Domination victory tips

1. You only need to capture the capital cities of each nation which still owns their original capital. Other cities are tactical choices (especially for depriving civs of strategic resources).

2. Manage diplomacy until its time for the end-game. Everyone will hate you by the end unless you are friends with someone who happened to lose their capital to someone else. Exploit the AI to attack each other to weaken each player without the diplomacy hit. Make sure to treat your friends like friends until you backstab them - when they ask for favors, and DoW a third AI, agree to it. Try to make a clique if you can and bribe them to DoW outsiders. Don't take a civ's last city as everyone hates you then.

3. Save your buddies or the strongest capitals for the end-game. Domination victories are probably the easiest ones to get earlier in the game. But a lot of people get bogged down in wars to conquer the whole civ. All you need is the capital, and maybe 1 or 2 strategic production or resource-rich cities from each civ.

4. A lot of people recommend rushing Frigates and Artillery. The renaissance is when a lot of the powerful units start to come online. Save up cash to upgrade or purchase at this point. Once you have a decent economy, it is a good idea to beeline to one of these depending on map type. Artillery are good enough that, backed by some frigates, you can land and effectively use them the next turn even on archipelago. But if all the opposing capitals are coastal, you can definitely just use frigates escorting riflemen or even musketeers (even a warrior can take a city if you get it to 0 health with frigates, remember!).

5. Unit location is critical. Even on higher levels you should not be losing units for the most part. back any melee units by cannons and artillery on hills. Notice which units have +1 range to use them effectively. Any tile a city can't work gets a fort unless it has a strategic or lux resource. A lot of this you probably know from defensive wars, but defense is a bit less important when on the warpath. They will attack your units in the field. Just leave some units & cash behind when another civ backstabs you when your armies are at war.
 
1. Be Mongols
2. Get at least 8 horses in your first 2-3 cities
3. Build 2 horsemen and 6 chariot archers
4. Upgrade chariots to Keshiks
5. BURN EVERYTHING!!!

If you aren't Mongols, try rushing your nearest neighbor early on, no later than comp bows. 4 archers and a warrior or scout should do it. Having two capitols early on helps immensely.
 
1. You only need to capture the capital cities of each nation which still owns their original capital.

Only true in vanilla and G&K. The domination victory condition in BNW now requires that you control every original capital, including any original capitals that were previously conquered by someone else.
 
Only true in vanilla and G&K. The domination victory condition in BNW now requires that you control every original capital, including any original capitals that were previously conquered by someone else.

Thanks for the info, just got BNW this month
 
1. Be Egypt
2. Tech the wheel
3. Build alot war chariots and maybe one or two warriors, scout
4. Kill Everything and add in some horsemens!!
5. BURN EVERYTHING!!!

War Chariot is so underrated of what I have read I even have killed civs who had pikemens with it and captured continents, Egypt ub is very good with large amounts of cities and very cheap with piety while ua can give you the happines wonders fast which is very important to.

Changed it for you well sorry.
 
Tech to education, tech to military science, bulb dynamite with Oxford. Go conquer.

For King and bellow, kill every one, ignore diplomacy, raze all cities (yes all of them) except caps.
You will need to use some diplomacy on Emperor, but you can mostly ignore it about 1/2 way through.
For Immortal/Deity, get very very good at domination :)
 
Other tips (NB I play G&K)

If the capital city is in a tough spot, eg behind hills and forests, try deafeating a nearby non-capital city to get a better point of entry.

If you have the cash, ally yourself with city-states close to the opponent so they'll declare war too, and may even take out an enemy unit or two.

Be sure to save up some cash to buy colloseums, you'll need it to keep your civ happy. Don't let it get to -10 unhappiness or your units will be a lot less effective.

Once you get that capital city, the opponent will often offer you other cities for peace. Go ahead and take them, it'll give your units a chance to rest. Raze those other cities or sell them to weak opponents if you don't want them, and puppet the ones with good luxuries.
 
4. A lot of people recommend rushing Frigates and Artillery. The renaissance is when a lot of the powerful units start to come online. Save up cash to upgrade or purchase at this point. Once you have a decent economy, it is a good idea to beeline to one of these depending on map type. Artillery are good enough that, backed by some frigates, you can land and effectively use them the next turn even on archipelago. But if all the opposing capitals are coastal, you can definitely just use frigates escorting riflemen or even musketeers (even a warrior can take a city if you get it to 0 health with frigates, remember!).

You can take a city with melee ships too, which is nice because they have more movement than embarked units, don't need protecting and can sit out of range until you're ready for them to swoop in and take the city.

Frigates are particularly awesome for taking coastal capitals; they get a range upgrade much faster than archer units and can then sit out of range of city counterattack. Battleships get even better, of course - they start with 3 range, and have that awesome indirect fire - but are a long way from frigates.

Edit: As far as non-navy war goes, you want to rush for either composite bowmen (Construction), crossbows (Machinery), or artillery (Dynamite). Ranged/archer units rule in this game. Melee are only useful for tanking damage and capturing the city when it's low.
 
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