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Egyptians portrait

The tribes of Dominion

Egyptians

Raise a kingdom that endures.

EconomyFor beginners: Approachable

Editorial assessment

History

Raise a kingdom that endures.

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.

Playstyle & tutorial

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.

Weaknesses

  • Low-cost troops still consume crop.
  • The starting unit has little attack power.
  • Waterworks is a developed-village investment, not a free starting bonus.

Your first days

A suggested route, not a timed build order. Adjust to your resources, neighbours and alliance.

  1. Build a balanced set of resource fields and maintain storage headroom. Economy is useful only when production can be spent on the next step.
  2. Build Main Building level 3 and Rally Point level 1 for the Barracks. Use a modest starting defense while keeping resources for development.
  3. At Barracks level 3, add the Academy. Choose Egyptian Fighters or Temple Guardians according to need, and research Horse Scouts before uncertain military commitments.
  4. Plan the Hero’s Mansion and Waterworks after the village can support them. Annexed oases are a later economic project, not a reason to neglect early fields.
Research prerequisites — Horse Scout

Academy 5, Stable 1

When to attack

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.

When to defend

Use the roster’s defensive options and Stone Wall together. Balance infantry and cavalry defense around reports, rather than training a single unit indefinitely.

Working with an alliance

Contribute durable reinforcements and planned supplies. Agree crop support with the receiving village before dispatching a large force.

Your army

Scroll the table horizontally to see every column.

Unit / roleAttackDefense vs infantryDefense vs cavalrySpeed (tiles/h)CarryCost (W / C / I / crop)Upkeep (crop/h)Training (h:mm:ss)
Armed SlaveInfantryInfantry training
Research prerequisites

No Academy research is required for this unit; training-building and expansion requirements still apply.

10302072045 / 60 / 30 / 3010:10:40
Egyptian FighterInfantryInfantry training
Research prerequisites

Academy 1, Armoury 1

305540645115 / 100 / 145 / 6010:24:10
Temple GuardianInfantryInfantry training
Research prerequisites

Academy 3, Blacksmith 1

2511080635170 / 180 / 220 / 8010:29:20
Horse ScoutEspionageCavalry training
Research prerequisites

Academy 5, Stable 1

02010160170 / 150 / 20 / 4020:22:40
ChariotCavalryCavalry training
Research prerequisites

Academy 5, Stable 5

50110501550360 / 330 / 280 / 12020:42:40
Royal ChariotCavalryCavalry training
Research prerequisites

Academy 15, Stable 10

1101201501070450 / 560 / 610 / 18030:52:00
RamRamSiege training
Research prerequisites

Academy 10, Workshop 1

55309540995 / 575 / 340 / 8031:20:00
CatapultCatapultSiege training
Research prerequisites

Academy 15, Workshop 10

65551030980 / 1,510 / 660 / 10062:30:00
NomarchChiefExpansion training
Research prerequisites

Academy 20, Rally Point 10

4050504034,000 / 50,000 / 34,000 / 42,000425:11:40
Egyptian SettlerSettlerExpansion training
Research prerequisites

No Academy research is required for this unit; training-building and expansion requirements still apply.

0808053,0005,040 / 6,510 / 4,830 / 4,62016:53:20

Special mechanics & buildings

Trade & expansion

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

Stone Wall: 3% per level, compounded; +80.6% at level 20. This is the troop multiplier, not wall durability.

Waterworks

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

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.

Source files and calculation notes

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