



Recruiting a batch of 15 gives you not one abstract token, but 15 individuals to split up as you like. Like the Bakemono, a tribe of diminutive, screeching mountain oafs who can recruit clutches of poorly armed goblins with gold, some larger, more imposing ones decked out like samurai for an extra cost in iron, and big ogrous brutes one by one.īut each individual creature is an independent unit. The biggest things marking it out are its sheer amount of stuff, and the huge differences between how factions play. You explore, gather resources, and raise as much force as possible to kill off your enemies before they get you first. Although presented like a 4X, there's almost no building, no research or diplomacy. Each player (or AI) picks from a range of mythological/fantasy factions and sets out from their starting citadel looking to conquer a procedurally generated world using a combination of soldiers, summoned creatures, and magical spells. This time around there's basically more of everything, and a heap of changes too esoteric to list, but fundamentally it's the same game as ever. If you've played 3 or 4, you pretty much know how 5 goes already.
#DOMINIONS 5 RESEARCH SERIES#
It's typically lazy and unhelpful to say "if you liked that you'll like this", but Conquest Of Elysium is a series defined by iteration. In fact, I've always somewhat overlooked the series, not really understanding what it was. Their release history has intertwined since the 90s, and both series share common concepts and many, many unit types. It's near impossible to describe Conquest Of Elsyium 5 without contrasting it to Dominions 5, the expansive god-creating strategy series also by Illwinter. This is The Rally Point, a regular column where the inimitable Sin Vega delves deep into strategy gaming.
