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Teutons portrait

The tribes of Dominion

Teutons

Take the initiative. Make it count.

OffenseFor beginners: Demanding

Editorial assessment

History

Take the initiative. Make it count.

The ancient communities of northern and central Europe were never a single unchanging people. Settlements, trade routes and migrating groups formed a shifting world of local leaders and contested borders. Later storytellers gathered many of those experiences beneath broad names and fierce reputations.

Dominion draws on that image of restless frontiers. Its Teuton campaign rewards an army with a clear destination and a village that can sustain it. Boldness opens a road; preparation decides whether the road can be held.

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

Playstyle & tutorial

Strengths

  • Clubswingers offer inexpensive attack power and short base training.
  • Spearmen provide an infantry answer to cavalry threats.
  • Large merchant loads support bulk transfers.

Weaknesses

  • Clubswingers have particularly weak defense against cavalry.
  • Merchant journeys are slower than those of the other six tribes.
  • An offensive opening needs attention, information and replacement resources.

Your first days

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

  1. Develop the resource base before scaling troop numbers. Keep room in the Granary and leave crop for the force you plan to train.
  2. Build Main Building level 3 and Rally Point level 1, then the Barracks. Start with a small Clubswinger group rather than an army you cannot replace.
  3. Build Academy after Barracks level 3. Research Scouts for information and Spearmen when cavalry pressure makes their role valuable.
  4. Treat raids as decisions with costs. Fund further training only when the reports justify it; plan a Brewery much later, when its drawbacks fit your campaign.
Research prerequisites — Scout

Academy 1, Main Building 5

When to attack

Check the target and the return time before each commitment. Cheap infantry is useful only while losses remain affordable and the village keeps producing.

When to defend

Protect resources and avoid leaving a raiding force to serve as your only defense. Spearmen and allied infantry defenders can cover different threats.

Working with an alliance

Share scouting and coordinate offensive timing. Arrange defensive support before opening a conflict, and use large merchant loads for agreed supplies.

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)
ClubswingerInfantryInfantry training
Research prerequisites

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

4020576095 / 75 / 40 / 4010:12:00
SpearmanInfantryInfantry training
Research prerequisites

Academy 1, Barracks 3

103560740145 / 70 / 85 / 4010:18:40
AxemanInfantryInfantry training
Research prerequisites

Academy 3, Blacksmith 1

603030650130 / 120 / 170 / 7010:20:00
ScoutEspionageInfantry training
Research prerequisites

Academy 1, Main Building 5

010590160 / 100 / 50 / 5010:18:40
PaladinCavalryCavalry training
Research prerequisites

Academy 1, Stable 3

551004010110370 / 270 / 290 / 7520:40:00
Teutonic KnightCavalryCavalry training
Research prerequisites

Academy 15, Stable 10

1505075980450 / 515 / 480 / 8030:49:20
RamRamSiege training
Research prerequisites

Academy 10, Workshop 1

653080401,000 / 300 / 350 / 7031:10:00
CatapultCatapultSiege training
Research prerequisites

Academy 15, Workshop 10

50601030900 / 1,200 / 600 / 6062:30:00
ChiefChiefExpansion training
Research prerequisites

Academy 20, Rally Point 5

4060405035,500 / 26,600 / 25,000 / 27,200419:35:00
SettlerSettlerExpansion training
Research prerequisites

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

10808053,0007,200 / 5,500 / 5,800 / 6,50018:36:40

Special mechanics & buildings

Trade & expansion

Each merchant carries 1,000 resources and travels at 12 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.

Against a Teuton attack, Cranny protection is multiplied by 0.8 in this server’s battle resolution.

Earth Wall

Earth Wall: 2% per level, compounded; +48.6% at level 20. This is the troop multiplier, not wall durability.

Brewery

While a capital festival is active, the Brewery adds its level-based attack bonus across your villages. It also halves chief persuasion and makes catapult targets random. Plan conquest separately.

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