Dominion in Dominions is only relevant under certain circumstances and in most parts of the game, is consistent. You're comparing two completely different mechanics, just because they have a % chance of occurring. But no one is considering COE as an inferior product because of that other than you. You don't want to accept that COE is more random and less strategic. In fact, CoE probably has more fixed roll actions and non conditioned ones. Originally posted by I>U:Dom uses the same open-dice rolls to resolve Most of the things. It only makes it closer to tabletops (and thus, to rogue-likes as well). The only two things "roguelike" in CoE are how you don't know a thing about initial generation, forcing you to guess a lot (based on patterns, not on Holy Bible) and how the game is becoming "harder" with the time environment-wise. Non class-bound casters and Burg's constructs are the few things that make battles less predictable. You can easily check that by abusing save-load even against AI. There is a very tight margin for Burgmeister vs Baron match-up. If you don't like things getting "random", then play less oportunistic classes. In CoE, each fortifications roll base chance multiplied on library\temple points\nothing. In fact, CoE probably has more fixed roll actions and non conditioned ones.ĭominion spread, for example, is literally the same mechanic as mercenary offers in CoE: each temple rolls base chance on priestly power. Sorry, but that just made my hair stand when I read this.ĭom uses the same open-dice rolls to resolve Most of the things. That is, when you play versus opponent who can guess and recognises the same moves. Trust me, you have a sea of moves in CoE's lategame (the "late" part is abstract here, right) and a thousand of things you need to guess - accurately or not - early in game. You hold them in reserve? Then why that very reserve don't get attacked? You have famillars, right? But they got blown with the very first earthquake in the previous battle. Elder Druid flight an Ent? Try to roll this Ent first, and don't forget to lose your druid on the very first assasin. Seriously, just try to play known metas right here. That's just a common misconception that have become a trend to regard CoE as "not a strategy" or "lighter strategy". Of course, that doesn't sound great for people accustomed to play vs AI, but, do believe me, it works it's magic in a tiring and satisfying PvP session.ĭon't want to start anything here, but everyone above this post are wrong. In CoE, you just grab a bigger deck (how about some Infernal invasion?) and yet another bigger (Hades, Horrors, another Hades invasion and yet another type of Hades invasion) if that wasn't been enough.Įven in CoE4 you have ~50% of game content hidden "in reserve" to surpise you. That would be your typical TBS with ENDLESS stalemates. What people desribe as "rogue-likish" looks to me like "PvPvE". And if you won't get it, the only feature that isn't antagonistic with Dom will kick in - doomcounter and random events. For the first 100 turns.Ĭontrary, CoE punishes you next-to immediatly and you can fare well in your very first game, because the most meaningful choice here is your class.ĬoE is faster, You can get decisive outcome within 20 minutes in 1v1 on S map. quite ordinary meta-play.ĭominions throws you a manual-worth of starting options on your very first playthrough. CoE's gameplay is built on simple universal mechanics, which get complex projections, while Dom has very complex foundation and. If you have even a passing interest in strategy games, Conquest of Elysium 5 offers an experience that is simple to understand, yet full of variety.CoE didn't go far from tabletops, while Dominions, just like later Civ's, contesting that "4X" title. While it's true that the game may appear fairly pricey. If you like to just wipe out the other groups from the match and don't care to make your own goals and would rather the game-play be interesting without you having to force it, this game is also for you. If you like to make your own goals, this game is for you. The planes system is pretty great in making a real living breathing world where if you summon a demon as the demonologist, it doesn't just pull the demon out of thin air, but rather pull it straight out of a real realm that you can visit.Įvery class feels largely unique, and while they may share the occasional spell, they tend to play radically different from each-other. Arguably a master class in emergent gameplay where even if you play the same exact character ten times, you likely will have entirely different results each time. You may look at it and think that it looks low quality on first glance but this game is an example of why you shouldn't judge a book by its cover.
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