deployable Troop Space
Level
Bonus
Cost (Oil)
Citizens
Time
1
+2
180,000
2
3d
2
+2
200,000
2
4d
3
+2
230,000
2
5d
4
+2
260,000
2
6d
5
+2
290,000
2
7d
Tactical Helicopter HP
Level
Bonus
Cost (Gold)
Citizens
Time
1
+3%
8,000,000
2
2d12h
2
+3%
9,500,000
2
3d
3
+3%
11,000,000
2
3d12h
4
+3%
12,500,000
2
4d
5
+3%
14,000,000
2
4d1h
6
+3%
15,500,000
2
5d
7
+3%
17,000,000
2
5d12h
8
+3%
18,500,000
2
6d
9
+3%
20,000,000
2
6d12h
10
+3%
23,000,000
2
7d
Tactical Helicopter Deploy Radius
Level
Bonus
Cost (Oil)
Citizens
Time
1
+10%
180,000
2
3d
2
+10%
200,000
2
4d
3
+10%
230,000
2
5d
4
+10%
260,000
2
6d
5
+10%
290,000
2
7d
Component Material Cost
Level
Bonus
Cost (Oil)
Citizens
Time
1
-5%
325,000
4
8d
Building Munition DMG Bonus
Each level 10+ Munition on a Building grants increased DMG
Level
Bonus
Cost (Food)
Citizens
Time
1
+1%
10,000,000
3
4d
2
+1%
12,000,000
3
4d12h
3
+1%
14,000,000
3
5d
4
+1%
16,000,000
3
5d12h
5
+1%
17,000,000
3
6d
6
+1%
18,000,000
3
6d12h
7
+1%
19,000,000
3
7d
8
+1%
20,000,000
3
7d12h
9
+1%
22,000,000
3
8d
10
+1%
25,000,000
3
8d12h
Building Munition HP Bonus
Each level 10+ Munition on a Building grands increased HP
Level
Bonus
Cost (Food)
Citizens
Time
1
+1%
10,000,000
3
4d
2
+1%
12,000,000
3
4d12h
3
+1%
14,000,000
3
5d
4
+1%
16,000,000
3
5d12h
5
+1%
17,000,000
3
6d
6
+1%
18,000,000
3
6d12h
7
+1%
19,000,000
3
7d
8
+1%
20,000,000
3
7d12h
9
+1%
22,000,000
3
8d
10
+1%
25,000,000
3
8d12h
Farms Town Center Food Bonus
Farms attached to Town Center via Roads have increased production.
Level
Bonus
Cost (Gold)
Citizens
Time
1
+2%
10,000,000
3
6d
2
+2%
14,000,000
3
7d
3
+2%
18,000,000
3
8d
4
+2%
23,000,000
3
9d
5
+2%
29,000,000
3
10d
Caravan Defenders
Caravans deploy a Ranged Infantry Defender when they retreat
Level
Bonus
Cost (Oil)
Citizens
Time
1
+1
340,000
4
10d
Oil Well Town Center Oil Bonus
Oil Wells attached to Town Center via Roads have increased production.
Level
Bonus
Cost (Food)
Citizens
Time
1
+2%
10,000,000
3
6d
2
+2%
14,000,000
3
7d
3
+2%
18,000,000
3
8d
4
+2%
23,000,000
3
9d
5
+2%
29,000,000
3
10d
Troop Munition DMG Bonus
Each level 10+ Munition on a Troop grants increased DMG
Level
Bonus
Cost (Oil)
Citizens
Time
1
+1%
160,000
3
7d12h
2
+1%
180,000
3
8d
3
+1%
200,000
3
8d12h
4
+1%
220,000
3
9d
5
+1%
240,000
3
9d12h
6
+1%
260,000
3
10d
7
+1%
280,000
3
10d12h
8
+1%
300,000
3
11d
9
+1%
320,000
3
11d12h
10
+1%
340,000
3
12d
Troop Munition HP Bonus
Each level 10+ Munition on a Troop grants increased HP
Level
Bonus
Cost (Oil)
Citizens
Time
1
+1%
160,000
3
7d12h
2
+1%
180,000
3
8d
3
+1%
200,000
3
8d12h
4
+1%
220,000
3
9d
5
+1%
240,000
3
9d12h
6
+1%
260,000
3
10d
7
+1%
280,000
3
10d12h
8
+1%
300,000
3
11d
9
+1%
320,000
3
11d12h
10
+1%
340,000
3
12d
Capstone - Assembly Line Innovations
Each Production Slot in the Manufactory can store 10 additional Materials before reaching maximum capacity.
Cost (Oil)
Citizens
Time
350,000
4
18d
New Councilor - Marie Curie
The next Councilor to join DomiNations is the first woman to win a Nobel Prize AND the first to win the Nobel Prize twice! Marie Curie, a Physicist and Chemist, was one of the Scientists responsible for developing the theory of “radioactivity.” Her Council bonuses improve the damage dealt by your defenses in War, while her Main Hall bonuses improve your aerial superiority.
Common
Uncommon
Rare
Epic
Legendary
Enemy Air Defense DMG -5%
Enemy Air Defense DMG -6%
Enemy Air Defense DMG -7%
Enemy Air Defense DMG -9%
Enemy Air Defense DMG -12%
Attack Helicopter DMG & HP +4%
Attack Helicopter DMG & HP +5%
Attack Helicopter DMG & HP +6%
Attack Helicopter DMG & HP +8%
Fighter DMG +5%
Fighter DMG +7%
Fighter DMG +10%
Fighter HP +7%
Fighter HP +12%
Bomber DMG & HP +10%
Common
Uncommon
Rare
Epic
Legendary
Defensive Tower DMG +5%
Defensive Tower DMG +6%
Defensive Tower DMG +7%
Defensive Tower DMG +9%
Defensive Tower DMG +12%
Air Defense DMG +7%
Air Defense DMG +9%
Air Defense DMG +11%
Air Defense DMG +14%
Air Defense DMG & HP +5%
Air Defense DMG & HP +7%
Air Defense DMG & HP +10%
Invading Fighter DMG & HP -7%
Invading Fighter DMG & HP -10%
All Defensive Tower DMG & HP +10%
Additional Updates
Replay Improvement Work
We’ve been working toward finding solutions to the Replay issues players have been facing for quite some time, we want to express that this pain point hasn’t gone unheard.
We’ve upgraded our internal Replay testing suite in an effort to improve replay quality. Several bugs have already been identified, and solutions will be headed out for testing soon, with continued fixes throughout the year. At this point, we are very confident with the progress that we’ve made so far, but our work isn’t quite finished. Our goal is to have replays as consistent as possible by the launch of Tournament of Glory. We thank you for your continued patience toward this massive undertaking.
Backend Security Improvements
We’ve made additional strides in improving our backend security in our ongoing pursuit of tackling attempts at cheating and malicious play within DomiNations.
I have 4 active accounts and a 5th that takes naps between travels. Wars are a team sport. If the wars regularly faced by my current alliance have gotten boring, I see how the world looks through the eyes of a new alliance. There are many good alliances that face challenging wars and strive, with no guarantees, to win their wars. Some of these alliances are better for giant hulking automationatons, others are more fun for space agers.
I play a fair bit of chess and 50 years ago, i used to play a lot of baseball. A great game is not about the equipment that you play with. A great experience in the game comes when you find a group of enthusiastic team members and a regular series of matches that are, for you, at your level, difficult but will become within reach if you work at it hard/well enough. If you’re on a team that plays at the wrong (for you) level, find a new team or find a new game.
Games are for entertainment and personal growth / evolution. If the game loses entertainment for you and the you inside the game are becoming stagnant, make a change.
BHG is stirring things up with a longrunning series of rule changes and equipment changes. Each big change creates new opportunities for different teams, with differnt styles, to shine.
About teams... Okay, baseball... How, for example, can a team help you in chess? And chess is a war game, by definition a battle. Or even in this game. For example, in a single battle, without the help of your alliance's troops, so to speak, a pure battle... How does a team help you in a duel? After all, in essence, every battle in this game is a one-on-one battle, a duel of defense and attack.
What always surprises and alarms me most in people is the "herd instinct", the desire to "huddle together". People are social creatures, yes. But how many pompous words, sometimes, in defense of teams, groups, etc.
You have seven accounts. And you roam amongst the groups. Guess you are not much of a reliable team mate. If you go from group to group. What is good for you would not be good for me. I believe in loyalty. Obviously you don’t. That’s where we differ.
About teams... Okay, baseball... How, for example, can a team help you in chess? And chess is a war game, by definition a battle. Or even in this game. For example, in a single battle, without the help of your alliance's troops, so to speak, a pure battle... How does a team help you in a duel? After all, in essence, every battle in this game is a one-on-one battle, a duel of defense and attack.
What always surprises and alarms me most in people is the "herd instinct", the desire to "huddle together". People are social creatures, yes. But how many pompous words, sometimes, in defense of teams, groups, etc
About teams... Okay, baseball... How, for example, can a team help you in chess? And chess is a war game, by definition a battle. Or even in this game. For example, in a single battle, without the help of your alliance's troops, so to speak, a pure battle... How does a team help you in a duel? After all, in essence, every battle in this game is a one-on-one battle, a duel of defense and attack.
What always surprises and alarms me most in people is the "herd instinct", the desire to "huddle together". People are social creatures, yes. But how many pompous words, sometimes, in defense of teams, groups, etc.
People like you are what is wrong with the world It is all about you. Me. Me. Me. You must be a great example for your people. The game is a team game. But you don’t do wars so that explains a lot.
Apparently, you didn't understand the sarcasm, and it's not for nothing that I put the phrase in quotation marks, as a quote. Think a little in a different direction.
People like you are what is wrong with the world It is all about you. Me. Me. Me. You must be a great example for your people. The game is a team game. But you don’t do wars so that explains a lot.
And what's wrong with the World in my person? I don't owe anything to anyone, especially to be an example. For me, this game, like chess, is purely personal, and my opponents are disposable. And let's do without the ideology of the crowd, please... and without going personal.
You know when I can be a good example in the game? When I attack. It's like I'm telling the enemy - can you do that? Then come and take revenge on me! Everything is fair - one-on-one. For me, that's what PvP fights are all about. And don't compare this game with a real team spirit, with unity and community of people, it's something completely different.
This game provides the opportunity for PvP - that's what I play.
Believe me, even without wars I take both attacks and defense very seriously. If I win many attacks on different bases, and repel attacks from different players in the same way, then it probably means something.
For some reason, it is common to belittle the abilities of PvP-players. Yes, I just play, I don't like being in a crowd of people, but the fact that I am alone - I fight no worse, and, believe me, my base is well protected.
even though you might take your attacks seriously, most of the people you are attacking do not. You are rarely or never attacking fully defended bases in pvp, even when you might think you are
I don't know about that. I've come across some seriously strong bases during raids - at all levels.
And although l don't war anymore it's a personal goal of mine to make my base as strong as possible. I have a fully D base and a loot base - but even my 'loot' base is deceptively strong. If the attacker wants to go all the way after taking my exposed resources, he or she is welcome to try.
Try telling that to the many people I see with full D type bases with multiple resource buildings and TC's protected with multiple defensive towers and multiple blessings.
I find it hilarious that they go to so much effort to protect their virtual currency!
even though you might take your attacks seriously, most of the people you are attacking do not. You are rarely or never attacking fully defended bases in pvp, even when you might think you are
Oh, right, right, because only you enlightened ones are given to know really strong attacks and strong defenses, and they (World War players) bases are deliberately hidden from PvP-players so that they don’t know the truth Arrogance and hubris are the hallmarks of some World War players
Excellent update, regarding the troops and the training time it is incredible (my accounts are French) and it still doesn't bother me.
The only thing I'm against is that it became harder to get crowns, I posted a thread about it.
Everything else seems excellent to me.
DomiNations Update 12.10 has begun rolling out and is focused on improving your experience through the ages with our Progression Initiative! You’ll find reduced training times to get back into the battle sooner, additional Houses, increased resource generation rates, and more! We’re also adding a new University Level for those in the Automation Age with a new University Leader, Ransom Olds. Finally, another Councilor is on the way to add to your Council collection.
Ending Support for AOS6 in Update 12.11
Our next update, 12.11, will be ending support for AOS6 and below due to technical requirements. Players will need to upgrade to a device that supports AOS7 and above to continue playing DomiNations.
Progression Initiative
First, a deep dive into the changes coming to Update 12.10: We’re making a massive overhaul to how you interact with the game. The driving force behind these changes is removing barriers preventing you from leveling up at your own pace through the Ages. DomiNations has been out for nearly 10 years, and in that time, there have been so many cool features added to the game that we want even more of you to experience sooner. This update is an effort to alleviate some bottlenecks and get you back into the battle faster!
New Houses
We’re adding one additional House to Stone, Iron, Medieval, and Enlightenment Age. Each House will only cost 50 Gold to build, and even if you’re beyond these Ages, these four additional houses will still cost you 50 Gold each, even for those of you who have reached the Automation Age! This adds 8 additional Citizens total giving you more opportunities to upgrade Buildings and research at the University more often. We aren’t stopping there however, going forward Houses will now only cost 50 Gold across the board! This should give you all ample opportunity to explore what each new Age has to offer and upgrade with a bit more freedom.
Resource Building Changes
If we give you more citizens, you’ll need the resources to use them, right? In Season 8: Readied Reinforcements, we increased Storage Capacity, but we wanted to take it a step further. Update 12.10 not only increases Storage Capacity but also the generation rate of resources. In particular, Oil Storage has doubled for many Ages, and Oil Generation has increased across all Ages!
Farm & Caravan Level
Storage
Generation Rate
1
1,200
230
2
1,950
375
3
3,120
588
4
5,980
800
5
12,000
1,025
6
17,650
1,220
7
30,000
1,462
8
41,000
1,675
9
60,000
1,966
10
77,100
2,275
11
96,000
2,638
12
154,000
3,469
13
198,000
3,900
14
246,500
4,405
15
283,300
4,700
16
322,000
5,135
17
390,000
6,300
18
456,500
7,595
19
500,000
8,400
20
524,000
9,261
21
543,000
9,600
22
565,500
10,230
23
628,000
12,000
24
710,400
14,028
25
750,000
15,250
26
814,000
17,012
27
876,000
18,700
28
934,500
20,475
29
1,022,000
23,059
Oil Well Level
Storage
Generation Rate
1
1,350
125
2
1,550
138
3
1,625
143
4
1,800
148
5
2,100
155
6
2,300
163
7
2,500
175
8
2,800
193
9
3,100
208
10
3,600
233
11
3,950
248
12
4,450
273
13
4,875
295
14
5,350
321
15
5,900
349
16
6,450
383
17
6,750
401
18
7,200
426
Mill & Market Level
Storage
1
4,000
2
16,000
3
64,000
4
128,000
5
230,000
6
560,000
7
800,000
8
1,600,000
9
2,250,000
10
3,000,000
11
3,750,000
12
4,200,000
13
4,550,000
14
5,435,000
15
5,740,000
16
6,075,000
17
6,815,000
18
7,850,000
19
9,000,000
Oil Refinery Level
Storage
1
100,000
2
180,000
3
210,000
4
265,000
5
300,000
6
350,000
7
400,000
8
450,000
9
525,000
10
610,000
11
700,000
DomiNations Bonus Changes
The base resources for every Age’s DomiNation Bonus have been greatly increased to improve the amount of resources you’ll acquire. We’ve also further increased the Bonus Food/Gold/Oil multiplier for 3-5 star victories when you attack a Base at the same Age or above.
Reduced Troop Train Times
Training Troops across the board have received reduced times. The longest you’ll wait for an individual troop to be trained is now 1m30s (and that’s just the Transport). Event buildings with Trainable Troops are also included in the reduced training time!
Automation Age Upgrade - University & Ransom Olds
This update adds a level to the University Building and introduces a new University Leader, Ransom Olds.
University Building
Level
Cost
Citizens Req.
XP
HP
12
17,500,000 Gold
4
6,000
30,000
New University Leader - Ransom Olds
He was a pioneer of the American Auto industry with his Oldsmobile brand and the introduction of the stationary assembly line. The Ransom Olds University Tree will focus on improvements to the Tactical Helicopter and add improvements to Munition Bonuses.
Tactical Helicopter Deployable Troop Space
Level
Bonus
Cost (Oil)
Citizens
Time
1
+2
180,000
2
3d
2
+2
200,000
2
4d
3
+2
230,000
2
5d
4
+2
260,000
2
6d
5
+2
290,000
2
7d
Tactical Helicopter HP
Level
Bonus
Cost (Gold)
Citizens
Time
1
+3%
8,000,000
2
2d12h
2
+3%
9,500,000
2
3d
3
+3%
11,000,000
2
3d12h
4
+3%
12,500,000
2
4d
5
+3%
14,000,000
2
4d1h
6
+3%
15,500,000
2
5d
7
+3%
17,000,000
2
5d12h
8
+3%
18,500,000
2
6d
9
+3%
20,000,000
2
6d12h
10
+3%
23,000,000
2
7d
Tactical Helicopter Deploy Radius
Level
Bonus
Cost (Oil)
Citizens
Time
1
+10%
180,000
2
3d
2
+10%
200,000
2
4d
3
+10%
230,000
2
5d
4
+10%
260,000
2
6d
5
+10%
290,000
2
7d
Component Material Cost
Level
Bonus
Cost (Oil)
Citizens
Time
1
-5%
325,000
4
8d
Building Munition DMG Bonus
Each level 10+ Munition on a Building grants increased DMG
Level
Bonus
Cost (Food)
Citizens
Time
1
+1%
10,000,000
3
4d
2
+1%
12,000,000
3
4d12h
3
+1%
14,000,000
3
5d
4
+1%
16,000,000
3
5d12h
5
+1%
17,000,000
3
6d
6
+1%
18,000,000
3
6d12h
7
+1%
19,000,000
3
7d
8
+1%
20,000,000
3
7d12h
9
+1%
22,000,000
3
8d
10
+1%
25,000,000
3
8d12h
Building Munition HP Bonus
Each level 10+ Munition on a Building grands increased HP
Level
Bonus
Cost (Food)
Citizens
Time
1
+1%
10,000,000
3
4d
2
+1%
12,000,000
3
4d12h
3
+1%
14,000,000
3
5d
4
+1%
16,000,000
3
5d12h
5
+1%
17,000,000
3
6d
6
+1%
18,000,000
3
6d12h
7
+1%
19,000,000
3
7d
8
+1%
20,000,000
3
7d12h
9
+1%
22,000,000
3
8d
10
+1%
25,000,000
3
8d12h
Farms Town Center Food Bonus
Farms attached to Town Center via Roads have increased production.
Level
Bonus
Cost (Gold)
Citizens
Time
1
+2%
10,000,000
3
6d
2
+2%
14,000,000
3
7d
3
+2%
18,000,000
3
8d
4
+2%
23,000,000
3
9d
5
+2%
29,000,000
3
10d
Caravan Defenders
Caravans deploy a Ranged Infantry Defender when they retreat
Level
Bonus
Cost (Oil)
Citizens
Time
1
+1
340,000
4
10d
Oil Well Town Center Oil Bonus
Oil Wells attached to Town Center via Roads have increased production.
Level
Bonus
Cost (Food)
Citizens
Time
1
+2%
10,000,000
3
6d
2
+2%
14,000,000
3
7d
3
+2%
18,000,000
3
8d
4
+2%
23,000,000
3
9d
5
+2%
29,000,000
3
10d
Troop Munition DMG Bonus
Each level 10+ Munition on a Troop grants increased DMG
Level
Bonus
Cost (Oil)
Citizens
Time
1
+1%
160,000
3
7d12h
2
+1%
180,000
3
8d
3
+1%
200,000
3
8d12h
4
+1%
220,000
3
9d
5
+1%
240,000
3
9d12h
6
+1%
260,000
3
10d
7
+1%
280,000
3
10d12h
8
+1%
300,000
3
11d
9
+1%
320,000
3
11d12h
10
+1%
340,000
3
12d
Troop Munition HP Bonus
Each level 10+ Munition on a Troop grants increased HP
Level
Bonus
Cost (Oil)
Citizens
Time
1
+1%
160,000
3
7d12h
2
+1%
180,000
3
8d
3
+1%
200,000
3
8d12h
4
+1%
220,000
3
9d
5
+1%
240,000
3
9d12h
6
+1%
260,000
3
10d
7
+1%
280,000
3
10d12h
8
+1%
300,000
3
11d
9
+1%
320,000
3
11d12h
10
+1%
340,000
3
12d
Capstone - Assembly Line Innovations
Each Production Slot in the Manufactory can store 10 additional Materials before reaching maximum capacity.
The next Councilor to join DomiNations is the first woman to win a Nobel Prize AND the first to win the Nobel Prize twice! Marie Curie, a Physicist and Chemist, was one of the Scientists responsible for developing the theory of “radioactivity.” Her Council bonuses improve the damage dealt by your defenses in War, while her Main Hall bonuses improve your aerial superiority.
Common
Uncommon
Rare
Epic
Legendary
Enemy Air Defense DMG -5%
Enemy Air Defense DMG -6%
Enemy Air Defense DMG -7%
Enemy Air Defense DMG -9%
Enemy Air Defense DMG -12%
Attack Helicopter DMG & HP +4%
Attack Helicopter DMG & HP +5%
Attack Helicopter DMG & HP +6%
Attack Helicopter DMG & HP +8%
Fighter DMG +5%
Fighter DMG +7%
Fighter DMG +10%
Fighter HP +7%
Fighter HP +12%
Bomber DMG & HP +10%
Common
Uncommon
Rare
Epic
Legendary
Defensive Tower DMG +5%
Defensive Tower DMG +6%
Defensive Tower DMG +7%
Defensive Tower DMG +9%
Defensive Tower DMG +12%
Air Defense DMG +7%
Air Defense DMG +9%
Air Defense DMG +11%
Air Defense DMG +14%
Air Defense DMG & HP +5%
Air Defense DMG & HP +7%
Air Defense DMG & HP +10%
Invading Fighter DMG & HP -7%
Invading Fighter DMG & HP -10%
All Defensive Tower DMG & HP +10%
Additional Updates
Replay Improvement Work
We’ve been working toward finding solutions to the Replay issues players have been facing for quite some time, we want to express that this pain point hasn’t gone unheard.
We’ve upgraded our internal Replay testing suite in an effort to improve replay quality. Several bugs have already been identified, and solutions will be headed out for testing soon, with continued fixes throughout the year. At this point, we are very confident with the progress that we’ve made so far, but our work isn’t quite finished. Our goal is to have replays as consistent as possible by the launch of Tournament of Glory. We thank you for your continued patience toward this massive undertaking.
Backend Security Improvements
We’ve made additional strides in improving our backend security in our ongoing pursuit of tackling attempts at cheating and malicious play within DomiNations.
J'aime la rapidité avec laquelle les troupes se construisent à bas niveau. Il faut beaucoup de ressources pour bien démarrer, donc beaucoup de pillage, la protection de plusieurs heures après un assaut réussi suffit à protéger les nouveaux joueurs. Mais à haut niveau cela gâche le jeu des défenseurs. Cela va les forcer à protéger leurs précieuses ressources au cœur de leur défense... en fait, c'est simple
Bien-sûr, faut-il que les attaques aériennes soient comptabiliser comme un combat.
Oh, right, right, because only you enlightened ones are given to know really strong attacks and strong defenses, and they (World War players) bases are deliberately hidden from PvP-players so that they don’t know the truth Arrogance and hubris are the hallmarks of some World War players
There are some differences. War defenders get full-power troops in strongholds, attackers bring top-quality troop tactics. Defenders and attackers both bring updated coalitions. Defenders have a large army of top-quality donated troops in their TC. Attackers bring a large army of donated alliance troops. Attackers have wonders that give 1-every-24-hour benefits that are quite valuable on attack but won't be available for most raids. And museums and coalitions are optimized for combat, while many PvP coalitions and museums are optimized for theft of resources.
So.... the warring armies are much larger and better equipped. With such a large war army, I can support a 4-corner attack (come at the enemy base from all 4 corners), which many bases are not well enough designed to defend well against. In PvP against a good base, I am planning a 2-or-3 landing point attack instead of 4 plus harassers.
In addition, in war, I can plan my attacks. It is not unusual for me to think about how to attack a base for an hour before launching the attack. I spy on the enemy base and reconsider my attack troop composition. I watch replays of other bases to get a sense of the team's style, how they place traps and what they put in their strongholds. I watch how the player I am attacking attacks. I think through where I will put each unit (or unit group). None of that planning (information or time) is available to the PvP player.
And finally, in peacetime, if I see a base that looks like it will take too much time to get what I want from it, I press the next match button. There are no bad consequences for me or my alliance if I skip the tough bases, or simply raid them for loot. With instant retrain, I can bring a powerful army out for looting, all the while expecting to abandon the attack after I get what I want. Get the loot and drop some medals, win win. In contrast, in war, my team faces an opponent who often has some very challenging bases and I am often stuck with the task of attacking one or two of them, whether I like my chances or not. There is no Next Match button. We beat these bases or we lose the war. There is nothing like that in PvP.
There are some differences. War defenders get full-power troops in strongholds, attackers bring top-quality troop tactics. Defenders and attackers both bring updated coalitions. Defenders have a large army of top-quality donated troops in their TC. Attackers bring a large army of donated alliance troops. Attackers have wonders that give 1-every-24-hour benefits that are quite valuable on attack but won't be available for most raids. And museums and coalitions are optimized for combat, while many PvP coalitions and museums are optimized for theft of resources.
So.... the warring armies are much larger and better equipped. With such a large war army, I can support a 4-corner attack (come at the enemy base from all 4 corners), which many bases are not well enough designed to defend well against. In PvP against a good base, I am planning a 2-or-3 landing point attack instead of 4 plus harassers.
In addition, in war, I can plan my attacks. It is not unusual for me to think about how to attack a base for an hour before launching the attack. I spy on the enemy base and reconsider my attack troop composition. I watch replays of other bases to get a sense of the team's style, how they place traps and what they put in their strongholds. I watch how the player I am attacking attacks. I think through where I will put each unit (or unit group). None of that planning (information or time) is available to the PvP player.
And finally, in peacetime, if I see a base that looks like it will take too much time to get what I want from it, I press the next match button. There are no bad consequences for me or my alliance if I skip the tough bases, or simply raid them for loot. With instant retrain, I can bring a powerful army out for looting, all the while expecting to abandon the attack after I get what I want. Get the loot and drop some medals, win win. In contrast, in war, my team faces an opponent who often has some very challenging bases and I am often stuck with the task of attacking one or two of them, whether I like my chances or not. There is no Next Match button. We beat these bases or we lose the war. There is nothing like that in PvP.
I agree, there is nothing like what you wrote. But by and large, I am not interested in this. Understand, the point is that one way or another, you attack the enemy base tete-a-tete (a la PvP). Yes, with the help of troops given to you by your alliance, with the help of coalition troops. Yes, an attack cannot be avoided. But in fact, your team's help is limited to providing you with troops. Yes, everyone must participate and win. And that's all.
There are games where a team of players actually participates in a battle in real time. By the way, I participated in one today (by the way, the gameplay of battles and building bases is very similar to DomiNations, so DomiNations experience was very useful to me in this regard). There, yes - the coordinated work of several players, planning, coordination of actions, strategy and tactics, operational actions, attacks and defenses. And each has his own army (and Base), on the creation of which he worked hard in thinking and training in battles. That's where teamwork is, and not what you are talking about here, passing it off as teamwork.
That's what I'm talking about, in this game everything still comes down to PvP, even in the context of World Wars. Therefore, I threw away all unnecessary things and left PvP for myself - it's no less ineresting and fun. And believe me, I spent many hours thinking about planning the defense of my base, the design. And without a team, I take both defense and attacks very responsibly.
And I don't need any team to help me plan my own base, I don't need the help of any third-party troops - I test my strength - by the way, in attacks I use only regular troops for this very reason - without the help of Generals, Mercenaries, coalition troops - I am interested in what I am capable of myself. Imagine what I can do then with the involvement of additional troops!
I think we have made enough arguments. Everyone remains with their own opinion. I just ask you very much - do not belittle PvP players, in general you don't have much teamwork here (in this game in general), by and large.
P.S. I came to DomiNations after "Rise of Kingdoms" - there is very much teamwork in capturing and holding alliance territories, truly team battles. Believe me, I have something to compare with.
P.P.S. By the way, in the game I mentioned, all players are essentially PvP, but they are in one legion, which only implies collective collection of resources for technology development. Everyone develops as they think is right for themselves. Sometimes they gather for collective battles. And there are no fanatical cries of the heads of legions (alliances) "We are a team! The rest are nobody!" This is a very big difference with you.
There are games where a team of players actually participates in a battle in real time. By the way, I participated in one today (by the way, the gameplay of battles and building bases is very similar to DomiNations, so DomiNations experience was very useful to me in this regard). There, yes - the coordinated work of several players, planning, coordination of actions, strategy and tactics, operational actions, attacks and defenses. And each has his own army, on the creation of which he worked hard in thinking and training in battles. That's where teamwork is, and not what you are talking about here, passing it off as teamwork.
My allies donated their troops in city center and troop tactics in my stronghold to aid me in defense. They also donated me troops to strengthen my offensive force. If needed, I'll sacrifice my attack(s) to expose enemies' traps and defenders so my allies know how should they plan their attacks. If that's not teamwork, idk what is.
Even with "additional troops", people still struggle with tough 3D bases (unless with the help of good artifacts, premium/rare buildings and troop tactics)
Bonus: unlike multiplayer, you have to speedrun in war. A 5 stars victory achieved in 2m or 3m30s has no difference in multiplayer, but it's a huge difference in war.
My allies donated their troops in city center and troop tactics in my stronghold to aid me in defense. They also donated me troops to strengthen my offensive force. If needed, I'll sacrifice my attack(s) to expose enemies' traps and defenders so my allies know how should they plan their attacks. If that's not teamwork, idk what is.
Even with "additional troops", people still struggle with tough 3D bases (unless with the help of good artifacts, premium/rare buildings and troop tactics)
Bonus: unlike multiplayer, you have to speedrun in war. A 5 stars victory achieved in 2m or 3m30s has no difference in multiplayer, but it's a huge difference in war.
I already said that teamwork in DomiNations consists only in the fact that the alliance can provide you with troops to protect your base or to help your attack, but the essence remains the same - PvP battle.
Do you think that I play a different game here in DomiNations than you, and have never encountered bases protected by alliance troops? Not at all! "Betrayal" is very helpful against alliance troops that defence base - click - and your help has turned against you - "Were yours - now are my!"
In the game I mentioned, the basis is PvP. Exactly the same - capturing a base for a while. No difference. But there is also the possibility of real team battles. Everything is more diverse there. And fortunately there are no "teamwork's fanatics", like some here.