Strengths
- Armed Slaves have a low resource cost and short base training time.
- Temple Guardians provide strong infantry defense per unit.
- Waterworks can improve annexed oasis bonuses after its prerequisites are met.

The tribes of Dominion
Raise a kingdom that endures.
Editorial assessment
History
Along the Nile, the work of generations linked fields, storehouses and monumental ambitions. The river’s cycles shaped both daily labour and the language of kingship. Long-lived institutions and skilled craftspeople gave Egyptian civilisation an influence measured in centuries.
Endurance did not mean standing still. Trade, diplomacy and war all reached beyond the river valley. In Dominion, the Egyptian path begins with a similar concern for foundations: gather the means to grow, protect the village, and let a patient investment become lasting strength.
An original historical introduction; the game roster is a fictional adaptation.
A suggested route, not a timed build order. Adjust to your resources, neighbours and alliance.
Academy 5, Stable 1
Choose limited objectives and scout first. Chariots can support an offensive plan, but building them too early can delay a useful defensive and economic base.
Use the roster’s defensive options and Stone Wall together. Balance infantry and cavalry defense around reports, rather than training a single unit indefinitely.
Contribute durable reinforcements and planned supplies. Agree crop support with the receiving village before dispatching a large force.
Scroll the table horizontally to see every column.
| Unit / role | Attack | Defense vs infantry | Defense vs cavalry | Speed (tiles/h) | Carry | Cost (W / C / I / crop) | Upkeep (crop/h) | Training (h:mm:ss) |
|---|---|---|---|---|---|---|---|---|
![]() Armed SlaveInfantryInfantry training Research prerequisitesNo Academy research is required for this unit; training-building and expansion requirements still apply. | 10 | 30 | 20 | 7 | 20 | 45 / 60 / 30 / 30 | 1 | 0:10:40 |
![]() Egyptian FighterInfantryInfantry training Research prerequisitesAcademy 1, Armoury 1 | 30 | 55 | 40 | 6 | 45 | 115 / 100 / 145 / 60 | 1 | 0:24:10 |
![]() Temple GuardianInfantryInfantry training Research prerequisitesAcademy 3, Blacksmith 1 | 25 | 110 | 80 | 6 | 35 | 170 / 180 / 220 / 80 | 1 | 0:29:20 |
![]() Horse ScoutEspionageCavalry training Research prerequisitesAcademy 5, Stable 1 | 0 | 20 | 10 | 16 | 0 | 170 / 150 / 20 / 40 | 2 | 0:22:40 |
![]() ChariotCavalryCavalry training Research prerequisitesAcademy 5, Stable 5 | 50 | 110 | 50 | 15 | 50 | 360 / 330 / 280 / 120 | 2 | 0:42:40 |
![]() Royal ChariotCavalryCavalry training Research prerequisitesAcademy 15, Stable 10 | 110 | 120 | 150 | 10 | 70 | 450 / 560 / 610 / 180 | 3 | 0:52:00 |
![]() RamRamSiege training Research prerequisitesAcademy 10, Workshop 1 | 55 | 30 | 95 | 4 | 0 | 995 / 575 / 340 / 80 | 3 | 1:20:00 |
![]() CatapultCatapultSiege training Research prerequisitesAcademy 15, Workshop 10 | 65 | 55 | 10 | 3 | 0 | 980 / 1,510 / 660 / 100 | 6 | 2:30:00 |
![]() NomarchChiefExpansion training Research prerequisitesAcademy 20, Rally Point 10 | 40 | 50 | 50 | 4 | 0 | 34,000 / 50,000 / 34,000 / 42,000 | 4 | 25:11:40 |
![]() Egyptian SettlerSettlerExpansion training Research prerequisitesNo Academy research is required for this unit; training-building and expansion requirements still apply. | 0 | 80 | 80 | 5 | 3,000 | 5,040 / 6,510 / 4,830 / 4,620 | 1 | 6:53:20 |
Each merchant carries 750 resources and travels at 16 tiles/hour at 1×, before bonuses.
Resource fields and village buildings share the base construction queue.
A level 10 Cranny protects 1,000 of each resource before attack modifiers. Tribe multiplier: ×1.
Base loyalty reduction per surviving chief: 20–25, before morale and celebration modifiers. Founding requires 3 settlers, plus the usual expansion conditions.
Stone Wall: 3% per level, compounded; +80.6% at level 20. This is the troop multiplier, not wall durability.
Waterworks increases the annexed oasis bonus by 5% relative per level: a 25% resource bonus becomes 50% at level 20. It requires a level 10 Hero’s Mansion.
Hospital can turn 40% of eligible losses into wounded troops, rounded down, up to 30 stored wounded per building level. Healing costs half the unit resources, rounded up.
Numeric cells expose their source file and key on focus or hover. Download the JSON for all unit, building and mechanic references. History, tutorials, profiles and beginner ratings are editorial.
Download the data with source references