THE SECRET
of planning & strategy
A complete guide to planning & strategizing your nation’s world domination.
Includes strategies and in depth knowledge of events that
will help you plan ahead.
Latest Revision sometime in 2022
updated heavy tank & paratrooper section
This guide is taken over by Oddin Jun 5 2023 who will likely make some amazing updates to make this guide more up to speed.
About the guide
The guide caters to all people who play dominations. It gives key ways of lowering your time investment in raiding and securing your resources in multiplayer. So you may ask why would a player interested in war use this? Well, anyone participating in wars will tell you that you are often forced to attack targets less beneficial that may not give the resources you want. This also means securing your passive income and increasing the effectiveness of your looting during multiplayer attacks become more important.
Some may say “I like raiding” – so do I but I might not have the time to sit for hours on end raiding. Sometimes real life calls me away.
My choice to make the guide is based on the fact that I often hear from people “I play war so multiplayer is not worth it – so I must play this way” That is not what I wish to convey. I want to show you a different path while still doing the things you love in Dominations.
Most people consider this game to go in one of two directions: Offense or Defense. This may be for multiplayer or for war but in general the economic route is often overlooked. So I will try to give reasons to ALSO care about economics and not ignore it completely. When I say economics I do not necessarily exclusively mean resources, it also applies to crowns, rubies, supplies and how they are used to your long term benefit.
How to use the guide
Throughout the guide I will leave small remarks that may state my view or explain my playstyle. This is not necessarily something that fits all so just bear in mind the guide is written with a personal touch.
| Insight:Text that states my opinion, perspective or explains my playstyle choices. |
In other places I may reference certain links or tools to help you find information or help you make decisions on what direction you may wish to play.
| Numbers:Text that may reference specific values or external reference data and links. |
| Tips:Text that may give hints to successful ways of doing things. |
Pros:The list of positive aspects. | Cons:The list of negative aspects. |
About me
I come from a background of gaming and have always had a passion for finding weaknesses in games through the use of theorycrafting. I tend to look at all the mechanics I can find and then devise strategies to make my gaming experience easier. In most games I have played I have either contributed through the production of tools, guides, streaming & videos. I do not consider myself to be a good gamer by any means but I do tend to use knowledge that I possess to my advantage.
My background lies in graphics and has always driven me to “make things pretty” but for the most part it always comes down to – is it useful? I will therefore link to calculators and give examples of how I play throughout the guide.
If you have feedback or requests for future content then get in touch through contact details below:
Discord: goat#5291
Credits
A big thanks goes out to everyone in the Dominations community who has helped tremendously to create this guide. A lot of the information in here is based on vast hours of play testing, calculations and discussions on discord from a huge amount of alliances. I could not have done this without all this help.
Document Credits
| Contributions | Ingame Name | Alliance | Contact on Discord |
| Assistance with proofreading & suggested additional content | Dimun | First Order | Nare#5419 |
| Assistance with proofreading & suggested additional content | MaggiePie | Dominations Prime | maggiepie#5251 |
| Additional content request (Generals) | Ghebchris | Shake & Bake | Ghenchris#8714 |
| War Coalition Tips | GetOffMyLawn | Traveler | GetOfMyLawn#0087 |
| Wonder & Nation Tactics | Krimzen | Energy | Krimzen#7600 |
| Parliament Testing and Calculations, Defender spawn time calculator | Merlin | Templars Reborn | Nobody911#1864 |
| Base Values for calculators & testing | Dracula3811 | Dark Camelot | dracula3811#2156 |
| University Calculator | ViceOfDeath | AcTivE WaRRioRs | Viceofdeath#8423 |
| Flying Blade | CTRL ALT ELITE | Flying Blade#0165 |
Server Credits
| Discord Server Names | Server Address |
| Templars Reborn / Templars Unborn | https://discord.gg/FtNegCv |
| CTRL ALT ELITE | https://discordapp.com/channels/@me/766206065443995690/766216280730239007 |
| The Sandbox | https://discord.gg/GXd4r8H |
| Dominations Prime | https://discord.gg/r6Snn8N |
| Dominations Wiki | https://discord.gg/bdNx8SA |
Index
Offense, Defense or in between? 7
Saboteur/Bazooka Composition 24
Speeding up University Research 33
Style of Play
All playstyles are ok, none are right or wrong. Well technically that really depends on your choices of nation and overall play style. In the following sections I have tried to outline some of the stereotype players and types that I see in the game.
Offense, Defense or in between?
| Insight:The following text describes the different types of player stereotypes and does not necessarily mean there are no outliers. |
Offense players are divided into two types: the offense war enthusiast and the offense multiplayer.
The war enthusiast tends to upgrade armory, factory, airfield and barracks first. They will typically not focus much on farms, caravans and oil fields as they go for war & raiding for resources. They skip economy buildings to lower their time investment and progress faster. In extreme cases they do not focus on defense but generally economy buildings have the least priority.
The offense multiplayer is similar to the war enthusiast however it may be more diverse in the sense that it does not worry about war weight and for that reason tries to balance their defense and passive income slightly more.
Defensive Players are also divided as they may either focus on war enthusiasts or multiplayer. It should be noted just because someone participates in war does not automatically mean they do not still go raiding in multiplayer games.
The all rounder represents the average player that may not go fully in depth with the game. They tend to overlevel their farms to make themselves ineligible for wars due to war weight. They tend to overlevel bad generals and may not really put much effort into the game besides collect and go raiding.
| Economy | Defense | Offense | |
| Offense War Enthusiast | |||
| Offense Multiplayer | |||
| Defense War Enthusiast | |||
| Defense Multiplayer | |||
| All rounder |
Nations
| Insight:The following section is my interpretation of the nations and each summary does not include all bonuses. |
| Additional Information:Link to the Nations on dominations wiki |
Koreans (Defensive War nation with Tubman) : a great starter nation during early ages due to their loot refund which makes it easier to cap in early game. When paired with strong ranged Hwarang that gives +40% damage and are low cost super quick to train the Koreans are able to go looting with extreme ease. This means they will often attack to lower their rating and just loot whatever is easily accessible. Overall an extremely offensive nation.
| Tips:Once loot refund capped -then swap to British, French or Germans.. Highly recommend this as a starter. |
Germans (Offensive war nation) : Arguably one of the strongest offense nations due to it’s 15% attack bonus after previous victory and paired with rally bonuses it shines when paired with an offense setup that is geared for constant victories. Lowering rating and losing removes the buff thus the German nations generally tend to fluctuate less in multiplayer ratings. This is most likely one of the better nations for an aggressive end game player.
| Tips:Make every attack a success – your attack bonus depends on it – it is not hard to get 1 star so should not be an issue.. |
British : a great nation to play but may appeal to the more active player. It requires better control on looting while lowering rank than Koreans but make up for it with a nice loot bonus. Their ranged unit advantage is that it can take castles down without spawning units. If used right this advantage can overcome the toughest defenses and although often overlooked when looking at the best nations it is clearly a strong contender.
| Tips:For late game raiding and looting this is probably the best choice. |
French (Multiplayer nation, Semi war nation (Faster donations due to training and increased Alliance Gate size) : are incredibly fast with training and often take an extremely active player that is offense minded. Paired with their increased alliance gate capacity and strong heavy cavalry they can swarm the battlefield and make all the difference in an attack. Their downside is there are no defensive or economic advantages.
| Tips:Choose this nation if you are super active and love to attack constantly. |
Romans (2nd tier War nation for extra 10% army space) : Much like the French, the Romans have strong units with no defensive or economic advantages. They are a very strong offensive nation in the early game but tend to be less useful in the endgame where infantry is replaced with factory units.
| Tips:Preferred in early game but due to troops, is also a strong offense nation in endgame. |
Chinese (Defensive war nation with Tubman) : A generally well-balanced nation when it comes to economy, offensive and defensive attributes. It is a great starter nation that has extra defenders and an additional citizen. It makes a great starter due to the faster progression of buildings and research.
| Tips:A balanced nation that can be played in all ages – solid average choice. |
Japanese (Casual Multiplayer Nation for farmers only) : is a solid nation for the passive and defensive player that does not log in often. With its prolonged peace treaty timers and shooting town center it is a very defensive nation in early ages. However the higher progression into the ages they lose their advantage in defense as opponents use tanks and fighters which their town center defenses really do not handle well.
| Tips:Best for early game. |
Greeks (Only decent if used correctly and hyper active) : A super nation for the active player who is interested in an economic nation. To master this nation it requires to utilise the free construction upgrades. This nation is often overlooked because you have to micromanage all construction for it to be a benefit. It also has a super strong heavy cavalry which is often underrated. Although the Greeks do not have any defensive bonuses their heavy cavalry in late game can be decent defense through the use of upgraded forest defenders and wonders.
| Tips:Only use if you are a hyperactive micro-managing maniac who never misses the construction free finishing. I do not recommend this option for any newcomer. |
Wonders
| Insight:The wonders in this game can make a huge game breaking difference if used right. I will not go over every wonder in the game; however I will mention some of the more useful ones that I value. |
| Additional Information:Link to the wonders on dominations wiki |
Acropolis : +20% Defender spawn, +15% Defender HP, It is considered a “must have” War wonder. It is a huge defender spawning monster if used right and paired with Saladin and Wu Zetian from the university.
Colosseum : This wonder is highly useful in war for offensive players and is a decent wonder in the early ages due to defenders spawning and strength of the gladiator tactic but it becomes slightly less enticing in the endgame because the defenders do not match up to the units in the endgame. The gladiator tactic is still good though and is still avidly used in end-game.
Forbidden City : is a “must have” war wonder for Defensive players in the endgame. It especially shines in war because you want to prevent enemies from getting 5 stars on their attack against you. It maintains its usefulness all throughout the game provided you participate in wars.
Notre Dame : is a worthwhile wonder due to the millions in resources it saves you on research. It essentially helps you progress faster through the ages. The gold it provides once per day is next to useless in late game however as you progress in ages the discount becomes more and more valuable due to costs in research exploding.
Versailles : Applies a -40% slow to nearby troops and also gives 10% ground troops (factory, barracks & denfenders) HP bonus both on offense and defense. It is fantastic in the late game because it slows enemies which is one of the key components in late game wars. The slow effect does not stack with traps. All effects remain active even after being destroyed.
Kremlin : produces defenders on destroyed farms – this is good because it can stop looters from progressing into your base. It will still spawn defenders from farms when destroyed. Secondly it also increases HP of walls, gates and bastions.
Brandenburg Gate: has an immensely powerful tactic that pairs extremely well with any saboteur army setup. Simply put, a “must have” offensive wonder which blocks all defender spawning buildings for 14 seconds which can mean your saboteur can take down 2-3 buildings each in that timespan.
Space Needle : reduces university research time by 10% and resets all other wonder cooldowns once per week (useful if used together with brandenburg / colosseum). Because university research takes years to complete this is a significant improvement that will cut months of research time away. It also allows you to go into war with only one blitzkrieg from Brandenburg gate, use the blitzkrieg and reset Space Needle for a new blitzkrieg.
Sydney Opera House : also a strong contender which really shines during expedition events. Having shorter expeditions is a great advantage if heavily focused on crafting artifacts. The additional citizen is of course also a bonus.
Space Shuttle: gives you a satellite scan once per day that disarms enemy traps in a 7 radius – this timer is also reset by Space Needle. It is an extremely useful tactic in higher ages where layouts are often used to funnel your troops into traps. It is an offense wonder that is a must have.
Very Large Array : gives speedups once per week – again reset by Space Needle so you can technically use it twice per week. It also reduces your rally cooldown which is very useful in all battles.
Burj Al Arab : gives you a deadly building that spawns fast foot soldiers that take out commandos as well as the ability to speed up construction by 1% for each house near it. The units spawned are incredibly fast and high dps to the point where a saboteur will get one shot. It is beneficial to have tubman researched to make the houses spawn riflemen units as well. This is a must have choice for War and players who rush to the info age as they will need to upgrade their buildings.
The Hermitage Museum : will give you an extra slot in the museum that you can fit any artifact into. This is primarily for the offense player that does not need to upgrade buildings further but wishes to optimise artifacts. The wonder also gives a chest with random museum resources every 6 hours.
Tactics
Using tactics in battle is a huge deal because you can affect the outcome in massive ways based on how you use each tactic. The tactics you use depends largely on army setup and your style of play.
Barrage – usually not used in end game due to low damage. Avoid upgrading after Enlightenment.
First Aid – Is good throughout the game but usually used in conjunction with high hp heavy tank setups. Because the heal is percentage based it heals for more if the target has high hp.
Sabotage – Is extremely good to enable planes to take out target with less chance of being taken down. It can also be useful on castles to allow the destruction of the castle without generals inside getting released with full hp (a destroyed castle with generals inside will release them with 70% hp instead).
Protect – is also used commonly on heavy tanks in late game in conjunction with First Aid. Although slightly less common than First Aid.
Demolition – is useful up to atomic age on individual buildings. Sadly it is often used to damage missile silos. This is not advisable because you waste 4-5 tactics on a single building. Generally there are better tactics and demolition is largely ignored in late game.
Betrayal – is useful to steal units that spawn. This can be very strong if paired with your main army and a First Aid to get the unit to full health. Some enemies place a decoy trap next to their bunker to assure the towers can take the tank out if stolen. So look for blank spaces near the bunker. If there are empty spots then do not use betrayal on the spawned heavy tank.
Decoy is a fantastic tactic as it taunts enemies and keeps them busy for a short while. Armies with saboteurs often benefit massively from using it to get past spawns. Heavy tank setups use it to prevent being overrun with spawns while fighters usually take down the defenders. A super neat trick is to use it on the enemy town center to spawn all their defenders while you have a high threat target (elephant archer, general or heavy tank) present on the battlefield. They will then spend a ton of time trying to navigate to attack this target while your saboteurs or bazookas take out the main parts of the base.
Assault Rally – is heavily used in endgame to direct nearby units to attack a specific building or go to a specific location. It can be used for the speed boost to avoid damage intake or to boost damage and give get all nearby targets to attack a target building. It is often used to get town centers attacked and destroyed faster in order to achieve quick victory. Often it is also used after going through barb wire with heavy tanks because the barb wire (slow) is quite effective on the heavy tanks.
Alliances
| Additional Information:Link to the alliances on dominations wiki |
| Insight:There is literally ZERO reason for anyone not to be in an alliance. The advantages are simply too big to lose out on. Advantages include: donated troops, significant parliament bonuses and speed-up donations. |
Alliances is not just a place to socialise via what most would consider super sub par ingame chat. It is a place to learn, organise wars, challenge each other, share insightful replays, help each other via troop donations, speedups and cooperate on parliament goals and donations.
Alliance Perks
| Additional Information: Link to the alliance perks on dominations wiki |
So a core reason for any low level to join an alliance is the alliance gate donations that you can request from the town center once you are in an alliance. Some of the perks will seem insignificant to late game players but they are a huge help for the early ages because the troops get upgraded far beyond what they normally can train.
Parliament Bonuses
| Additional Information:Link to the Parliament building on dominations wiki |
The parliament consists of multiple sectors that are constantly expanded from BHG (Big Huge Games). Each sector has tiers that each consist of 10 levels. By donating to each tier you get bonuses that can affect you in a big way. Each time you donate resources you get scrolls. The amount of scrolls you get depends on the level of the parliament and the level of the legal contributions under ally relations.
| Tips:Agree on what you want to donate to in the alliance and do not hold back on donating. How this is decided varies from alliance to alliance but stick with what the leader decides and do your part to chip in. |
The sector called Ally Relations has two tiers (legal contributions and legal costs) that significantly make it easier to both lower cost and increase scroll donations. This tier is super important and can not be stressed just how important because it enables you to get other parliament bonuses faster.
As an example the education sector has the ability to speed up your university research (this research can take years to complete so cutting 10% is very significant).
Another sector allows you to donate resources to help others complete buildings and research. This means you get your citizens back sooner. Preliminary calculations have shown decreases in research and construction time of 20% but with quite high resource costs and it is required to request assistance in a timely manner to benefit to maximum efficiency.
Parliament Priorities
- Ally Relations – Legal Contributions lvl 10 (legal costs can lower cost so may also help slightly but other skills increase rss income more than you reduce in parliament so legal costs are less important).
- Alliance Speedups – ALL
- Education Sector. – ALL
Once those 3 are done anything else would be based on the wishes of the alliance.
The reason those 3 are listed as absolute first steps is because they significantly reduce the time needed to achieve high scroll donations and give reduced construction and research time. Like everything in this game – time and citizens is key. So being able to cut off years of research and construction time in your progress across the alliance is a very big deal.
War
War is probably one of the best ways of generating explosive amounts of blueprints and getting legendaries. At lower ages the resources you gain from war is minimal and may seem to discourage players from doing war. But there are other huge bonuses.
Reasons to participate in war:
| Alliance xp will give your alliance some perks which will help both with offense, defense and economy. | |
| War chests purchased from travelling merchant can give legendaries (this can give huge ~ 2800 blueprints if sold) | |
| Conquerors chests that are won in wars can give legendaries (this can give ~3200 blueprints if fully upgraded and sold) | |
| Speedup chests can be purchased with rubies | |
| Troop tactics can be purchased with rubies |
Rubies
| Additional Information:Link to the Marco Polo on dominations wiki |
You earn rubies by participating in war. The rubies you earn can be used with the travelling merchant (marco polo). His offers vary and are not always great, But at times there are some war chests that can give legendaries. This can make war a very profitable blueprint generator which will overall help your artifacts.
Best advice I can give on spending rubies is to go for affordable offers exclusively. Don’t blow 400+ rubies on a single troop tactic because it is not worth it when compared to how easily you get troop tactics through multiplayer events. So save up rubies for when there are chests that can give possible legendary artifacts and alike.
Best purchases are:
- War Chests (with legendary chance and higher speedup output than normal speedup chests)
- Troop Chests (purely because of convenience of having TT for war.
- Speedup chests (low output chance but you may as well save up speedups for global event rewards.
Planning Day
So the planning day is used to set up coalitions, war layouts and alliance gate troops. When you have your allocated number target, inspect him and plan your attack in your head. If the layout seems overly easy then be careful because that player may change his layout and coalitions at the last minute before the war starts.
| Tips:Do not attack an opponent before you have scouted that player AFTER war started. Any scouting in the planning day may be useless if the opponent changes his setup at the very last minute. |
| Additional Information:Link to the defender spawn time calculator on google sheets |
When looking at your opponent it is smart to have tactics that apply to that target and will help your army composition. So if you are using saboteurs then check if they can get to the enemy missile silo, rocket arsenal in time. Use a blitzkrieg tactic from the Brandenburg gate if you have it to prevent being overrun. If you need to you can also use the sabotage tactic to disable buildings to make it easier.
War Day
Plan the attack in your head – this means what order you will place your units. Once this becomes a habit you will be faster at attacking and thus use your time on the battlefield smarter.
It is a good idea to complete Harriet Tubman spying so you are able to check the stats on the person you are attacking. In order to know the time it takes for the enemy to start spawning defenders you can use the following calculator. This will let you know how fast the defenders will come running at your invading units.
As an example you should not waste 3-4 seconds on placing units when using blitzkrieg because you effectively lost 20% of the tactics effectiveness.
Make sure you have assessed the enemy well enough to know where possible traps, high threat buildings are.
Some of the top threats in the game that can eradicate you are.
Town Center Spawns (armored cars are deadly on defense)
Rocket Arsenal (arguably some the of strongest dps you can spawn on defense)
Generals (Generals may not do the highest dps but their hp pools can be ridiculous and can hold you back from doing meaningful damage on the defense buildings that are pummeling you).
Missile Silo (Can be a pain due to its long range and continuous damage – especially if your army placement is all grouped up).
War Chests
War chests are a superb way to get legendaries. BHG usually announces which legendaries you can win so keep your eyes peeled at the notifications.
It is important to note that the conqueror’s chest requires your team to win and that you make two attacks that at minimum get 1 star for each attack. This is the chest you want for legendaries.
Sometimes while winning there may be a shortage of targets at your level that has not been 5 starred/destroyed. If certain your team will win then you may as well use your second attack on someone already destroyed to assure you get the conqueror’s chest. It will not give your team additional points but it will grant you that chest – at that point just take the easiest target.
So no matter what, always use both attacks. This has several advantages.
- Your leader sees you as active and participating.
- Your team does not feel like you are not putting in effort.
- You get a chest of some sort if both attacks are successful (min 1 star per attack).
- All successful attacks generate alliance xp even though they may not generate war points. This means you get closer to higher alliance perks.
War Weight
War weight is a measure of how strong you are compared to your level and how you are matched up against war enemies. Certain things affect your war weight greatly while others barely affect it at all. If you have a high war weight you will most likely be matched up against super tough enemies. If you have a low war weight you will likely be matched up against easier enemies.
How is war weight calculated in a World War? War weight is based on each member’s attacking power (Troops and Barracks upgrades, War Tactics and Generals) and defensive strength (defense buildings, walls, traps, and generals). Base layout does not affect this calculation. The only way a member’s strength can be increased is if they upgrade their troops, defenses, war tactics, or other contributing offensive and defensive capabilities.
Things that heavily affect your war weight:
Generals
Library research
High xp generating construction (bunkers, missile silo)
Things that do not generate war weight but give you an advantage:
All university research generates zero xp and extremely low weight if any
All museum crafting and upgrading generates zero xp and weight
All wall upgrades generates zero xp and and very little war weight
How do you keep your war weight low then?
Don’t level up generals you won’t use in the end game. That xp generation will just be wasted.
Don’t upgrade coalitions you do not use.
Don’t upgrade troop types you won’t use in the end game.
Don’t research things in the library you do not need.
Weight & Age Advancement
The rule of thumb is to go Offense > Econ > defense.
This means you upgrade your offense first. If you need more xp to advance then you do economy buildings to keep your war weight low while still getting experience and levels. If you feel you need a little defense then opt only for SAMS, Anti-Air Defense Towers & Anti-Tank Guns.
When not in the digital age or above you will never finish all buildings before you can reach the next age. In war any info age can easily beat a defensive digital age – and in war you can attack any age so being a completionist only hurts your war weight and makes you have lower age units for longer. So for this reason it is better to advance as early as possible. This allows stronger offense at a lower level threshold which makes it easier both in war and in multiplayer. Only in the late digital age should you be considering playing defense as you are otherwise adding a lot of unneeded war weight. This war weight will affect the number you are assigned and also affects who you will likely be told to attack based of a war plan from alliances. So by having lower weight you also get paired with easier targets. Same applies to total war weight in the alliance. If your base is super heavy with defenses your opponent alliance will likely also be higher ages (but may not have the same age – they may have more info age bases than your alliance. So total alliance weight does matter).
Generals
| Additional Information:Link to the Generals on dominations wiki – please note dmg/hp numbers on zhukov are outdated after he was nerfed. |
Now knowing that generals add a lot of war weight it is important to note that the end game generals can still be very strong. In order to balance your war weight and General levels you want to prioritize the generals you will actually use.
In early game the generals give a substantial meat shield but be careful to level them too high. It is recommended you do not level your 2 key low level generals past lvl 10 to 20. This is because you will likely not use them later on. Keep them at this level and use them until you can unlock the generals you wish to pursue in the end game. It is important to note that you will feel a lack of decent generals from castle level 5 to level 8 which means you will either have to overlevel bad generals or make due with low level generals. This is a personal choice but realise you can not undo it once you trained an unwanted general too high.
Here is a quick run down of viable end game generals. Not everyone agrees on what generals are best so it is better to decide for yourself by looking them up on the domination wiki. The 5 most used end game generals are:
| General | Link | Required | Type | Usage / Info |
| Churchill | Check on wiki | Castle level 5 | All rounder | Below average damage but good entry level general 2nd highest base hp. |
| Zhukov | Check on wiki | Castle level 8 | Offense | Highest base dps of all generals and with splash damage that makes him out damage other generals easy. Also extremely good on defense. He has the absolute lowest base hp of all generals though. |
| Petra Herrera | Check on wiki | Castle level 9 | Offense | Fast and efficient at taking down defenders. Only slightly better than zhukov on base hp. |
| Hannibal | Check on wiki | University Research | Tank | Second highest base damage general and absolute highest base hp of all generals. This General is probably the best general there is due to decent dps and high hp. |
| Björn Ironside | Check on wiki | VIP level 1 | Fast looter | End of battle to clear resource buildings |
The following charts give comparisons of the generals base values. As there are still some of the generals without documented base values some of the data is not represented fully. It does however give you a rough idea. Click on the link on the chart to go to the sheet and take a look at the numbers if you want a bigger view.
Chart source & data (the generals data is outdated as several generals has been boosted and others nerfed without BHG announcing exact numbers). Get in touch with me on discord (goat#5291) if you have exact base stats for all generals.
Coalitions
| Additional Information:Link to the Coalitions on dominations wiki |
When it comes to coalitions you want to plan ahead. In the early ages the coalitions will not matter as much as you will have to change them to late game coalitions later. So the best advice is to avoid upgrading them until the atomic age or later.
It is important to note that coalitions can be enabled via the war screen while the embassy is upgrading. Offensive coalitions can be added on war day whereas defensive ones have to be activated on planning day only. So once the war begins you can not add defensive coalitions..
| Insight:The general rule for dominations is that it’s always for both offense and defense, unless “defending” or “attacking” is specified in the description. |
Below you have an overview of the coalitions and their functions.
| Name | Embassy lvl | Function | Offense | Defense |
| Aztec | 1 | Increases Barracks Troops damage and Mercenary damage and health. | ||
| Egyptians | 1 | Increases defensive Building damage and health. | ||
| Mongols | 1 | Increases Ballista and Mortar attack speed and Tactics damage. | ||
| Maori | 1 | Increases defender damage and health. | ||
| Cherokee | 2 | Increases Supply Cart heal and Barracks Troop health. | ||
| Indians | 3 | Increases Wall and Town Center health. | ||
| Americans | 4 | Increases Factory Troop damage and Airplane health on attack . | ||
| Russians | 5 | Increases Garrison, Tank Depot, and Bunker health and Air Defense attack and health. | ||
| Ethiopians | 6 | Increases Factory Troop health and General damage on attack. | ||
| Filipinos | 7 | Increases General health on defense and reduces invading Airship Troop damage. |
Typical Offense Coalition Setups for builds
Commie Zook Builds: Americans, Ethiopians, Egyptians (aztecs give little gain for this build so better to use 1 defense coaltion)
Paratrooer / HT Builds: Americans, Aztec & Cherokee(if not using esisenhowers and have museum zook bonuses)
Paratrooper / HT / Zook Builds: Americans, Aztec & Ethiopoans (advisable if using eisenhowers in top 10 alliances and you have high lvl generals and a museum with bazooka bonuses)
HT / Fighter / Recon: Americans, Ethiopians, Aztec with high merc camp or Egyptians as extra defense.
Artifacts for War
It is important to note when it comes to artifacts that there is no setup that works for everyone as it will depend heavily on your chosen setup.
Common army setups:
- Heavy Tanks, Commandos and planes (whichever suits your style)
- Commandos, Bazookas and planes
- Heavy Tanks, Bazookas & Transports
For the sake of the following examples we will assume you chose a setup that is based on army setup #1.
Typically strong war players tend to focus on two sets of artifacts that are either defensive or offense based. This means during planning day they may swap their setup depending on who they are assigned to attack.
One key aspect to realise is that if you attack with heavy tank bonuses and the defender has big reductions to enemy heavy tank hp then your artifacts can be effectively useless. So in many cases it might pay off to do with a more uncommon setup. For example the British have additional range on their Riflemen this can be an advantage to boost because most people will not optimize their defense against a singular nation.
Attacker and Defender Artifacts Nullify each other
There’s a cap on maximum reduction which is supposed to apply after the museums interact.
Exact formula used (offense museum plus defense museum then caps.
| Example 1 | Example 2 | |
| Explanation | balances out without any difference caps | over caps and difference cap is applied |
| Numbers | -100% edst + 100% dst = 0% | -100% edst + 0% dst = -85% |
DST = defense spawn time
EDST = enemy defense spawn time
Stats to look for on equipment. Typically look for 3 stats and one that can be rerolled later – this is because it can be hard to get 5 stats that for example are all offense based.
| Offense | Defense |
| -% All enemy defensive towers hp | +% All defensive towers HP |
| -% All enemy defensive towers dmg | +% All defensive towers dmg |
| +% Enemy defense spawn time | -% defense spawn time |
| % defender HP | |
| % defender dmg |
Due to people wanting to boost their defense or reduce enemy’s defense the following stats are also quite useful.
For offense equipment you want 3+ stats being a combination Enemy defense spawn time / All Enemy defensive towers damage / All enemy defense tower health. Since you have 4 slots for equipment you can get those stats pretty high.
For defense the same applies but the stats would be All defensive towers health / All defensive tower damage / defense spawn time.
Generals boosts to hp and damage are also extremely common due to how strong a lvl 80 end-game general can be. So do not dismiss them as useless.
Going back to our example #1 our offense setup would be quite strong with
- Heavy tank dmg
- Heavy tank hp
- Commando hp
- Commando dmg
- Airplane Dmg (fighter, transport, bomber depending on choice)
- Airplane HP (fighter, transport, bomber depending on choice)
- -% All enemy defensive tower dmg
- -% All enemy defensive tower HP
- +% enemy defender spawn time
Use the planner to create a sheet with your artifacts. It can save to pdf so you have a reference of what stats your artifacts have when crafting events are going on.
Click to use Artifact Planner
Multiplayer
Looting & League Rating
The leagues unlock higher rewards as you climb the ladder. You get better victory chests and you get better rewards from the league boat which comes daily. So the incentive to be higher ranked is there.
However, targets are often also more difficult and if your rating is too hard you may find yourself hard pressed to find a target you can actually win against. This is why some people intentionally lower their league rating from time to time.
| Additional Information:Link to the leagues dominations wiki |
Looting in multiplayer is done in two different methods. Looting for success and looting for intentional failure.
When successful you get stars that add up to give a victory chest which increases in contents based on your league rating.
Looting for success : is an attack that 5 stars an enemy while gaining all resources and getting domination bonuses. Additionally looting for success brings victory chests that increase in value as your league rating goes higher so there are benefits to having higher ratings.
The key to this is to use a military setup in which you never lose any units on attack. This is done by making sure you attack a target that is sufficiently easy but also guarantees no losses. This way you can attack straight after again on a new target. Typically you never use generals, mercenaries, war tactics, troop tactics or alliance troops as this requires time to sustain or retrain. So your attack must fully rely exclusively on your factory and airplanes with few if any war tactics.
Looting for intentional failure : is an attack where you intentionally use cheap units to assault only resource buildings while knowing defenders will kill them and you will inherently lose the battle and lower your league rating.
This tactic is often used together with a training blessing to efficiently train raiders or riflemen (they only take 10 seconds to train so you can do a lot of attacks fast).
Generally these types of attacks will eventually lower league rating substantially and you may find easier targets to attack. This is useful when going into a new age and your offense is not fully upgraded yet.
| Tips:If playing korean or british i recommend using riflemen to loot because koreans has the highest damage, british has the longest range. This will help them stay alive longer due to avoiding tower range. The riflemen also train super fast which is great for repeat attacks to lower league rating. |
Artifacts for attacking
Artifacts play an extreme part in how easily you will succeed in your attacks. Being able to boost your hp or damage of your forces is extremely useful. Equally important is your ability to hinder the enemy from spawning as fast or having lower hp on the defense towers.
The artifacts you craft will depend mostly on what units you decide to use in the end game. But below are some of the popular choices.
Affecting your troopsHeavy Tank DamageHeavy Tank HPFighter DamageFighter HPBazooka DamageSaboteur HP | Affecting EnemyEnemy spawn timerEnemy tower dmgEnemy all defensive towers damageEnemy all defensive towers hpEnemy Air Defense HP |
So with some of the key artifact mods highlighted it should be said that what makes an artifact good is not whether or not it rolled 11% starting rolls on all the stats, but rather, did the artifact have a combination of all the right stats. The likelihood of getting 5 super useful stats and decent rolls is very low.
So what do you look for then? Well say you run a heavy tank setup and use fighters then you would probably be happy with an artifact that has the following stats.
| Example weapon artifact | |
| Heavy Tank Damage | 6% |
| Heavy Tank HP | 11% |
| Fighter Damage | 1% |
| Fighter HP | 6% |
| Random useless stat | 1% |
It should be noted on any artifact you can roll the same mod twice. The following example below shows this where “Heavy Tank Damage” is represented twice.
Example weapon artifact Heavy Tank Damage6%Heavy Tank Damage11%Fighter Damage1%Fighter HP6%Random useless stat1% |
Loot Jewelry for Attacking
You will likely never get absolutely perfect artifacts but that does not mean you need to settle with whatever comes along. It is important that you use the crafting events to look for artifacts you need long term. Make sure to check the events section that describes this in more detail.
With jewelry you want to gain as much to increase loot as much as possible. In a perfect world you would go for something better but the one below should be achievable during a crafting event. The stats do not have to be in any particular order but having the more useful stat near the top requires less upgrading and saves you a big amount of supplies.
| Example jewelry artifact | |
| All resources looted | 6% |
| All resources looted | 11% |
| Oil looted | 6% |
| Random useless stat | 1% |
| Random useless stat | 1% |
Do not put weight in looting gold and food as these resources become over abundant in the end game. Besides you already get food and gold from the “all resources looted”.
Also make sure you work towards getting 2 of these types of looting artifacts.
Some may argue that you could use the jewelry slots to lower your enemies defenses but in most cases people in the game do not go out the way to craft super strong artifacts for multiplayer which means you may as well get as much loot per attack as possible. This also allows you to recover the cost of retraining any troops you lost if you do not have free retrain available.
You can however be lucky and get those enemy defense reductions on one or two of the “random useless stats” slots which would be amazing.
To better assist with calculating how much additional loot you get I have made a small calculator which you can use for this exact purpose. You can save a copy for your own use or alternatively use the one in the link and change the yellow fields to fit your bonuses.
Click to Calculate Total Loot Bonuses
During crafting events it is nice to have all your artifacts written down. Use the artifact planner to save a pdf of them all. Alternatively it can be used as a wishlist so you know what to look for.
Click to use Artifact Planner
Here is an example outcome of extreme oil looted when proper artifacts are used.
Age Advancement
As a rule of thumb it is always advisable to advance to the next age as early as possible. This is because each age gives you massive offense and defensive capabilities in new buildings and research which you will not be able to compensate for in earlier ages by playing as a completionist.
In war this stands even more true because your war weight determines your opponents as a team – so if the entire team is overweight then it results in extremely high age opponents. It sucks to come in as a high level atomic and be mirrored to attack on a space age player with a full crafted museum and units that have double the hp of yours.
For this reason the table below shows when to age up based on your level.
| AGE NAME | LEVEL THRESHOLD |
| Bronze Age | 3 |
| Iron Age | 7 |
| Classical Age | 18 |
| Medieval Age | 29 |
| Gunpowder Age | 38 |
| Enlightenment Age | 60 |
| Industrial Age | 80 |
| Global Age | 130 |
| Atomic Age | 150 |
| Cold War Age | 180 |
| Space Age | 220 |
| Digital Age | 260 |
| Info Age | 300 |
If you struggle with getting the xp needed to get to the next age it helps to know what buildings give you the most xp per citizen/hour. For this purpose I recommend you use the following calculator to evaluate what is best to build. The higher the xp per citizen/hour the more efficient the choice is.
Construction Efficiency Calculator
Layouts
The core purpose of multiplayer is to gain resources and stars to attain victory chests. The victory chest star requirement can be reduced to 12 stars through library research so this means you will get a chest every 3 attacks by getting 4 stars and not caring about quick victory.
However even though you may no longer need the 5 stars for the victory chest you will realise that the domination bonus that you get from 5 star attacks is significant and worthwhile.
If you are full loot refund capped then optimally you want it to be easy for the opponent to 5 star you. So try to not make it too hard to take the Town center. Of course do not make it overly easy but you should be protecting your resources enough to warrant a full attack while caring less about the town center. The reason you want this is to give incentive for the attacker to get a full domination bonus and hopefully high loot bonuses from attacking so your loot refund gives more back than you lose.
If you are not fully loot refund capped then make it slightly harder to 5 star you to reduce incoming attacks unless super overpowered – in which case, most late age multiplayers have increased loot jewelry to assist whatever loot refund you do have.
Layout tips
- Most players leave the town center outside the walls and only protect the oil refinery, markets & mills. Only protect the town center If you want to play the medal game.
- Build compartments or cells, utilize your walls and force the enemy to go through them to get to your resources. Don’t have a wall surrounding the whole base. They only have to break 1 wall to floor you!
- Defend what’s important! Oil refinery, Mills, markets and the storehouse in that order is what you need to protect. Farms and caravans are not worth defending at all. Or upgrading for that matter.
- Take advantage of your traps when building a good layout. Having holes in your walls leading to traps can sometimes be devastating for the attacker’s.
- When you have oil, try maze layouts with the oil refinery slightly off center. Then have S.A.Ms and anti-air guns in the path planes can rally directly at the oil refinery.
- If you often get your heavy tanks betrayed on defense then try moving a decoy trap next to the bunker and watch the attacker’s new tank get wrecked while it attacks the decoy and prevents that heavy tank from destroying your base.
- The highest level stable/ garrison will determine the level of reinforcements from forest/ Town Center
- The sniper tower targets the enemy furthest within its range. Healing carts are especially exposed. Make sure you place so it is able to make use of as much of its range as possible.
Attack composition
People play in different ways and there is no right or wrong way to make a successful attack. If you get the loot it does not matter. With that said there are common compositions for your army. Look in the later topics of this chapter to get an idea.
Having a plan for what setup you want to use is a smart idea because it enables you to upgrade troops you know you will use and ignore the rest. In earlier ages while you are just exploring that might not be so easy so the best advice is to look at replays either from alliance wars or on youtube/twitch.
Ground Units
One thing to avoid when making your composition is to have every single troop type in there. It will become too difficult to manage when things need to happen fast. To help you set up your army I have made a small tool to help you. Press below to play around with your setup.
Click to Calculate Army Space
In the early ages you will typically use cavalry which is later upgraded to medium tanks – they act as the meatshield. They do not have insane hp so having a couple of supply carts to keep them topped up does help. Having cannons behind is a big damage boost. I generally avoid the mortars because their range is limited in the early game.
Early ages compositions:
- cavalry/supply cart/cannon and maybe a wall sapper
Later as the factory is unlocked there are a wealth of options. Saboteurs/Guerrillas are very successful in taking down tough defenses. Majority of players use heavy tanks in some capacity or other as their health pool is extremely high.
End game compositions
- saboteurs/bazookas (may use HT’s through alliance gate troops).
- ht/saboteurs
Air Units
| Fighters are all round purpose killers that get quite deadly and will easily kill any defender. They are the bread and butter for most players. An often overlooked detail of the fighters is that they can apply suppression. This is not described very well in the game so most players overlook just how useful it is. Suppression is a 5 second debuff that is placed on any defensive building when a fighter attacks it. This debuff slows the building in its attacks to 50%. So this means that if your tanks are approaching an anti-tank gun then it is a great idea to suppress it so it only deals half damage to the tanks. The suppression debuff is visible on the building as a clock and the down arrow in the image to the right. |
So if using suppression it is always a good idea to continuously attack different buildings with one fighter each time. This way you are literally reducing all damage intake by 50%.
Transports are also great to get through heavy wall concentration areas. The paratroopers have extremely high damage for only being 3 ground units. And if too many surrounding defensive buildings are present around your paratroopers you can use fighters to suppress the buildings. It should be noted paratroopers do not trigger spawning buildings – so they are extremely effective to help take those out. All towers do however target paratroopers.
In the early ages when you have just gotten the bomber it is extremely fragile so for that reason you may want to pair it together with a fighter or two to take out missile silos or key target buildings. Send out the bomber first because it is slow and then send the fighters to take the damage from S.A.M.S Missiles. The fighters should be arriving before the bomber. This way you have greater chance of having a successful bombing run.
Saboteur/Bazooka Composition
Saboteurs/Guerillas/Infiltrators are very tricky and require particular placement & handling or else they undermine an otherwise good attack.
Opening the battle
Option 1: It is considered best not to open with a Saboteur unless you immediately rally it. This is because defenders go for the 1st troop dropped. So make sure you use this to take out a Missile Silo or Rocket Arsenal if not completely surrounded by walls. It is likely that the saboteur will get killed if there is not clear gated access to the targeted building. Resist the temptation to air support this first Sabo who is so quickly in the center of base- your planes will get destroyed by AntiAir missiles. Just rally him like a heat seeking cruiser and let him expire.
Place a high hp target (best is elephants) on the edge of the map to let the defender run to. This would preferably be a spot where there is no incoming damage so avoid towers.
Option 2: Place a decoy directly on top of the enemy town center to draw out defenders and immediately after place a high hp troop on the map far away (this could be a heavy tank or general but the best unit is the elephant troop tactics). The defenders and forest defenders will thus make their way to attack the high hp unit on the edge of the map.
This tactic works especially well if the enemy castle is next to the town center because you can draw out both generals, town center defenders and the forest defenders.
It is common to use elephant units on the edge of the map as their damage is low but has decent high hp to stand and hammer away at a building. This way the unit does not do too much damage and walk right into defenses. If this should happen all defenders would turn around and go for next of your units.
Defeating Defenders
Once all defenders are rushing to the edge of the map where your high hp unit is doing some random damage – you place your saboteurs around the map extremely quickly. Follow this up by using blitzkrieg to prevent spawning buildings from killing the saboteurs. The saboteurs will automatically target the nearest enemy defensive building. So make sure you place them as near as possible to spawning buildings to take them out first. This will lower the defender amount. Consider every Saboteur is on a suicide mission. He must maximize destruction before his demise and must be specifically placed, rallied, and shepherded or supported to extend his life as long as possible. (cannot drop & forget).
Right after you send your fighters to the edge of the map to kill the oncoming defenders that are approaching your high hp unit.
These steps must happen extremely fast because otherwise you will not be able to get quick victory through 50% damage inside 1 minute.
Once defenders are defeated you launch all your bazookas spread far and wide to take out non damaging buildings. It is imperative you do not lump them together as they are vulnerable to any remaining mortar tower splash damage. The bazookas do so high damage that you do not need to place them together. It is far smarter to spread them out to increase damage percentage and secure quick victory.
After bazookas are placed you follow up with fighters for killing additional defenders (not over center of base unless all defenses are destroyed or disabled with sabotage tactic), use any additional tactics like Decoy, First Aid to keep your units safe. It is smarter to use an additional decoy tactic to keep a saboteur safe than to risk losing your airplanes by sending them unprotected over the middle of a base. Any additional troop tactics, alliance gate units are added to further increase the speed of destruction.
Heavy Tank Composition
The heavy tank composition in the end game is typically 6+ heavy tanks depending on the chosen nation. Additionally the remaining army space will be used with some bazookas, saboteur, infantry or alike. For this army setup it is imperative to have heavy tank splash damage researched in the library. It is also advisable to run with heavy tank hp/damage artifacts specifically for this purpose.
The primary targets for a heavy tank setup is
- Rocket Arsenal
- Anti-tank Guns (they do increased damage on tanks so should be taken down)
- Defenders
- Missile Silo (gets less relevant as the heavy tanks has high hp to soak the damage)
The plane combinations differ but generally fighters are used to assist taking out enemy defenders.
Plane setups
8 Fighters
3 bombers / 2 fighters
2 transports / 2 fighters
1 recon / 6 fighters
Fighters can suppress defensive buildings. This effect doubles their rate of attack thus dealing half the damage. The effect lasts for 5 seconds and is applied by sending one fighter to attack a building. This is extremely helpful to lower damage intake from anti-tank guns as your tanks progress into a base. Using suppression is often overlooked as a way to progress into a base without taking damage. This means it is not smart to send all fighters on the same building. It is smarter to send one on each building in the area to prevent as much damage as possible in a continuous manner. In essence you are playing “whack a mole” with the buildings.
The way to see whether a building is suppressed is to look for a grey clock icon with a blue down-arrow in it as shown below..
Initial start of the fight
- Spread out tanks so they do not all take damage from missile silo.
- Use betrayal on oncoming heavy tanks or alternatively on rocket arsenal bazookas.
- Use fighters to suppress buildings and oncoming defenders.
- Use heal when needed.
Tactics usage
First Aid – used to heal heavy tanks – do not waste heals on betrayed heavy tanks. They are fodder to keep the enemy busy. The reason you do not try to keep them alive is because you do not know whether they even have splash damage or how upgraded they are because they are based on your enemy’s stats.
Sabotage – used to disable defenses to protect your planes or heavy tanks. If going to fly over the middle of the base then assure you have the buildings (anti air/towers) disabled as they can do significant damage. This way you can send your planes over the outskirts and still protect the heavy tanks.
Betrayal – to convert enemy defenders that are immediate high threats.
Assault Rally – is specifically used to take down the town centers to get that juicy damage and speed bonus.
Decoy Tactic – is generally used to lure out generals but only used if they are high level generals that need to be taken to the outskirts/edge of the map.
Assault Rally – is used to get through triggered traps, barbwire & caltrops. use it to blow up a building that is close by so the tanks continue to spend the rest of the time being fast and getting out of the trap area.
Tactics Setups
3 heals / 2 betrayals / optional
2 heals / 2 betrayals / decoy / optional
2 heals / 1 betrayal / 2 sabotage / optional
Heavy Tank, Bazookas & Paratroopers
If you often face overwhelming waves of defenders and want something different then this setup may just be for you. Paratroopers work a lot differently than most unit types as they can land next to garrisons and other spawning buildings yet they do not trigger the spawning process unless triggering a signal flare trap. They are still vulnerable to traps so using the satellite scan tactic from Space Shuttle (space age) Wonder is extremely useful but not mandatory as you can still use sabotage to lock down anti air instead of SAMs.
It comes with many different setups.
- 6 heavy tanks / 2 fighters / 2 transports (global age+)
- 5 heavy tanks / 6 bazookas /2 fighters / 2 transports (global age+)
- 6 heavy tanks / 6 bazookas / 1 recon / 2 transports (digital age+)
- 5 heavy tanks / 12 bazookas / 1 recon / 2 transports (digital age+)
The ones with bazookas are typically faster in war attack times but suffer more deaths in multiplayer farming so it is advisable to swap the zooks for an extra tank when farming.
The early age setup with fighters is generally good to control and destroy any spawning units. The downside is that it does not boost paratroopers so you rely more on your wonder buffs. The secondary setup with the recon instead of fighters gives your paras stronger dmg buffs but there is less control of spawns which means you have to be more efficient at using your sabotage/blitzkrieg or/and use plane troop tactics to assist with controlling spawns.
Typical tactics used are:
Protect: makes your paratroopers extremely durable if sniping town centers in war.
Heal: great on targets with protect or just to top up heavy tanks
Sabotage: great for disabling air defense or locking down spawning buildings
Assault rally: is mostly used on the town center to assure quick victory early on in war.
My most used setup is: 2 heals, 2 protect, 2 sabotage, 1 assault rally.
Best wonders for paratrooper setups:
- Brandenburg gate – this helps you prevent spawns with blitzkrieg that will otherwise overwhelm you if you put in heavy tanks.
- Colosseum – gives you a huuuuuge damage and attack speed buff that lasts 12 seconds. This also stacks with assault rally for a total of 675% if assault rally is fully upgraded.
- Space Shuttle – gives you satellite scan which disables enemy traps and SAMs – this is extremely useful when sniping in war.
- Versailles – gives hp buff on offense.
Bonus and Stacking Damage
It is important to note this setups main weakness is Anti Tank Guns and Anti Air Defense towers. So when launching your transports send them directly on those ATG that are not protected by anti air. There are a lot of tricks to overcome obstacles like, using protect while the paratroopers are still in the air falling in their chutes.
There are a ton of bonuses that are not exactly common knowledge that apply to paratroopers. These bonuses reach a maximum of 100% damage and 81% hitpoints to Paratroopers. In case you are wondering this does not include artifacts so these bonuses are extremely high compared to say heavy tanks. It should also be said that where other setups that are more common people have defensive artifacts setups that lower invading health points. Few people have defensive artifact setups against paratroopers.
Please make sure you check the boosts section on this page https://dominations.fandom.com/wiki/Transports
Multiplayer attack farming
I only use 6-7 heavy tanks / 2 transports / 2 fighters in multiplayer. This is to avoid retrains. It is completely possible to do without any of the following:
- Alliance Gate Troop Donations
- Mercenaries
- Generals
- Troop Tactics
- War Tactics (whenever possible – use sparingly)
When playing in multiplayer you do not care if you necessarily always get 5 stars. You care about not losing units at all. This is why we use heavy tanks. To avoid retrain. They have so high hp they are not threatened by anything as long as anti tank guns are destroyed by the paras.
The trick I used is to keep track of what enemy levels I attacked. So I set a low bracket of 180-220 while i was lvl 228 CWA. It is important to attack in the level range that you can always beat without losing a unit. If you continuously never lose a unit then you would increase the limit to 225.. If it goes well then keep raising the level as you get stronger and better. If you lose units then lower brackets. The idea is to keep attacking non stop with smaller gains.
The ego of trying to get the most amount of oil per attack is futile because it often leads you to lose units and waste time on retrain. It is always better to attack 15 times per hour and gain 5k oil per attack than it is to attack once to gain 10k oil and then have to wait an hour until retrain is done (see video on how to farm in multiplayer)
War with this setup
Paratroopers are incredibly flexible in war and can be extremely tanky even when triggering spawns (see video). You can do town center sniping where you take out the town center first to make sure you have all the time in the world to clear the rest. Or you can work your way to the center with a 50% destruction quick victory approach where you destroy 50% before 1 minute.
For war coalitions it depends slightly on what your artifacts look like. If you have extremely high paratrooper hp then it may be beneficial to boost it further with cherokee. If your artifacts have high general and heavy tank damage and you use Eisenhower troop tactics that are usually bought by whales then the Ethiopian coalition is better.
I tend to use: Aztec / Cherokee / Americans but with strong generals and bazooka/heavy tank artifacts, I would use Aztec / Americans / Ethiopians.
It is important to note that the war bookcase in the library gives you an additional paratrooper per drop which is a huge upgrade so do not forget to research this!
When attacking in war there are different approaches.
Double Town Center or Attacking for fast time
If attacking someone with multiple town centers or you need the fastest possible time then I typically use a mix of troop tactics. Use the paras to take out anti tank guns and spread out all other units around the base to get as many buildings destroyed as fast as possible. This gives me 50% destruction in less than a minute which is 50% quick victory. (see video – attacking for time)
Town Center Sniping
If attacking someone who only has one town center and you have access with a flight path near to tc then i advise to use buffs to increase damage to take out the town center. You can stack buffs such as assault rally and strength of the gladiator for incredible bonuses. You can also use the protect war tactic on your paratroopers so they have protect in the air before they land and take no trap damage. It is also advised to use satellite scan to disable any S.A.M.s on the flightpath to the town center. Typically I target a small building next to town center to assure they are not spread out too much. (see video)
This is the order of operations for sniping and making sure you benefit from double stacking damage buffs.
- send two transports on small building
- quickly use satellite scan where you believe traps to be hidden on the flightpath. can also be done before sending planes.
- use protect on all paratroopers once they jump out of plane and are in the air.
- let them take out initial landing building
- normal rally to town center to assure they are not spread
- use strength of the gladiator on the group
- then use assault rally to double stack damage for 675% TOTAL dmg bonus.
Wonder and Nation tactics
Blitzkrieg : Most people using blitzkrieg also use sabotage units, the 14 seconds and large AOE means you can effectively stop all defender producing buildings. Using the blitzkrieg on top of Acropolis of the enemy usually means you stop all their highest level defender spawning buildings. So look for Acropolis when using it.
Germans : Have the strongest infantry that is adept at looting resource buildings. When paired with the nation bonus of the teutonic fury on a previous victory it makes the germans the ideal candidate for fast 1 star attacks on bases that have the town center on the edge of the map.
French & Greeks : both have strong cavalry (aka medium tanks) – they are often used for the core damage from their setups. It also makes these nations super strong defenders because they have additional health and damage.
Chinese, British, Koreans, – all benefit greatly from Harriet Tubman’s farm spawns making these nations very good for late game defense. This also pairs well with acropolis and kremlin. Koreans have the highest damage riflemen, British has increased range but lower damage than koreans, Chinese have the lowest of the 3, their damage per second is lower but very fast attack speed so damage feels more continuous.
Because defense based nations want to bring as much damage as possible to invaders artifacts are used to speed up defender spawn time. Typically it is paired with Wu Zetien from university to add more forest defenders and thus end up with a spawn fest of defenders to overwhelm invaders.
Economy Aspects
This chapter focuses largely on the passive income and securing it so you can easily level up without lacking resources while minimizing the amount of attacks to lower time spent training.
Preventing loss
In almost every aspect of the game it is impossible to secure yourself against all attackers. In multiplayer people from a higher age can easily walk through your defenses with a mix of troop tactics and saboteurs so how do you completely safeguard your hard earned resources? In war you may be paired up against a super strong attacker who will walk all over you. There is zero justice in this game and to expect equal playing field is a trap.
The key here is to utilize “loot refund” – the power of this stat can not be emphasized enough! It can essentially also earn you resources when attacked by players who have high increases to their loot.
| Insight:In my personal opinion there is no reason not to benefit from this even if exclusively participating in war. Excluding this set from your museum only serves to hinder yourself. Why work harder when you can work smarter. |
There is no downside to using artifacts with loot refund because when you go offline you have them active. When logging in and needing to attack you should swap to looting artifacts as described here.
The main hall artifacts do not have impact on war so even people playing wars should be using these to prevent their resources being stolen while they are busy focusing on war.
When it comes to loot refund there is a hard cap of 85%. This means that the game will ignore any loot refund percentage over 85%. So if you have 95% it will still count as 85%. There is no way around it. In the early ages it may be difficult to achieve 85% so it is extremely important to level up your museum and save as many fragments as possible for crafting events. Luckily there are other sources of loot refund. The korean nation has a 10% loot refund and using a storage blessing will also help massively. There is a wonder called Temple of Tikal but it is not recommended as you are sacrificing other better wonders.
To better assist with calculating how much loot refund you have I have made a small calculator which you can use for this exact purpose. You can save a copy for your own use or alternatively use the one in the link and change the yellow fields to fit your bonuses.
Core advantages of loot refund
- Earn your resources back
- Store returns in inbox so they can not be taken by attackers
- Take resources from your inbox at your leisure
- You no longer care about multiplayer defense so you can ignore armor and defensive pottery artifacts.
- You can now focus on passive oil production pottery instead of defense.
Click to Calculate Total Loot Refund
During crafting events it is nice to have all your artifacts written down. Use the artifact planner to save a pdf of them all. Alternatively it can be used as a wishlist so you know what to look for.
Click to use Artifact Planner
Museum Artifacts
The minimum recommended rolls on loot refund artifacts is double 6% rolls. When fully upgraded you will end up with 30% from each jewelry totalling 60%. You only need 58% to reach the hard cap with storage blessing. If you can get better that is great because it allows you to skip using storage blessing.
Note you will need 2 pieces of jewelry as in the example below.
| Example jewelry artifact | |
| Loot refund | 6% |
| Loot refund | 6% |
| Random useless stat | 6% |
| Random useless stat | 1% |
| Random useless stat | 1% |
Increasing Passive Income
Knowing what to upgrade and what is not important is key to going through the ages in an efficient manner. Most people will tell you that it is a waste of time to upgrade oil wells, farms and caravans. To some extent I agree. The oil wells become more and more important as you age due to war artifacts requiring oil, high parliament upgrades requires high amounts of oil.
Having to attack 10 times when you could have attacked 2 times and used passive income is a better use of time. However that time saving does not come without a cost. It costs additional time and citizens to upgrade 6 oil wells.
Same applies with farms and caravans. Because all these upgrades add up it is absolutely paramount that you decide carefully what you want to upgrade. Best advice is to avoid upgrading farms and caravans and if you should be able to boost oil well production to high percentages then go ahead and go all out on oil wells.
If you have no real incentive to use the vault for food or gold generation then best advice is to leave it at a fairly low level as you do not get additional oil storage.
Oil Wells
| Additional Information:Link to the Oil Well building on dominations wiki |
Once that choice to improve your oil wells has been made there are several aspects that can significantly boost that income. The biggest bonus is Pottery and if you have followed this guide this far then you already have loot refund or are planning to use it.
If this is the case you do not need any defensive bonuses for multiplayer – in which case you may as well use oil well production pottery artifacts.
Just to give you an idea of how far this can be taken I have made a small table to illustrate the theoretical max output per 24 hours.
| Oil well level | Oil Well amount | Max Bonus | 24 H Total | Month Total |
| 12 | 6 | 232% | 88,445 | 2,653,344 |
This will be hard to achieve but 60k per 24 hours is achievable fairly easily.
Here is a calculator to help you calculate your possible oil gains. Again it is important to stress that in order to get meaningful artifacts to help with this you need to use the crafting events and save up the fragments ahead of time.
Click to Calculate Oil Production
See the pottery needed in the example below.
| Example Pottery artifact | |
| Oil Well Production | 11% |
| Oil Well Production | 6% |
| Random useless stat | 6% |
| Random useless stat | 1% |
| Random useless stat | 1% |
It may be hard to roll double 11% rolls on the pottery however during crafting events you should be able to craft similar to the example. In the last main hall crafting event I crafted 4 of these in 35k fragments. I selected the two best pieces based on how few upgrades I had to make to unlock the oil well production.
Vault
| Additional Information:Link to the vault building on dominations wiki |
The vault is a wonderful building that can store resources for 24 hours and if researched also give you an interest rate. This is interesting because you can stack that interest rate to earn decent oil amounts per day. If paired with vault interest pottery you can achieve close to 10k extra free oil per day.
So assuming you already are making oil well production pottery you will have to swap artifacts to the vault interest pottery before withdrawal and deposit in the vault. After deposit you can swap back to oil well production pottery.
Use the calculator to check possible vault interest.
Click to Calculate Vault Interest
| Insight:The vault interest pottery is not a must have but the 10k extra oil per day is a handy bonus.. |
An example of a vault interest pottery can be seen below. It is important to note that the vault capacity stat does NOT affect total storage but only base value so any library research will not be affected by vault capacity. This makes the vault interest stat much more important than capacity.
| Example Pottery artifact | |
| Vault Interest | 11% |
| Vault Interest | 6% |
| Vault Capacity | 6% |
| Vault Capacity | 1% |
| Random useless stat | 1% |
Optimizing
Time management
Choosing to work on leaders that reduce university research time is quite important as it will take 6+ years without any bonuses. So these bonuses make a big difference.
Same applies for expeditions. There are ways of reducing the time through wonder, university and library research. This will give you an advantage in being able to get supplies much faster and upgrade your artifacts. Long term it does pay off to plan ahead.
Parliament priorities
| Additional Information:Link to the Parliament building on dominations wiki |
The parliament is a super cool addition to the game that can give alliances very big bonuses in different fields. There are some that stand out significantly though.
| Priority | Sector | Reasoning |
| 1 | Ally Relations | This sector will help you generate more scrolls for less resources and is a big time saver long term. It will also help you upgrade alliance-gate and capacity. This is merely a smaller bonus and less important. Getting more xp in wars will also help your alliance gain more perks. |
| 2 | Education | This sector is important because it can reduce university research time by 10% – this by far one of the biggest decreases and is a big deal because it affects everyone in the alliance. |
| 3 | Alliance Speedups | This will enable alliance members to assist each other with research and building speedups. Can reduce construction time by 20% which is significant. |
| 4 | Town Infrastructure 1 | Is a mixed bag because it does lower the cost of defensive buildings but the decreases are flat values not percentages and a lot of investment is needed to get to reduced wall upgrade percentages and the parliament cannon. So if going for this section make sure you skip as much as possible to reach wall upgrades and parliament cannon. |
| 5 | Treasury | Is nice if you are focusing on oil well production in the end game – few people do so for this reason it is less useful for the alliance as a whole. It may have some advantages to food and gold production for early age players. . |
| 6 | War Effort | Predominately used for war this sector and would be prioritised after town infrastructure in heavy war alliances. It gives nice rubies and reduces coalition costing while also making them stronger. |
University Priorities
| Additional Information:Link to the University building on dominations wiki |
In the early ages it is a big benefit to go for the 3 following leaders as they are inexpensive, fast and decent bonuses.
- Chief Hiawatha
- Mansa Musa
- Emperor Moctezuma
At later ages it is pretty important that you get a headstart on the following leaders
- Amelia Earhart (super necessary)
- Hannibal Barca (slow, average citizen cost but medium priced)
- Leonardo da Vinci (slow, high citizen cost and medium priced)
- Emperor Haile Selassie (fast to research but expensive in oil)
It should be noted that while most players tend to take a top down approach to university leaders it is not smart to spend an extra month on cannons that you do not use if the next tier is unlocked and gives bonuses to heavy tanks that you are using. So take a logical approach and jump in tiers where needed and when finalising for the leader end bonus then go back and research the less beneficial tiers fully. The reason for this is that you want your worthwhile bonuses as early as possible to give an edge.
Quick rundown of the different leaders and their key advantages:
Chief Hiawatha : reduces citizens needed by 1 on food related research in university and reduces cost of walls. Also gives economic and speedup advantages that are good in early ages.
Mansa Musa : gives a lot of economic and speedup advantages and reduces citizens needed by 1 for gold related research in university.
Emperor Moctezuma : gives additional national trade goods and economic advantages.
Hannibal Barca : will give you a decent end game general.
Leonardo da Vinci : provides useful heavy tank bonuses as well as reduce university research time by 10% which is significant
Emperor Haile Selassie : will enable the rocket arsenal building which is crazy strong on defense.
Sally Ride : has super strong alliance gate bonuses and domination bonuses which you want.
Amelia Earhart : has bonus oil production, good airplane upgrades and extra aircraft capacity
Harriet Tubman : has reduced expedition time and gives great spy reports for war. Additionally, houses spawn defenders.
Suleiman The Magnificent : has strong upgrades to antitank towers and reduces wonder cooldowns.
Sultan Saladin : has faster defender spawning which is very useful in late game.
King Sejong : has nice tower upgrades and reduced citizens needed for university research.
Catherine the great : has a lot of garrison upgrades and reduced cost to change nations.
Empress Wu Zetian : has some great upgrades to forest defenders, mercenary camp capacity.
Speeding up University Research
As university will take years to complete it is important to get an overview of what bonuses you can acquire.
To better assist with calculating how much time it takes to research each leader I have included a nice calculator to do just this. It is made by Vice of Death/AcTivE WaRRioRs & Flying Blade / CTRL ALT ELITE alliance who has clearly put a lot of time and love into it.
Click to Calculate University Research Time
University Speed bonuses you can acquire:
30% Food skill research time from Chief Hiwatha
30% Gold skill research time from Mansa Musa
10% Uni time reduction from Leo capstone
10% Uni time reduction from Space Needle
5% Uni time reduction from SA library research (Microprocessors)
10% Uni time reduction can be unlocked in parliament education sector
*15% Uni time from Enigma Machine (legendary artifact)
Total without Enigma
65% for Food/Gold research reductions
35% for Oil research reduction
Total with Enigma
80% for Food/Gold research reductions
50% Oil research reduction
Get More Museum Blueprints
| Additional Information:Link to the museum on dominations wiki |
| Tips:Always upgrade your museum and shipyard fully. Please note there used to be low rewards for upgrading the shipyard. This was changed and it is now highly worthwhile. So if someone tells you not to upgrade shipyard past lvl 7 then tell them this has been changed and BHG updated bonus rewards. |
| Tips:Make sure your library is upgraded in the archeology bookcase for maximum blueprint gains.. You can also calculate your gains and see how much library research will affect your gains by using the calculator. |
When looking at how to get blueprints it is important to look at how many mysterious fragments you earn. This is because when you craft and sell an artifact you get blueprints.
You can earn fragments from the following sources
- Museum production (increases based on museum level)
- Daily Video Craft (minimal effect but steady increase)
- Attacking in multiplayer (potentially big income depending on rate of successful attacks)
Earning fragments from attacks (prior to digital)
| Age | |||||
| Age above you | 70 | 44 | 35 | 27 | 18 |
| Same age as you | 40 | 25 | 20 | 15 | 10 |
| Age below you | 10 | 7 | 5 | 4 | 3 |
This means your level does NOT impact the mysterious fragments you earn. You can be level 250 atomic and attack and 5 star a level 210 Cold War Age player to get 70 mysterious fragments. You can research Hannibal in the university for a 15% increase in fragments received in battle. The fragment gains from battle can be further increased by 50% by doing archeology research in the library bookcases.
It will not generate a lot of fragments to be passive and exclusively defensive. It is far better to attack and preferably 5 starring enemies that are an age higher than you.
It should be noted that once you reach information age (current max age) you only have to attack a base of the same age to get the 70 Fragments.
So now that the sources are known: the best consistent source of fragments is the museum itself. The production will increase based on the level of the museum so upgrade it whenever possible. The production rate and capacity can be upgraded in the library bookcase called archeology. Secondly but equally important is the targets you attack.
Having a higher chance to craft 2 or 3 starred artifacts will also generate more blueprints on selling them. The library provides upgrades that increase chances (Archeology gives 5% chance to craft 3-star artifacts). Additionally the library also gives +10% more blueprints when selling an artifact.
Always try to save up fragments for crafting events.
Always try to avoid spending blueprints until there is a blueprint discount event.
Always craft 5 artifacts at the time. This is because it saves you fragments to craft in bulk.
Always keep an eye on what crafting, discount events are happening.
| Tips:Sometimes you may get legendary artifacts that you may not need. In these cases you could sell and get 1500 supplies but this IS NOT smart. Upgrade each stat by using 40 blueprints (200 total) and then sell the legendary artifact for about 200 extra supplies blueprints.. |
| Tips:When you reach Space Age, upgrade your museum, and pursue all of the museum-related research to completion. The final research gives a 5% chance of crafting 3 star artifacts. If you sell those 3* artifacts, that will yield 300 frags and 330 blueprints. BUT, if you upgrade each of those 3 lines one time each, selling it now yields 600 frags and 660 blueprints(!!!). Pretty great right? That’s the core of the strategy. But there’s a further set of steps you can take to make things even sweeter: Upgrade all of your 1 star and 2 star artifacts 1x each. What this essentially does is convert a small amount of blueprints + resources into more fragments. (If oil is tight, then perhaps skip upgrading 1 and 2 star artifacts that require oil for upgrades). With those extra fragments, you can now perform more crafting runs, increasing the chances of hitting a 3 star artifact. 3 star artifacts are the huge payday that allows you to upgrade 1+2, which adds frags back, allowing you to craft over and over. |
Get More Supplies
| Additional Information:Link to the museum on dominations wiki |
| Tips:Always upgrade your museum and shipyard fully. Please note there used to be low rewards for upgrading the shipyard. This was changed and it is now highly worthwhile. So if someone tells you not to upgrade shipyard past lvl 7 then tell them this has been changed and BHG updated bonus rewards. |
There are many ways of getting supplies. The main way is to manually send citizens on expeditions through the shipyard/docks. The Time varies on location but the base hours required is always one of the following regardless of shipyard level: 6h, 12h, 24h or 48h.
There are several ways of reducing said time to get your citizens back sooner and even to reduce the citizens required per expedition..
To assist you find out just how much you can reduce your expedition time you can use the following calculator: Shipyard expedition time calculator
Below you can see a list of sources for additional supplies:
| Source | Supplies Gained | More info |
| Shipyard expeditions | High | Always upgrade shipyard as you can get between 10 to 200 supplies depending on level and expedition |
| Victory Chest | Medium | Can on occasion give supplies – the amount depends on your league rating you have. The range is ~25 to 100+ |
| Daily League Ship | Medium | Can on occasion give supplies – this also varies depending on your league rating. Currently no exact range. |
It is important to note that the rewards from the bonus chest on expeditions get better chances of good rewards if using a high level general. The threshold levels for said general levels are as follows:
1, 3, 11, 21, 31, 61
Purchases
If you are going to spend some money on the game it is advisable to buy the Estate. It will give you 3 additional permanent citizens. Avoid spending money on the villa as it is not permanent.
Spending money on this game is not advisable due to the cost of the items so if you do decide you want to spend something then spend it on something where you are guaranteed to get something. I would personally not recommend buying event passes as you may not win the legendary artifact at the end.
At that point it is smarter to buy the legendaries at 100$ when they are on sale. There is no chance involved this way – you will get what you pay for.
As an honorable mention the legendary called “The Enigma Machine” is by far one of the most valuable legendaries in the game as it cuts off significant research time. If you are willing to pay for something good and already have the Estate then this will give you more bang for your buck in terms of long term progression.
Crown Usage
If you are not spending money on this game then crown usage is pretty important to optimize so you do not waste them on stupid speed ups and unit training.
- Armory second slot (arguably the most important upgrade you can make due to the amount of unit upgrades there are and how important they are.
- Library second slot (not as important as the armory because you will finish the library before you finish all armory upgrades in an age.
- Museum artifact slots – getting additional slots will be needed as you progress into the later ages as you get more slots to fill.
- Museum artifact rerolling – when getting to the late game you want to have good artifacts as you will need them for war & multiplayer
| Tips:Always keep enough crowns to make 2 wonder changes + one nation change. The reason is that in certain events it is a big advantage to be able to swap wonders and then swap back later. Being able to change the nation at the drop of a hat is also quite nice because it does not set you back months or require you to purchase crowns. |
Event based advantages
Main hall crafting events
This event is super important to look out for. Most people ignore it. It comes once or twice per year.
The smart thing to do is to have 100k-200k fragments saved up for these events because you get a high chance of rolling 11% values on the artifacts you craft.
Another aspect is that during these events you will NOT craft any war hall artifacts. This essentially doubles your chance of getting the artifact you have been dreaming off made.
War hall crafting events
| Tips:A Bug in space age. Make sure your artifact amount is always divisible by 5 or the museum will never craft 3star artifacts. It sounds dumb but aparently this is a known bug. |
This event is also super important to look out for. It comes once or twice per year.
Just like the main hall crafting event the smart thing to do is to have 100k-200k fragments saved up for these events because you get a high chance of rolling 6% values on the artifacts you craft.
You will also NOT craft any main hall artifacts during this event. This essentially doubles your chance of getting the artifact you have been dreaming off made.
Nation change event
Changing your nation is a costly affair in crowns – especially if explicitly playing for free. So take advantage of the discount to change the nation – it usually comes at the same time as summer of the ages.
Wonder change events
Changing wonders can also be expensive in crowns. Take advantage of it when the cost is reduced. Timing is usually around summer of the ages.
Expedition events
| Tips:Always send high level generals on expeditions. The bonus rewards are based on the levels of the general so as a rule of thumb always send the highest level general for the best chance of rewards. A high level general does not guarantee better bonus but it does include better bonuses in the roll chance. |
Expedition events in the past are quite unique because they usually last for a month but the event only happens once per year. This is the game breaker if you have already crafted great artifacts this will help you upgrade them massively.
Event bonus: reduced citizens required by 1 and time reduction of 50%. (I suspect this event is not stackable but rather multiplicative.
Other bonuses that stack together: Sydney opera house (20%) / Harriet Tubman (10%) / Library Shipping (10%) / VIP Bonus 20%
You can calculate just how short you can make your expeditions below..
Click to Calculate Expedition Times from Shipyard
So it is imperative for this event if you have reached atomic age that you make the switch to sydney opera house. I have gotten an average of 350 supplies per day for 30 days. This is 10500 supplies in a month!!! That does not include researchers and benefactors who I got by the thousands as well.
Once all these bonuses are there then make sure you send out for ALL expeditions no matter what is available because the expeditions are faster to do than the reset. So the sooner you get a bad one done the sooner you get a fresh one that may be good.
Summer of the Ages
Is an event that lasts a couple of months where there is a consistently increasing production bonus on all resources, as well as huge discounts to buildings in each age. The age discount will start from the early ages and then shift to a later age the following week. This means it is important to go for all the building types that are difficult to upgrade due to cost.
So while the discounts are substantial you may want to take full advantage of this by using speed ups. In order to do this in a really effective way you can save up speed ups throughout the year this will essentially make you able to upgrade to a new age and instantly have your armory, factory, barracks and alike upgraded so it is up to date in your new age. So coming into your age you want to assure you have your looting jewelry sorted so you can go raiding as often as possible as well as have a solid storage of resources from loot refund in your inbox. This will make it a lot easier.
This is the time to advance to a new age.
As a side note the production bonus is multiplicative which means if you are using oil well production artifacts then your oil production will go nuts and can go well over 140k per 24 hours with fully upgraded wells and close to perfect artifacts and other oil well bonuses. This means leaders like selassie that cost a lot of oil can be researched inside of a month if done correctly.
Long Term planning
Taking the events that come every year into account you can effectively plan when you need to have fragments for the museum, when you need crowns to change wonders, when you need to focus on upgrading university leaders, upgrade walls or other aspects of the game. It is a great idea to always check any events and offers that are going on – you never know if they started the event you were waiting for.
Current Calculators
Oil production
Vault Interest
Loot refund Jewelry
Loot Jewelry
Expedition Time
Army Calculator
Defender Spawn Time Calculator
Artifact Planner
University Research Time
Crafting Blueprint Calculator
Construction Efficiency Calculator
Useful Videos
In this section you will find a number of videos that help in all sorts of aspects. Do not forget to upvote the creators of these videos as they spent a long time documenting and showing these techniques.
Crafting in Space Age
Commie & Zooks
https://www.youtube.com/watch?v=sIPHu0r7Kdg&t=310s
https://www.youtube.com/watch?v=5hajAQwdLUg 3d with maori
https://www.youtube.com/watch?v=bzXUYAs0k2c closed base attack
https://www.youtube.com/watch?v=RdpkbU_dkZg against high generals
Heavy Tanks & Fighters
https://www.youtube.com/watch?v=U4o5vf_Z1ac global age heavy tank guide
https://www.youtube.com/watch?v=GsplGorg5FI age up attack
Paratroopers, fighters & HT
https://youtube.com/playlist?list=PLJnHC-dKDULGT1mVkq6_M_X1F3sSefFt5 A full playlist with all sorts of paratrooper aspects
Base Design
https://www.youtube.com/watch?v=HZLjXUZjyMA older open layout example
Bombing Runs
https://www.youtube.com/watch?v=uacNcU5j2DE also has some heavy tank usage
Commentary Attack videos
Notes
If anyone has the following in a google sheet please let me know as I am interested in crediting and including links.
- Parliament time calculator (input average alliance scrolls, input already researched, input branch with which levels that has to be completed & calculate time remaining)
- War Enemy Assessment calculator (input base level, wonders, nation, museum spy data, library spy data)
- Offense calculator. Should give some base values of how strong your army is. Change the setup and the values change.
If you have ideas for other useful calculators let me know as well.
xx
Add sandbox discord and website link
https://discordapp.com/channels/@me/741018814850007170/746501351638433883