DomiNations Update 12.18 - Combat Rebalance pt.1

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Greetings Leaders,

DomiNations Update 12.18 shapes up to be a massive release with the first wave of our Combat Rebalance initiative highlighted in our Road Ahead 2025 Post. We’re also implementing a second set of updates in our Replay rework! Both of these quality of life updates have a special write-up from the folks working directly on these projects to give insight into the process!
In that same vein of ‘Quality of Life’, we’re adding a faster way to utilize Speed Ups to complete your upgrades. Update 12.18 also introduces the next Councilor, and the Manufactory now allows you to purchase Materials. Then, finally, minor UI and Graphical fixes.

Replay Reliability pt. 2
If you missed our write-up on the current status of the Replay work that went into this update, catch up on the full details ‘here’. To highlight, Replays have been undergoing a massive overhaul to correct and implement the many changes that have arrived in DomiNations. While the current state of Replays with update 12.18 offers markedly improved results, there is still more to be done before we’re ready to say we’re 100% complete. Be sure to check out the post to see what improvements were made, how replays got to where they were, and what we’ll be doing for the future!

Combat Rebalance Initiative - Fighters & Defenders
In our Road Ahead 2025 post, we discussed our plans to introduce incremental steps for rebalancing combat within DomiNations. 12.18 releases some changes to Fighters and Defenders, and to share some insight on this process, we have our Game Designer, RAH-66, to talk about the upcoming changes!




Hello Leaders!

Today, we’re going to talk about the new series of updates we are working on called the Combat Rebalance Initiative. We want the DomiNations battle experience to be what YOU make it. Do you love setting up a Museum loadout for several different army compositions? We want you to feel empowered to try multiple strategies and remove any gates that prohibit you from doing so. Do you love watching attackers fall to your horde of defenders and insatiable Air Defense? We want to see you thrive and be an asset to your Alliance in World War. Do you just think Assault Vehicles are neat? We want you to have an avenue to succeed with them.

Here are our goals for the Combat Rebalance Initiative as a whole:
  1. Ensure there is a wide array of viable strategies that can be used to win battles.
  2. Ensure defensive play is just as viable as offensive play.
  3. Ensure that every unit, tactic, and building has a distinct reason to be invested in and brought to battle.

So, without further ado, let's talk about the problem areas tackled in the first wave of Combat Rebalances.

Fighters are the first Airstrip Troop players unlock. Their presence on the battlefield is felt the instant a player unlocks them. In earlier ages, the Fighter performed its role as a Defender Destroyer quite well. It is a moderately strong unit, with the best Population to Hitpoint ratio in the entire Airstrip and, with a bit of library research, even provides suppression on Defensive Buildings it strikes. It isn’t until later ages in the game that Fighters become a problem. Its role as a Defender Destroyer loosens as it gains levels and players unlock a second Airstrip. The Fighter becomes nigh unbeatable at very high levels of play, and can easily destroy Buildings and Defenders alike, leaving little room for defensive players to actually interact with the attacking strategy, especially when the attacker concentrates all of their Fighters on destroying the building that is meant to counter it - the Air Defense.

Defenders themselves also perform more desirably in earlier ages than later ages, but to a lesser degree. In later ages, they often clump together, resulting in one of two situations: either the entire defending Army gets destroyed immediately, or they form a completely impenetrable wall with no way to press forward as an attacker. There isn’t currently enough difference between the types of Defenders to force attackers to prioritize where they send their Defender Destroyers.

The following changes are being implemented to address these problems and better align the units with their intended roles.

  1. Fighter
    • Changed “DPS vs Defenders” bonus text to say “DPS vs Cavalry and Heavy Tanks”
      • Fighters have always functioned this way in-game; we simply updated the text here to be more accurate.
    • Marginally increased Movement Speed
    • Slightly increased Turn Speed
    • Reduced base damage by 50%
    • Increased Damage vs Cavalry and Heavy Tanks by 100%
      • This neutralizes the 50% base damage reduction when damaging Cavalry and Heavy Tanks
    • Increased Damage vs Infantry by 100%
      • This neutralizes the 50% base damage reduction when damaging Infantry
    • Reduced Damage to Air Defense, Town Center, and Drone Command by 40%
  2. Heavy Infantry Defender
    • Dramatically increased Movement Speed
  3. Ranged Infantry Defender
    • Dramatically increased Movement Speed to match Heavy Infantry Defender
  4. Bazooka Defender
    • Marginally increased Movement Speed
  5. Machinegun Defender
    • Very slightly decreased Movement Speed to match Bazooka Defender
  6. Heavy Tank Defender
    • Slightly decreased Movement Speed
  7. Garrison and Tank Depot
    • All upgrades now require 4 Citizens instead of some requiring 6 Citizens
To highlight a few things, these changes accomplish:
  • Allows the Fighter to flourish as the on-demand Defender Destroyer, evading more S.A.M. Batteries and G.C.I. Radars with tighter turns and reach their target and redeployment zone faster.

  • Increases the viability of defensive strategies against Fighter-only army compositions.
  • Allows defenders to spread out on the battlefield, resulting in a more complex defensive strategy.
  • Increases the lethality of Heavy and Ranged Infantry Defenders, resulting in both more useful foot-troop defenders as well as more opportunities for attackers to exploit less-defended areas of the map.
You’ll also notice the Garrison and Tank Depot upgrades will no longer increase their Citizen requirement after a certain level. While not directly combat-related, we believe this change ungates defender-focused strategies and resolves a frustrating inconsistency in the game. Please note that this change only affects upgrades that start after downloading the latest update.

We will be carefully monitoring the results of these changes, and if need be, tweaking things in the future to ensure these units land in the right place. These are just the first steps to tackling our goals in making combat in DomiNations the best it can be, with more updates to come in future releases!

What would you like to see in future combat-based updates? We value your feedback. Thank you for reading, Leaders!





Speed Up Auto Fill
We’re adding a new button for players to easily use their stores of Speed Ups. In Update 12.18, when speeding up an upgrade, you’ll now see the ‘Autofill Speed Ups’ option. Tapping this will use the Speed Ups you own to complete the Upgrade. The Speed Ups used will start with your highest (ex. 5d Speed Up) and use the minimum amount of Speed Ups possible to finish the upgrade or get as close to finishing it with the amount of Speed Ups available.

New Councilor - Charlemagne (Leader)

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Charlemagne’s vision as the exclusive ruler of the Franks was to unite all Germanic people under Christianity. He pursued this goal by waging a three-decade long war against the Saxtons, eventually winning the conflict and putting in place extreme laws against all non-Christian people. At the same time as his conquest against the Saxtons, he conquered the kingdom of Lombards in northern Italy, as well as the Moors in northern Spain, instilling Christianity and supporting the Church anywhere he and his army went. Later, he would be crowned the Emperor of the Holy Roman Empire by Leo III, thus creating a new empire that would remain in power for over 800 years. While Charlemagne did not gain any additional authority from this title, it did formalize his rule over his conquered territory, and allowed him to lay the foundations for the newly established Holy Roman Empire.

Charlemagne’s legacy lives on in many forms, not the least of which is through his sword he wielded in battle. His Joyeuse Sword has been on display in the Louvre Museum, and has also been used in numerous coronation ceremonies of French Kings since his death in 814 AD. His arm has also been preserved in a reliquary upon his canonization long after his death in 1481, however the modern catholic church does not formally recognize Charlemagne as a saint.

In DomiNations, his stats will increase the damage output of your Paratroopers and increase the HP of your Heavy Cavalry in both Primary and War Hall versions. You can start recruiting Charlemagne on 6/9!

CommonUncommonRareEpicLegendary
Heavy Cavalry HP +6%Heavy Cavalry HP +8%Heavy Cavalry HP +11%Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +6%Paratrooper DMG +8%Paratrooper DMG +10%Paratrooper DMG +12%
Enemy Tower DMG -15%Enemy Tower DMG -18%Enemy Tower DMG -24%
Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +12%

Manufactory - Rush Materials
You’ll now be able to speed up your Manufactory Material production by spending Crowns. In the Manufactory Production screen, you’ll now see a button that will allow you to purchase 10 of a Material.


MaterialCost (Crowns)
Carbon15
Titanium30
Iron40
Thermic Brass75
Plastic25
Glass45
Polycarbonate20
Fiber Mesh80
Siliconite50
Biofoil70
Platinum250


Additional Updates
  • Multiple Localization updates
  • Minor UI Graphical tweaks
  • Changed Library Tech level based Troop names to generic Troop Names
    • EX. Spearhead Machine Gun II DMG should now read as Machine Gun Infantry DMG
      • Plans are underway to also do the same to University. We’re hoping to create consistency with descriptions throughout the game.
  • Fixed a crash caused by upgrading the Alliance Gate with reduced citizen requirements researched.
  • Updated Tournament of Glory Encyclopedia entry for better understanding with the Glory Decay system.
 
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rebalance ? So your idea of rebalancing is to ruin one of the only 3 viable troop Strats left ! This is the worst idea of many bad ideas so far!
Another very disappointing update…but predictable, since for a long time now the updates have all favored D and weakened O. We had 3 basic viable Strats . Lego, bomber and fighter. This renders fighters useless as a primary Strat . And Lego , which was already struggling , now has to fight improved defenders . So Lego will also be useless for most part against big 3D. So it’s just bombers which require tups, recon , FSP and NH hangar. So I guess you figure more people will pay ? Don’t know what you are thinking tbh. But, you say they want more viable Strats , so now we have less viable Strats . So what’s the plan weaken all the metas so that all troop combos equally suck?!
And the curious thing is you did a poll asking about balance , a clear majority of player said D was OP…so why make D even stronger and O even weaker? makes us think you really don’t understand your own game !

We have good strikers that can’t hit 3D anymore , that used to do so. And now they have trouble clearing even 3O bases . They will quit .
we have others that will switch to Ds…we will have no offensive players left .

you definitely must be listening to the whiny big D whales as they are the biggest complainers . Always trying to shut down speech of people saying D is OP. I am sure some will get on now say O is OP and I don’t know what I am talking about, blah, blah, blah…the usual BS and give their usually BS reasons like top cheaters still clearing their Ds. That’s the problem, many top strikers using mods , clearing big Ds and the whale D guys want to never be cleared by anyone ever under any circumstances.

Well I guess I will make my official transition to D like a ton of others have done. I’m done bothering with O at this point . And I have fighters , Lego and bomber museums . But being O has been too hard already . Not going to keep up trying at this point .

I used to love this game , but I have to say now it’s gotten pretty bad between the now even worse matches with the glory resets and the terribly OP D .
Congratulations you may have finally succeeded in ruining this game …sad 👎

@Harlems369th
 
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As others have said... please reconsider before posting stuff like this. Get player feedback. Have devs play the game themselves. Do anything so you can see how players feel about your actions. Controversy brings the community together, but it also risks removing the community from the game.
 
Extremely disappointed with this update. When I say extremely i want to give up this game after the fighter downgrade and I’ve thought about this before after similar but this is the final straw. There is no way I am going to spend time and money on an alternative to fighters. Enough is enough.
 
I’d like to share some concerns about the proposed fighter rebalance detailed in the recent update preview.

The changes, particularly the significant reduction in base damage and damage to key defensive structures, risk rendering another fighter-based attack strategy ineffective. At present, only a small number of highly skilled players (with maxed-out fighter stats and optimized museum) are able to clear top-tier defensive (3D) bases using fighters. Even then, these attacks often fall short. With the new changes, it’s likely that no fighter strategy will remain viable against these top-end defenses.

This makes the substantial investment of time and money into upgrading fighter museums feel wasted. It also narrows the diversity of viable attack strategies even further, leaving mainly mortar/paratrooper and bomber compositions as reliable options.

Additionally, it’s disappointing to see that this rebalance does not attempt to elevate underused troop types like MRLs, Bazookas, or Infiltrators into viable standalone strategies.

I strongly urge the team to reconsider this rebalance or at least provide alternative adjustments that support greater strategic variety and retain the viability of fighter-based tactics.

I'm still reading everyone's comments and feedback, and I wanted to tackle this at least, which may also answer some other responses here.

I completely understand the frustration with the adjustments mainly made to fighters. For what it's worth, we do have data that backs up the need to adjust fighters in some way. They became too potent an offensive strategy and strayed from their intended use (Defender Clearing). That being said, this also means that a key anti-defender is losing some potency. If there is confusion around the DMG output, to clarify, the base DMG reduction essentially doesn't apply to the bonus DMG for HTs and Defending Infantry. Also, please keep in mind the fighter will be moving faster, allowing for more strikes.

That said, this is only part one of the rebalance adjustments. We have more to come—I can't say how soon—but this is only an incremental adjustment we're making as we continue to make balance adjustments. I'm taking down the feedback here and sharing it with the design team to help inform how they might improve this experience in the future.
 
I'll wait and see what the actual impact is, before blowing up here. In theory it seems to make sense, the purpose of the fighter is to clear defenders, not buildings. So hopefully that means they can clear defenders so well that the ground troops can make up for the lack of fighter support on buildings. If that is achieved I would say this is a rebalance.
 
I'm still reading everyone's comments and feedback, and I wanted to tackle this at least, which may also answer some other responses here.

I completely understand the frustration with the adjustments mainly made to fighters. For what it's worth, we do have data that backs up the need to adjust fighters in some way. They became too potent an offensive strategy and strayed from their intended use (Defender Clearing). That being said, this also means that a key anti-defender is losing some potency. If there is confusion around the DMG output, to clarify, the base DMG reduction essentially doesn't apply to the bonus DMG for HTs and Defending Infantry. Also, please keep in mind the fighter will be moving faster, allowing for more strikes.

That said, this is only part one of the rebalance adjustments. We have more to come—I can't say how soon—but this is only an incremental adjustment we're making as we continue to make balance adjustments. I'm taking down the feedback here and sharing it with the design team to help inform how they might improve this experience in the future.
If you really want to change the fighter jets for the sake of data, please change those damn 10-second gold shield guards first. Now, directly changing the fighter jets is treating us players as clowns!
 
I'm still reading everyone's comments and feedback, and I wanted to tackle this at least, which may also answer some other responses here.

I completely understand the frustration with the adjustments mainly made to fighters. For what it's worth, we do have data that backs up the need to adjust fighters in some way. They became too potent an offensive strategy and strayed from their intended use (Defender Clearing). That being said, this also means that a key anti-defender is losing some potency. If there is confusion around the DMG output, to clarify, the base DMG reduction essentially doesn't apply to the bonus DMG for HTs and Defending Infantry. Also, please keep in mind the fighter will be moving faster, allowing for more strikes.

That said, this is only part one of the rebalance adjustments. We have more to come—I can't say how soon—but this is only an incremental adjustment we're making as we continue to make balance adjustments. I'm taking down the feedback here and sharing it with the design team to help inform how they might improve this experience in the future.
If this was all part of a plan, then why have you released so many fighter artifacts in these past few months to entice players to spend money to obtain them? Now, have those players who paid for the fighter artifacts become disposable? You clearly know that the fighters will weaken, yet you release so many fighter artifacts to extract their last bit of value.
 
I don‘t know if its a visual glitch but without coalitions this is not possible. Not with those 3D defender stats. Did you report the players in question?
we did not report the player. This happened again. Against our top defenders. They all went down without the need of offensive coalitions from the opposition. I do not think this is a bug or cheat. I think that it is a legit fight. It just proves how OP bombers are at this point with the use of detachments and commandos.

This isnt doable by anyone. The player that does that is absolutely a machine.
 
What is going on with the fighters? They’re not the issue in the game. The real problems are all the things people have already pointed out before me.
Fix the army movement algorithm — units are constantly getting stuck or taking completely unreasonable paths through the map. It’s frustrating and breaks the gameplay.
Replays have been broken since the game launched. This is a known issue, and it’s hard to believe it hasn’t been addressed yet. Do you even care about player feedback?
Also, the mortar balance is a joke. It completely dominates matches and ruins the experience for everyone not using it. This needs serious attention.
Stop focusing on adding more shop items and useless content. Some of these items aren’t just unnecessary — they’re borderline disrespectful to your player base. Whoever is in charge of that part of the game needs to seriously rethink the approach.
Prioritize fixing the core mechanics instead of pushing out more things to sell. The game has real potential, but it’s getting buried under bad decisions.
I am playing this geme for 5+ years on every day basis. I know what i am talking about.
I have to take back this one:


It seems they have been working on replays.
 
I think all points are stated. Nerfing only fighters and by that numbers is a joke. Plus (again) boosting defenders the game will become frustrating for average players. As a player with an end game D base and multiple end game O museums I only see upcoming advantages for D.
 
I’d like to share some concerns about the proposed fighter rebalance detailed in the recent update preview.

The changes, particularly the significant reduction in base damage and damage to key defensive structures, risk rendering another fighter-based attack strategy ineffective. At present, only a small number of highly skilled players (with maxed-out fighter stats and optimized museum) are able to clear top-tier defensive (3D) bases using fighters. Even then, these attacks often fall short. With the new changes, it’s likely that no fighter strategy will remain viable against these top-end defenses.

This makes the substantial investment of time and money into upgrading fighter museums feel wasted. It also narrows the diversity of viable attack strategies even further, leaving mainly mortar/paratrooper and bomber compositions as reliable options.

Additionally, it’s disappointing to see that this rebalance does not attempt to elevate underused troop types like MRLs, Bazookas, or Infiltrators into viable standalone strategies.

I strongly urge the team to reconsider this rebalance or at least provide alternative adjustments that support greater strategic variety and retain the viability of fighter-based tactics.
I'd like to Echo WitCat's comments and reinforce a point he made. You recently encouraged a lot of spend when you release the Rattle and the new Olmec Legendary in the store. At least for the rattle there was only one attack style to purchase this legendary for: Fighter's. It's really, really poor form to screw your funding patrons by selling them something and then nerfing what you just sold them. To the point where I know I at least will probably retire multiple accounts (and subsequent spend) from the game now.

By far the better way to do rebalancing as many have suggested is to augment unit types that don't currently have a viable place in top tier wars (such as MRL's (they need +1 range), helis (they need increased movement speed and hp), and HT (they need significantly increased movement speed).

It's also worth noting that y'all should come play the game with the top teams before making these decisions in a vacuum. Currently the best attack styles v top tier defenders are: 1) Bombers 2) Mortars 3) Fighters. And fighters were pretty marginal v the best defenders because of the large turn radius you note in your update. We typically would only use fighters for taking down O bases recently. Bottom line is you need to know your game (and your customers) before screwing them both.
 
Wow all this complaining about making fighters work the way they are supposed too.

The entire problem with fighters and bombers is the Fortified Strong combined with Hangers.

Simple fix lol in my eyes let them keep their damage on fighters. Do the following:

1 . Keep damage same too make up for that no more FSH or Hangers. This is what make air power truly unstoppable.( also it stops buying wins with FSH and NightHawk hangers no skill even needed with good muse)
2. Allow tactical heli and infiltrators able to be targeted esp when using surveillance drone which is supposed to target stealth units.( Surveillance Drone is worthless cause it does not target them)

Root problem with replays and report also has been the FSH and Hangers remove them see how much better replays are and reports.

Now for all you folks that crying about fighters give up FSH and Hanger or zip it on them adjusting fighter to do damage way they are supposed never in their description did they have a bonus damage on AA, Towers or building they are ment for killing Gens vehicles and troops.

Bombers need a major nerf also so all you bomber folks need to get ready for their nerf cause it should be coming also.

Don’t put alll your eggs in one combo.
 
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I will just leave this here as proof that bombers are unstoppable. Watch till the end where museums are being shown.
For those that do not see it, the striker has ZERO OFFENSIVE COALITIONS

I just tested this base (Hp 144%, -34% invading bomber damage + interference directive + Filipino) both with and without coalitions. In both cases, the air defense was taken out using only two bombers. Either coalitions have no effect in both offense/defense or there’s something wrong with the game. One of our attackers loaded 3D coals and 5* both opponents 3D defenders.
 
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How a tupolev with no recon can eliminate a tower with huge HP and filipinos?
Nobody has seen the tupolevs? So obvious, you are debating about the guy with 3D coalitions closing 3D tier 1 defenders, and nobody has analysed the attack, OMG!
 
we did not report the player. This happened again. Against our top defenders. They all went down without the need of offensive coalitions from the opposition. I do not think this is a bug or cheat. I think that it is a legit fight. It just proves how OP bombers are at this point with the use of detachments and commandos.

This isnt doable by anyone. The player that does that is absolutely a machine.
I tested it and can confirm the attack is legit. It’s not that bombers are OP’d, since the introduction of detachments, bomber attacks are just easier to execute. You still need to gave a good plan and then execute accordingly. But it seems the current state of the game is flawed. This is what we seeing in the video you posted.
 
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  1. Heavy Infantry Defender
    • Dramatically increased Movement Speed
  2. Ranged Infantry Defender
    • Dramatically increased Movement Speed to match Heavy Infantry Defender
  3. Bazooka Defender
    • Marginally increased Movement Speed
  4. Machinegun Defender
    • Very slightly decreased Movement Speed to match Bazooka Defender
  5. Heavy Tank Defender
    • Slightly decreased Movement Speed
Please explain the % for each increase / decrease in movement speed.

We don’t know what the terminology means for Dramatically, Marginally, and Slightly.

The % are provide for all the fighter changes. The same should be provided for defender changes.

@Harlems369th
 
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