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

The tribes of Dominion
Take the initiative. Make it count.
Editorial assessment
History
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.
A suggested route, not a timed build order. Adjust to your resources, neighbours and alliance.
Academy 1, Main Building 5
Check the target and the return time before each commitment. Cheap infantry is useful only while losses remain affordable and the village keeps producing.
Protect resources and avoid leaving a raiding force to serve as your only defense. Spearmen and allied infantry defenders can cover different threats.
Share scouting and coordinate offensive timing. Arrange defensive support before opening a conflict, and use large merchant loads for agreed supplies.
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) |
|---|---|---|---|---|---|---|---|---|
![]() ClubswingerInfantryInfantry training Research prerequisitesNo Academy research is required for this unit; training-building and expansion requirements still apply. | 40 | 20 | 5 | 7 | 60 | 95 / 75 / 40 / 40 | 1 | 0:12:00 |
![]() SpearmanInfantryInfantry training Research prerequisitesAcademy 1, Barracks 3 | 10 | 35 | 60 | 7 | 40 | 145 / 70 / 85 / 40 | 1 | 0:18:40 |
![]() AxemanInfantryInfantry training Research prerequisitesAcademy 3, Blacksmith 1 | 60 | 30 | 30 | 6 | 50 | 130 / 120 / 170 / 70 | 1 | 0:20:00 |
![]() ScoutEspionageInfantry training Research prerequisitesAcademy 1, Main Building 5 | 0 | 10 | 5 | 9 | 0 | 160 / 100 / 50 / 50 | 1 | 0:18:40 |
![]() PaladinCavalryCavalry training Research prerequisitesAcademy 1, Stable 3 | 55 | 100 | 40 | 10 | 110 | 370 / 270 / 290 / 75 | 2 | 0:40:00 |
![]() Teutonic KnightCavalryCavalry training Research prerequisitesAcademy 15, Stable 10 | 150 | 50 | 75 | 9 | 80 | 450 / 515 / 480 / 80 | 3 | 0:49:20 |
![]() RamRamSiege training Research prerequisitesAcademy 10, Workshop 1 | 65 | 30 | 80 | 4 | 0 | 1,000 / 300 / 350 / 70 | 3 | 1:10:00 |
![]() CatapultCatapultSiege training Research prerequisitesAcademy 15, Workshop 10 | 50 | 60 | 10 | 3 | 0 | 900 / 1,200 / 600 / 60 | 6 | 2:30:00 |
![]() ChiefChiefExpansion training Research prerequisitesAcademy 20, Rally Point 5 | 40 | 60 | 40 | 5 | 0 | 35,500 / 26,600 / 25,000 / 27,200 | 4 | 19:35:00 |
![]() SettlerSettlerExpansion training Research prerequisitesNo Academy research is required for this unit; training-building and expansion requirements still apply. | 10 | 80 | 80 | 5 | 3,000 | 7,200 / 5,500 / 5,800 / 6,500 | 1 | 8:36:40 |
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: 2% per level, compounded; +48.6% at level 20. This is the troop multiplier, not wall durability.
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 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.
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