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Huns portrait

The tribes of Dominion

Huns

Ride beyond the horizon.

OffenseFor beginners: Demanding

Editorial assessment

History

Ride beyond the horizon.

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.

Playstyle & tutorial

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.

Weaknesses

  • The Makeshift Wall has the smallest troop multiplier of the seven walls.
  • Cavalry development requires a substantial resource and crop commitment.
  • A single combat infantry type limits infantry specialisation.

Your first days

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

  1. Develop resources and storage while keeping the first army small. A cavalry ambition needs a functioning economy before it needs more horses.
  2. Build Main Building level 3 and Rally Point level 1 for the Barracks. Use Hun Warriors for early needs and raise Barracks level 3 for the Academy.
  3. Research the Scout Rider for information. On this server it follows the infantry training route; use its real prerequisites shown below.
  4. Build toward the Stable only when you can afford an offensive cavalry project. Later, use the Command Center for expansion instead of planning a Residence or Palace.
Research prerequisites — Scout Rider

Academy 1, Main Building 5

When to attack

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.

When to defend

Do not rely on the wall to compensate for an exposed army. Protect resources, retain an appropriate defense and arrange reinforcement partners early.

Working with an alliance

Coordinate with defensive neighbours and share accurate movement plans. A mobile offensive village is most useful when its allies know what it can commit.

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)
Hun WarriorInfantryInfantry training
Research prerequisites

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

354030650130 / 80 / 40 / 4010:18:40
Scout RiderEspionageInfantry training
Research prerequisites

Academy 1, Main Building 5

02010190170 / 150 / 20 / 4020:22:40
Horse ArcherCavalryCavalry training
Research prerequisites

Academy 5, Stable 3

12030151675290 / 370 / 190 / 4520:40:00
Steppe RiderCavalryCavalry training
Research prerequisites

Academy 5, Stable 5

110807015105320 / 350 / 330 / 5020:41:20
Hun LancerCavalryCavalry training
Research prerequisites

Academy 15, Stable 10

18060401480450 / 560 / 610 / 14030:49:20
Elite RiderCavalryCavalry training
Research prerequisites

Academy 15, Stable 10

23090651370660 / 750 / 800 / 18040:58:40
RamRamSiege training
Research prerequisites

Academy 10, Workshop 1

653090401,060 / 330 / 360 / 7031:13:20
CatapultCatapultSiege training
Research prerequisites

Academy 15, Workshop 10

45551030950 / 1,280 / 620 / 6062:30:00
Tribal ChiefChiefExpansion training
Research prerequisites

Academy 20, Rally Point 10

5040305037,200 / 27,600 / 25,200 / 27,600525:11:40
Hun SettlerSettlerExpansion training
Research prerequisites

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

10808053,0006,100 / 4,600 / 4,800 / 5,40018:02:30

Special mechanics & buildings

Trade & expansion

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

Makeshift Wall: 1.5% per level, compounded; +34.7% at level 20. This is the troop multiplier, not wall durability.

Command Center

The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.

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