It seems like it's been ages since we last spoke. Maybe it has. Unfortunately, the hype the game once had is significantly lower than it has been in the past. Even more, this is even more surprising given the updates that Dominacy has undergone in the last few weeks. Updates that many players said they would come back to the game once they were implemented. Unfortunately, that mass return that was expected did not happen. The reasons for this are many, and that may be the subject of another article, but for now, we'd like to focus on the recent updates that have been rolled out. The Military Module and the upcoming Citizen update.
The Military Module:
By far, this update was the most anticipated and hyped update to come. Announced many, many weeks in advance, this stirred up the Dominacy community a lot. Some questioned if the announcement was released a little too early for the health of the community. After weeks upon weeks of refining the economic part of the game in terms of the market and balancing the food related production methods (output per project at farms), the bare bones of the military module were installed. You can read the Developer's post on their blog. Upon initially reading the blog, war seems to be something that's going to be simple and straight forward, however, after speaking with the current United States Minster of Defense, who, from the list of campaigns, seems to be one of the more experienced MoD's in the world, potentially equaled only by the MoD's of Portugal and Spain due to the potential of them working together to learn both sides of the war module. We managed to catch up with smashiinn recently to ask him some questions. Here are some snippets of the interview:
Phantom Sentinal (PS): What's your overall perspective on the War Module? Does it live up to the hype that was in the community for so long?
smashiinn: It's definitely an exciting addition to the game. A very needed addition lol. I like it, though, it's for sure not going to be the way it is now once the devs finish tweaking it. I think it lives up to the hype in its current state, though. The chance to actually declare war and attack is a crucial and exciting part of these type of geopolitical games. It's a shame people gave up on the game before it came out. New people will discover the game though, so, everything will balance itself out.
PS: I've read through the dev's blog on the war module and found it to be something extremely simple. Now that you've gotten some experience with the campaigns, is the system as simple as it seems?
smashiinn: Yes and no. At face value, when you go to war with another country, the process to do that is insanely easy. As the MoD, all I have to do is go to the Government tab, click on my Defense tab and start a new campaign. Campaigns last for 24 hours. Once a campaign is launched, citizens are then available to start missions as they please. Each attacking mission is worth about 5% and attackers need to surpass 80%, according to the blog, to be able to do a "decisive mission" to claim the region, which pretty much screws over whoever loses it. That's where the simplicity ends. As the module stands and with no defenders, a nation needs around 17 missions to reach that 80%. You only get 2 options for missions at a time, each mission takes about 20 minutes to happen, and then there's a 30 minute cooldown period after a mission is completed before another mission appears. Just with those numbers alone, you begin to see how many people are going to need to be involved for wars to be successful. The minimum amount of time to complete 17 missions back to back to back is almost 8 hours, and that's assuming you have enough of each attribute to only need to hit each mission once to complete it, which rarely ever will happen. Then add weapons (future implementation) and defenders and it all gets a lot more involved.
PS: Has testing been difficult?
smashiinn: Yes and no. I've been able to round up 4 people for pretty active testing, which has helped propel us to around 30% in one of our campaigns, but it was fairly time consuming to do it. I've been reaching out to the U.S. community to try to convince more and more of them to come back to at least assist with the testing.
To see the full interview with smashiinn, subscribe to Phantom Sentinel!
From what we got in the interview, we would like to extend this call. Players, our nation needs you to come back! Both for our food survival and for our national defense. You've heard it from the Minister of Defense. He needs more people to help with the testing. Please enter into contact with him.
The Citizen Update:
This update is the most recent of the announcements, and it's unknown how much of an affect it will have on the current gameplay. You can read about the update from the Developers' blog. To summarize it, citizens per account will be reduced from 6 to just 1, and improving the 1 citizen's production by 5 times. The idea of having multiple citizens in the beginning of the game was a mechanic introduced as a way to try to fight against multi-accounts, aka people having 2 or 3 or more accounts in order to try to gain an advantage. Their intent was to give people the option to have up to 6 citizens, however, it quickly became the norm amongst players to have 6 citizens, which ended up taking a lot more time than people imagined. Since then, enough people have petitioned to have the number 6 reduced, and now, the developers are working to implement this change. Expect it to take some time.
To us, Dominacy's future looks bright, despite the current player setbacks. The devs are committed to making sure the game is a really good one, and having patience in seeing this game developed will pay off.
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Edit: 06h25 Dominacy Standard Time (DST) - Fixed formatting
Edit: 06h36 DST - Text editor has a mind of its own and changed some stuff
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