Strengths
- Four combat cavalry choices offer several offensive options.
- Elite Riders carry the highest attack value in this seven-tribe roster.
- The Command Center provides the Hun route to expansion.

The tribes of Dominion
Ride beyond the horizon.
Editorial assessment
History
The Hunnic confederations brought the skills of the Eurasian steppe into a world of contested frontiers. Mounted warfare, movement and negotiated loyalties helped their leaders gather influence across great distances. Their strength lay in people and alliances as well as horses.
Power spread quickly, but holding a coalition together demanded more than a successful charge. Dominion turns that history into a demanding campaign of mobility and coordination. Choose a direction, know who will cover your return, and make every costly rider matter.
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 1, Main Building 5
Scout, pick a suitable cavalry force and plan both arrival and return. Speed is useful for choosing engagements; it does not remove the cost of a failed attack.
Do not rely on the wall to compensate for an exposed army. Protect resources, retain an appropriate defense and arrange reinforcement partners early.
Coordinate with defensive neighbours and share accurate movement plans. A mobile offensive village is most useful when its allies know what it can commit.
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) |
|---|---|---|---|---|---|---|---|---|
![]() Hun WarriorInfantryInfantry training Research prerequisitesNo Academy research is required for this unit; training-building and expansion requirements still apply. | 35 | 40 | 30 | 6 | 50 | 130 / 80 / 40 / 40 | 1 | 0:18:40 |
![]() Scout RiderEspionageInfantry training Research prerequisitesAcademy 1, Main Building 5 | 0 | 20 | 10 | 19 | 0 | 170 / 150 / 20 / 40 | 2 | 0:22:40 |
![]() Horse ArcherCavalryCavalry training Research prerequisitesAcademy 5, Stable 3 | 120 | 30 | 15 | 16 | 75 | 290 / 370 / 190 / 45 | 2 | 0:40:00 |
![]() Steppe RiderCavalryCavalry training Research prerequisitesAcademy 5, Stable 5 | 110 | 80 | 70 | 15 | 105 | 320 / 350 / 330 / 50 | 2 | 0:41:20 |
![]() Hun LancerCavalryCavalry training Research prerequisitesAcademy 15, Stable 10 | 180 | 60 | 40 | 14 | 80 | 450 / 560 / 610 / 140 | 3 | 0:49:20 |
![]() Elite RiderCavalryCavalry training Research prerequisitesAcademy 15, Stable 10 | 230 | 90 | 65 | 13 | 70 | 660 / 750 / 800 / 180 | 4 | 0:58:40 |
![]() RamRamSiege training Research prerequisitesAcademy 10, Workshop 1 | 65 | 30 | 90 | 4 | 0 | 1,060 / 330 / 360 / 70 | 3 | 1:13:20 |
![]() CatapultCatapultSiege training Research prerequisitesAcademy 15, Workshop 10 | 45 | 55 | 10 | 3 | 0 | 950 / 1,280 / 620 / 60 | 6 | 2:30:00 |
![]() Tribal ChiefChiefExpansion training Research prerequisitesAcademy 20, Rally Point 10 | 50 | 40 | 30 | 5 | 0 | 37,200 / 27,600 / 25,200 / 27,600 | 5 | 25:11:40 |
![]() Hun SettlerSettlerExpansion training Research prerequisitesNo Academy research is required for this unit; training-building and expansion requirements still apply. | 10 | 80 | 80 | 5 | 3,000 | 6,100 / 4,600 / 4,800 / 5,400 | 1 | 8:02:30 |
Each merchant carries 500 resources and travels at 20 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.
Makeshift Wall: 1.5% per level, compounded; +34.7% at level 20. This is the troop multiplier, not wall durability.
The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.
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