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Gauls portrait

The tribes of Dominion

Gauls

Hold your ground. Move like thunder.

DefenseFor beginners: Approachable

Editorial assessment

History

Hold your ground. Move like thunder.

Beyond the great rivers and forest roads, the peoples of Gaul built communities bound by craft, trade and kinship. Their settlements stood at the meeting of local loyalties and far-reaching exchange. Skilled metalworkers and ambitious leaders gave these lands a strength that no single crown could fully contain.

War could summon those communities beneath shared standards, but unity was always something to be forged. In Dominion, that tension becomes a story of watchful villages and swift riders: protect what you have built, answer an ally’s call, and choose the moment when patience becomes action.

An original historical introduction; the game roster is a fictional adaptation.

Playstyle & tutorial

Strengths

  • The Phalanx offers a practical defensive foundation.
  • Theutates Thunder gives this roster a fast raiding option.
  • Enhanced Cranny protection and the Trapper support a guarded opening.

Weaknesses

  • Starting infantry has low attack power.
  • Fast cavalry still needs research, infrastructure and resources.
  • Traps and protected resources do not replace an army or allies.

Your first days

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

  1. Raise resource fields and keep crop production ahead of upkeep. Add storage before resources reach its limits.
  2. Develop the Main Building to level 3 and Rally Point to level 1, then build the Barracks. Begin with a manageable Phalanx force and protect spare resources in Crannies.
  3. Raise the Barracks to level 3 to unlock the Academy. Research a Pathfinder before committing to uncertain targets; consider cavalry only after the economy can fund it.
  4. Add the Trapper when local pressure makes it useful. Coordinate reinforcement plans before expanding your army in several directions.
Research prerequisites — Pathfinder

Academy 5, Stable 1

When to attack

Scout first. Use cavalry for suitable targets once it is researched and funded. Do not send a defensive Phalanx force into a fight simply because it is available.

When to defend

Build a useful defense before provoking neighbours. Mix infantry and cavalry defense according to the threat, and agree reinforcement timing with allies.

Working with an alliance

Offer a dependable defensive core, then use mobile units to support nearby villages. Share scouting information and make sure reinforcements have enough crop.

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)
PhalanxInfantryInfantry training
Research prerequisites

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

154050735100 / 130 / 55 / 3010:17:20
SwordsmanInfantryInfantry training
Research prerequisites

Academy 3, Blacksmith 1

653520645140 / 150 / 185 / 6010:24:00
PathfinderEspionageCavalry training
Research prerequisites

Academy 5, Stable 1

02010170170 / 150 / 20 / 4020:22:40
Theutates ThunderCavalryCavalry training
Research prerequisites

Academy 5, Stable 3

9025401975350 / 450 / 230 / 6020:41:20
DruidriderCavalryCavalry training
Research prerequisites

Academy 5, Stable 5

45115551635360 / 330 / 280 / 12020:42:40
HaeduanCavalryCavalry training
Research prerequisites

Academy 15, Stable 10

140501651365500 / 620 / 675 / 17030:52:00
RamRamSiege training
Research prerequisites

Academy 10, Workshop 1

503010540950 / 555 / 330 / 7531:23:20
TrebuchetCatapultSiege training
Research prerequisites

Academy 15, Workshop 10

70451030960 / 1,450 / 630 / 9062:30:00
ChieftainChiefExpansion training
Research prerequisites

Academy 20, Rally Point 10

4050504030,750 / 45,400 / 31,000 / 37,500425:11:40
SettlerSettlerExpansion training
Research prerequisites

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

0808053,0005,500 / 7,000 / 5,300 / 4,90016:18:20

Special mechanics & buildings

Trade & expansion

Each merchant carries 750 resources and travels at 24 tiles/hour at 1×, before bonuses.

Resource fields and village buildings share the base construction queue.

A level 10 Cranny protects 2,000 of each resource before attack modifiers. Tribe multiplier: ×2.

Base loyalty reduction per surviving chief: 20–25, before morale and celebration modifiers. Founding requires 3 settlers, plus the usual expansion conditions.

Palisade

Palisade: 2.5% per level, compounded; +63.9% at level 20. This is the troop multiplier, not wall durability.

Trapper

The Trapper captures attacking troops in available traps. It is a defensive tool to support your army and diplomacy.

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