DomiNations Update 12.18 - Combat Rebalance pt.1

DOM_SM_05_28_25_Update_12_18_1920x1080_02.png

Greetings Leaders,

DomiNations Update 12.18 shapes up to be a massive release with the first wave of our Combat Rebalance initiative highlighted in our Road Ahead 2025 Post. We’re also implementing a second set of updates in our Replay rework! Both of these quality of life updates have a special write-up from the folks working directly on these projects to give insight into the process!
In that same vein of ‘Quality of Life’, we’re adding a faster way to utilize Speed Ups to complete your upgrades. Update 12.18 also introduces the next Councilor, and the Manufactory now allows you to purchase Materials. Then, finally, minor UI and Graphical fixes.

Replay Reliability pt. 2
If you missed our write-up on the current status of the Replay work that went into this update, catch up on the full details ‘here’. To highlight, Replays have been undergoing a massive overhaul to correct and implement the many changes that have arrived in DomiNations. While the current state of Replays with update 12.18 offers markedly improved results, there is still more to be done before we’re ready to say we’re 100% complete. Be sure to check out the post to see what improvements were made, how replays got to where they were, and what we’ll be doing for the future!

Combat Rebalance Initiative - Fighters & Defenders
In our Road Ahead 2025 post, we discussed our plans to introduce incremental steps for rebalancing combat within DomiNations. 12.18 releases some changes to Fighters and Defenders, and to share some insight on this process, we have our Game Designer, RAH-66, to talk about the upcoming changes!




Hello Leaders!

Today, we’re going to talk about the new series of updates we are working on called the Combat Rebalance Initiative. We want the DomiNations battle experience to be what YOU make it. Do you love setting up a Museum loadout for several different army compositions? We want you to feel empowered to try multiple strategies and remove any gates that prohibit you from doing so. Do you love watching attackers fall to your horde of defenders and insatiable Air Defense? We want to see you thrive and be an asset to your Alliance in World War. Do you just think Assault Vehicles are neat? We want you to have an avenue to succeed with them.

Here are our goals for the Combat Rebalance Initiative as a whole:
  1. Ensure there is a wide array of viable strategies that can be used to win battles.
  2. Ensure defensive play is just as viable as offensive play.
  3. Ensure that every unit, tactic, and building has a distinct reason to be invested in and brought to battle.

So, without further ado, let's talk about the problem areas tackled in the first wave of Combat Rebalances.

Fighters are the first Airstrip Troop players unlock. Their presence on the battlefield is felt the instant a player unlocks them. In earlier ages, the Fighter performed its role as a Defender Destroyer quite well. It is a moderately strong unit, with the best Population to Hitpoint ratio in the entire Airstrip and, with a bit of library research, even provides suppression on Defensive Buildings it strikes. It isn’t until later ages in the game that Fighters become a problem. Its role as a Defender Destroyer loosens as it gains levels and players unlock a second Airstrip. The Fighter becomes nigh unbeatable at very high levels of play, and can easily destroy Buildings and Defenders alike, leaving little room for defensive players to actually interact with the attacking strategy, especially when the attacker concentrates all of their Fighters on destroying the building that is meant to counter it - the Air Defense.

Defenders themselves also perform more desirably in earlier ages than later ages, but to a lesser degree. In later ages, they often clump together, resulting in one of two situations: either the entire defending Army gets destroyed immediately, or they form a completely impenetrable wall with no way to press forward as an attacker. There isn’t currently enough difference between the types of Defenders to force attackers to prioritize where they send their Defender Destroyers.

The following changes are being implemented to address these problems and better align the units with their intended roles.

  1. Fighter
    • Changed “DPS vs Defenders” bonus text to say “DPS vs Cavalry and Heavy Tanks”
      • Fighters have always functioned this way in-game; we simply updated the text here to be more accurate.
    • Marginally increased Movement Speed
    • Slightly increased Turn Speed
    • Reduced base damage by 50%
    • Increased Damage vs Cavalry and Heavy Tanks by 100%
      • This neutralizes the 50% base damage reduction when damaging Cavalry and Heavy Tanks
    • Increased Damage vs Infantry by 100%
      • This neutralizes the 50% base damage reduction when damaging Infantry
    • Reduced Damage to Air Defense, Town Center, and Drone Command by 40%
  2. Heavy Infantry Defender
    • Dramatically increased Movement Speed
  3. Ranged Infantry Defender
    • Dramatically increased Movement Speed to match Heavy Infantry Defender
  4. Bazooka Defender
    • Marginally increased Movement Speed
  5. Machinegun Defender
    • Very slightly decreased Movement Speed to match Bazooka Defender
  6. Heavy Tank Defender
    • Slightly decreased Movement Speed
  7. Garrison and Tank Depot
    • All upgrades now require 4 Citizens instead of some requiring 6 Citizens
To highlight a few things, these changes accomplish:
  • Allows the Fighter to flourish as the on-demand Defender Destroyer, evading more S.A.M. Batteries and G.C.I. Radars with tighter turns and reach their target and redeployment zone faster.

  • Increases the viability of defensive strategies against Fighter-only army compositions.
  • Allows defenders to spread out on the battlefield, resulting in a more complex defensive strategy.
  • Increases the lethality of Heavy and Ranged Infantry Defenders, resulting in both more useful foot-troop defenders as well as more opportunities for attackers to exploit less-defended areas of the map.
You’ll also notice the Garrison and Tank Depot upgrades will no longer increase their Citizen requirement after a certain level. While not directly combat-related, we believe this change ungates defender-focused strategies and resolves a frustrating inconsistency in the game. Please note that this change only affects upgrades that start after downloading the latest update.

We will be carefully monitoring the results of these changes, and if need be, tweaking things in the future to ensure these units land in the right place. These are just the first steps to tackling our goals in making combat in DomiNations the best it can be, with more updates to come in future releases!

What would you like to see in future combat-based updates? We value your feedback. Thank you for reading, Leaders!





Speed Up Auto Fill
We’re adding a new button for players to easily use their stores of Speed Ups. In Update 12.18, when speeding up an upgrade, you’ll now see the ‘Autofill Speed Ups’ option. Tapping this will use the Speed Ups you own to complete the Upgrade. The Speed Ups used will start with your highest (ex. 5d Speed Up) and use the minimum amount of Speed Ups possible to finish the upgrade or get as close to finishing it with the amount of Speed Ups available.

New Councilor - Charlemagne (Leader)

DOM_Council_Charlemagne_Full_Stats_EN_1920x1080.png


Charlemagne’s vision as the exclusive ruler of the Franks was to unite all Germanic people under Christianity. He pursued this goal by waging a three-decade long war against the Saxtons, eventually winning the conflict and putting in place extreme laws against all non-Christian people. At the same time as his conquest against the Saxtons, he conquered the kingdom of Lombards in northern Italy, as well as the Moors in northern Spain, instilling Christianity and supporting the Church anywhere he and his army went. Later, he would be crowned the Emperor of the Holy Roman Empire by Leo III, thus creating a new empire that would remain in power for over 800 years. While Charlemagne did not gain any additional authority from this title, it did formalize his rule over his conquered territory, and allowed him to lay the foundations for the newly established Holy Roman Empire.

Charlemagne’s legacy lives on in many forms, not the least of which is through his sword he wielded in battle. His Joyeuse Sword has been on display in the Louvre Museum, and has also been used in numerous coronation ceremonies of French Kings since his death in 814 AD. His arm has also been preserved in a reliquary upon his canonization long after his death in 1481, however the modern catholic church does not formally recognize Charlemagne as a saint.

In DomiNations, his stats will increase the damage output of your Paratroopers and increase the HP of your Heavy Cavalry in both Primary and War Hall versions. You can start recruiting Charlemagne on 6/9!

CommonUncommonRareEpicLegendary
Heavy Cavalry HP +6%Heavy Cavalry HP +8%Heavy Cavalry HP +11%Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +6%Paratrooper DMG +8%Paratrooper DMG +10%Paratrooper DMG +12%
Enemy Tower DMG -15%Enemy Tower DMG -18%Enemy Tower DMG -24%
Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +12%

Manufactory - Rush Materials
You’ll now be able to speed up your Manufactory Material production by spending Crowns. In the Manufactory Production screen, you’ll now see a button that will allow you to purchase 10 of a Material.


MaterialCost (Crowns)
Carbon15
Titanium30
Iron40
Thermic Brass75
Plastic25
Glass45
Polycarbonate20
Fiber Mesh80
Siliconite50
Biofoil70
Platinum250


Additional Updates
  • Multiple Localization updates
  • Minor UI Graphical tweaks
  • Changed Library Tech level based Troop names to generic Troop Names
    • EX. Spearhead Machine Gun II DMG should now read as Machine Gun Infantry DMG
      • Plans are underway to also do the same to University. We’re hoping to create consistency with descriptions throughout the game.
  • Fixed a crash caused by upgrading the Alliance Gate with reduced citizen requirements researched.
  • Updated Tournament of Glory Encyclopedia entry for better understanding with the Glory Decay system.
 
Last edited:
View attachment 13415
Greetings Leaders,

DomiNations Update 12.18 shapes up to be a massive release with the first wave of our Combat Rebalance initiative highlighted in our Road Ahead 2025 Post. We’re also implementing a second set of updates in our Replay rework! Both of these quality of life updates have a special write-up from the folks working directly on these projects to give insight into the process!
In that same vein of ‘Quality of Life’, we’re adding a faster way to utilize Speed Ups to complete your upgrades. Update 12.18 also introduces the next Councilor, and the Manufactory now allows you to purchase Materials. Then, finally, minor UI and Graphical fixes.

Replay Reliability pt. 2
If you missed our write-up on the current status of the Replay work that went into this update, catch up on the full details ‘here’. To highlight, Replays have been undergoing a massive overhaul to correct and implement the many changes that have arrived in DomiNations. While the current state of Replays with update 12.18 offers markedly improved results, there is still more to be done before we’re ready to say we’re 100% complete. Be sure to check out the post to see what improvements were made, how replays got to where they were, and what we’ll be doing for the future!

Combat Rebalance Initiative - Fighters & Defenders
In our Road Ahead 2025 post, we discussed our plans to introduce incremental steps for rebalancing combat within DomiNations. 12.18 releases some changes to Fighters and Defenders, and to share some insight on this process, we have our Game Designer, RAH-66, to talk about the upcoming changes!




Hello Leaders!

Today, we’re going to talk about the new series of updates we are working on called the Combat Rebalance Initiative. We want the DomiNations battle experience to be what YOU make it. Do you love setting up a Museum loadout for several different army compositions? We want you to feel empowered to try multiple strategies and remove any gates that prohibit you from doing so. Do you love watching attackers fall to your horde of defenders and insatiable Air Defense? We want to see you thrive and be an asset to your Alliance in World War. Do you just think Assault Vehicles are neat? We want you to have an avenue to succeed with them.

Here are our goals for the Combat Rebalance Initiative as a whole:
  1. Ensure there is a wide array of viable strategies that can be used to win battles.
  2. Ensure defensive play is just as viable as offensive play.
  3. Ensure that every unit, tactic, and building has a distinct reason to be invested in and brought to battle.

So, without further ado, let's talk about the problem areas tackled in the first wave of Combat Rebalances.

Fighters are the first Airstrip Troop players unlock. Their presence on the battlefield is felt the instant a player unlocks them. In earlier ages, the Fighter performed its role as a Defender Destroyer quite well. It is a moderately strong unit, with the best Population to Hitpoint ratio in the entire Airstrip and, with a bit of library research, even provides suppression on Defensive Buildings it strikes. It isn’t until later ages in the game that Fighters become a problem. Its role as a Defender Destroyer loosens as it gains levels and players unlock a second Airstrip. The Fighter becomes nigh unbeatable at very high levels of play, and can easily destroy Buildings and Defenders alike, leaving little room for defensive players to actually interact with the attacking strategy, especially when the attacker concentrates all of their Fighters on destroying the building that is meant to counter it - the Air Defense.

Defenders themselves also perform more desirably in earlier ages than later ages, but to a lesser degree. In later ages, they often clump together, resulting in one of two situations: either the entire defending Army gets destroyed immediately, or they form a completely impenetrable wall with no way to press forward as an attacker. There isn’t currently enough difference between the types of Defenders to force attackers to prioritize where they send their Defender Destroyers.

The following changes are being implemented to address these problems and better align the units with their intended roles.

  1. Fighter
    • Changed “DPS vs Defenders” bonus text to say “DPS vs Cavalry and Heavy Tanks”
      • Fighters have always functioned this way in-game; we simply updated the text here to be more accurate.
    • Marginally increased Movement Speed
    • Slightly increased Turn Speed
    • Reduced base damage by 50%
    • Increased Damage vs Cavalry and Heavy Tanks by 100%
      • This neutralizes the 50% base damage reduction when damaging Cavalry and Heavy Tanks
    • Increased Damage vs Infantry by 100%
      • This neutralizes the 50% base damage reduction when damaging Infantry
    • Reduced Damage to Air Defense, Town Center, and Drone Command by 40%
  2. Heavy Infantry Defender
    • Dramatically increased Movement Speed
  3. Ranged Infantry Defender
    • Dramatically increased Movement Speed to match Heavy Infantry Defender
  4. Bazooka Defender
    • Marginally increased Movement Speed
  5. Machinegun Defender
    • Very slightly decreased Movement Speed to match Bazooka Defender
  6. Heavy Tank Defender
    • Slightly decreased Movement Speed
  7. Garrison and Tank Depot
    • All upgrades now require 4 Citizens instead of some requiring 6 Citizens
To highlight a few things, these changes accomplish:
  • Allows the Fighter to flourish as the on-demand Defender Destroyer, evading more S.A.M. Batteries and G.C.I. Radars with tighter turns and reach their target and redeployment zone faster.

  • Increases the viability of defensive strategies against Fighter-only army compositions.
  • Allows defenders to spread out on the battlefield, resulting in a more complex defensive strategy.
  • Increases the lethality of Heavy and Ranged Infantry Defenders, resulting in both more useful foot-troop defenders as well as more opportunities for attackers to exploit less-defended areas of the map.
You’ll also notice the Garrison and Tank Depot upgrades will no longer increase their Citizen requirement after a certain level. While not directly combat-related, we believe this change ungates defender-focused strategies and resolves a frustrating inconsistency in the game. Please note that this change only affects upgrades that start after downloading the latest update.

We will be carefully monitoring the results of these changes, and if need be, tweaking things in the future to ensure these units land in the right place. These are just the first steps to tackling our goals in making combat in DomiNations the best it can be, with more updates to come in future releases!

What would you like to see in future combat-based updates? We value your feedback. Thank you for reading, Leaders!





Speed Up Auto Fill
We’re adding a new button for players to easily use their stores of Speed Ups. In Update 12.18, when speeding up an upgrade, you’ll now see the ‘Autofill Speed Ups’ option. Tapping this will use the Speed Ups you own to complete the Upgrade. The Speed Ups used will start with your highest (ex. 5d Speed Up) and use the minimum amount of Speed Ups possible to finish the upgrade or get as close to finishing it with the amount of Speed Ups available.

New Councilor - Charlemagne (Leader)

View attachment 13416

Charlemagne’s vision as the exclusive ruler of the Franks was to unite all Germanic people under Christianity. He pursued this goal by waging a three-decade long war against the Saxtons, eventually winning the conflict and putting in place extreme laws against all non-Christian people. At the same time as his conquest against the Saxtons, he conquered the kingdom of Lombards in northern Italy, as well as the Moors in northern Spain, instilling Christianity and supporting the Church anywhere he and his army went. Later, he would be crowned the Emperor of the Holy Roman Empire by Leo III, thus creating a new empire that would remain in power for over 800 years. While Charlemagne did not gain any additional authority from this title, it did formalize his rule over his conquered territory, and allowed him to lay the foundations for the newly established Holy Roman Empire.

Charlemagne’s legacy lives on in many forms, not the least of which is through his sword he wielded in battle. His Joyeuse Sword has been on display in the Louvre Museum, and has also been used in numerous coronation ceremonies of French Kings since his death in 814 AD. His arm has also been preserved in a reliquary upon his canonization long after his death in 1481, however the modern catholic church does not formally recognize Charlemagne as a saint.

In DomiNations, his stats will increase the damage output of your Paratroopers and increase the HP of your Heavy Cavalry in both Primary and War Hall versions. You can start recruiting Charlemagne on 6/9!

CommonUncommonRareEpicLegendary
Heavy Cavalry HP +6%Heavy Cavalry HP +8%Heavy Cavalry HP +11%Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +6%Paratrooper DMG +8%Paratrooper DMG +10%Paratrooper DMG +12%
Enemy Tower DMG -15%Enemy Tower DMG -18%Enemy Tower DMG -24%
Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +12%

Manufactory - Rush Materials
You’ll now be able to speed up your Manufactory Material production by spending Crowns. In the Manufactory Production screen, you’ll now see a button that will allow you to purchase 10 of a Material.


MaterialCost (Crowns)
Carbon15
Titanium30
Iron40
Thermic Brass75
Plastic25
Glass45
Polycarbonate20
Fiber Mesh80
Siliconite50
Biofoil70
Platinum250


Additional Updates
  • Multiple Localization updates
  • Minor UI Graphical tweaks
  • Changed Library Tech level based Troop names to generic Troop Names
    • EX. Spearhead Machine Gun II DMG should now read as Machine Gun Infantry DMG
      • Plans are underway to also do the same to University. We’re hoping to create consistency with descriptions throughout the game.
  • Fixed a crash caused by upgrading the Alliance Gate with reduced citizen requirements researched.
  • Updated Tournament of Glory Encyclopedia entry for better understanding with the Glory Decay system.
I’d like to bring up an issue that has been affecting the competitive side of the game for a very long time: Coalition buffs not applying properly in Friendly Challenges.



This has been a consistent problem, and the community has asked for it to be addressed countless times, yet it continues to get pushed aside. It’s frustrating, especially for war-focused alliances that rely on Friendly Challenges to practice new strategies and test base designs.



Right now, Friendly Challenges do not reflect real war conditions because coalition buffs don’t work at all. This makes it impossible to accurately test or prepare for war attacks. What’s the point of practicing if the conditions are different from the actual battlefield?



Fixing this would be a massive quality-of-life improvement for everyone, from casual players looking to improve to top-tier war alliances striving for competitive excellence. It would help players learn, prepare, and compete more effectively, and ultimately, it would strengthen the war scene across the board.



Please, stop letting this issue fall through the cracks. It’s not just a small tweak, it’s a necessary fix that would benefit the entire player base.
 
Last edited:
View attachment 13415
Greetings Leaders,

DomiNations Update 12.18 shapes up to be a massive release with the first wave of our Combat Rebalance initiative highlighted in our Road Ahead 2025 Post. We’re also implementing a second set of updates in our Replay rework! Both of these quality of life updates have a special write-up from the folks working directly on these projects to give insight into the process!
In that same vein of ‘Quality of Life’, we’re adding a faster way to utilize Speed Ups to complete your upgrades. Update 12.18 also introduces the next Councilor, and the Manufactory now allows you to purchase Materials. Then, finally, minor UI and Graphical fixes.

Replay Reliability pt. 2
If you missed our write-up on the current status of the Replay work that went into this update, catch up on the full details ‘here’. To highlight, Replays have been undergoing a massive overhaul to correct and implement the many changes that have arrived in DomiNations. While the current state of Replays with update 12.18 offers markedly improved results, there is still more to be done before we’re ready to say we’re 100% complete. Be sure to check out the post to see what improvements were made, how replays got to where they were, and what we’ll be doing for the future!

Combat Rebalance Initiative - Fighters & Defenders
In our Road Ahead 2025 post, we discussed our plans to introduce incremental steps for rebalancing combat within DomiNations. 12.18 releases some changes to Fighters and Defenders, and to share some insight on this process, we have our Game Designer, RAH-66, to talk about the upcoming changes!




Hello Leaders!

Today, we’re going to talk about the new series of updates we are working on called the Combat Rebalance Initiative. We want the DomiNations battle experience to be what YOU make it. Do you love setting up a Museum loadout for several different army compositions? We want you to feel empowered to try multiple strategies and remove any gates that prohibit you from doing so. Do you love watching attackers fall to your horde of defenders and insatiable Air Defense? We want to see you thrive and be an asset to your Alliance in World War. Do you just think Assault Vehicles are neat? We want you to have an avenue to succeed with them.

Here are our goals for the Combat Rebalance Initiative as a whole:
  1. Ensure there is a wide array of viable strategies that can be used to win battles.
  2. Ensure defensive play is just as viable as offensive play.
  3. Ensure that every unit, tactic, and building has a distinct reason to be invested in and brought to battle.

So, without further ado, let's talk about the problem areas tackled in the first wave of Combat Rebalances.

Fighters are the first Airstrip Troop players unlock. Their presence on the battlefield is felt the instant a player unlocks them. In earlier ages, the Fighter performed its role as a Defender Destroyer quite well. It is a moderately strong unit, with the best Population to Hitpoint ratio in the entire Airstrip and, with a bit of library research, even provides suppression on Defensive Buildings it strikes. It isn’t until later ages in the game that Fighters become a problem. Its role as a Defender Destroyer loosens as it gains levels and players unlock a second Airstrip. The Fighter becomes nigh unbeatable at very high levels of play, and can easily destroy Buildings and Defenders alike, leaving little room for defensive players to actually interact with the attacking strategy, especially when the attacker concentrates all of their Fighters on destroying the building that is meant to counter it - the Air Defense.

Defenders themselves also perform more desirably in earlier ages than later ages, but to a lesser degree. In later ages, they often clump together, resulting in one of two situations: either the entire defending Army gets destroyed immediately, or they form a completely impenetrable wall with no way to press forward as an attacker. There isn’t currently enough difference between the types of Defenders to force attackers to prioritize where they send their Defender Destroyers.

The following changes are being implemented to address these problems and better align the units with their intended roles.

  1. Fighter
    • Changed “DPS vs Defenders” bonus text to say “DPS vs Cavalry and Heavy Tanks”
      • Fighters have always functioned this way in-game; we simply updated the text here to be more accurate.
    • Marginally increased Movement Speed
    • Slightly increased Turn Speed
    • Reduced base damage by 50%
    • Increased Damage vs Cavalry and Heavy Tanks by 100%
      • This neutralizes the 50% base damage reduction when damaging Cavalry and Heavy Tanks
    • Increased Damage vs Infantry by 100%
      • This neutralizes the 50% base damage reduction when damaging Infantry
    • Reduced Damage to Air Defense, Town Center, and Drone Command by 40%
  2. Heavy Infantry Defender
    • Dramatically increased Movement Speed
  3. Ranged Infantry Defender
    • Dramatically increased Movement Speed to match Heavy Infantry Defender
  4. Bazooka Defender
    • Marginally increased Movement Speed
  5. Machinegun Defender
    • Very slightly decreased Movement Speed to match Bazooka Defender
  6. Heavy Tank Defender
    • Slightly decreased Movement Speed
  7. Garrison and Tank Depot
    • All upgrades now require 4 Citizens instead of some requiring 6 Citizens
To highlight a few things, these changes accomplish:
  • Allows the Fighter to flourish as the on-demand Defender Destroyer, evading more S.A.M. Batteries and G.C.I. Radars with tighter turns and reach their target and redeployment zone faster.

  • Increases the viability of defensive strategies against Fighter-only army compositions.
  • Allows defenders to spread out on the battlefield, resulting in a more complex defensive strategy.
  • Increases the lethality of Heavy and Ranged Infantry Defenders, resulting in both more useful foot-troop defenders as well as more opportunities for attackers to exploit less-defended areas of the map.
You’ll also notice the Garrison and Tank Depot upgrades will no longer increase their Citizen requirement after a certain level. While not directly combat-related, we believe this change ungates defender-focused strategies and resolves a frustrating inconsistency in the game. Please note that this change only affects upgrades that start after downloading the latest update.

We will be carefully monitoring the results of these changes, and if need be, tweaking things in the future to ensure these units land in the right place. These are just the first steps to tackling our goals in making combat in DomiNations the best it can be, with more updates to come in future releases!

What would you like to see in future combat-based updates? We value your feedback. Thank you for reading, Leaders!





Speed Up Auto Fill
We’re adding a new button for players to easily use their stores of Speed Ups. In Update 12.18, when speeding up an upgrade, you’ll now see the ‘Autofill Speed Ups’ option. Tapping this will use the Speed Ups you own to complete the Upgrade. The Speed Ups used will start with your highest (ex. 5d Speed Up) and use the minimum amount of Speed Ups possible to finish the upgrade or get as close to finishing it with the amount of Speed Ups available.

New Councilor - Charlemagne (Leader)

View attachment 13416

Charlemagne’s vision as the exclusive ruler of the Franks was to unite all Germanic people under Christianity. He pursued this goal by waging a three-decade long war against the Saxtons, eventually winning the conflict and putting in place extreme laws against all non-Christian people. At the same time as his conquest against the Saxtons, he conquered the kingdom of Lombards in northern Italy, as well as the Moors in northern Spain, instilling Christianity and supporting the Church anywhere he and his army went. Later, he would be crowned the Emperor of the Holy Roman Empire by Leo III, thus creating a new empire that would remain in power for over 800 years. While Charlemagne did not gain any additional authority from this title, it did formalize his rule over his conquered territory, and allowed him to lay the foundations for the newly established Holy Roman Empire.

Charlemagne’s legacy lives on in many forms, not the least of which is through his sword he wielded in battle. His Joyeuse Sword has been on display in the Louvre Museum, and has also been used in numerous coronation ceremonies of French Kings since his death in 814 AD. His arm has also been preserved in a reliquary upon his canonization long after his death in 1481, however the modern catholic church does not formally recognize Charlemagne as a saint.

In DomiNations, his stats will increase the damage output of your Paratroopers and increase the HP of your Heavy Cavalry in both Primary and War Hall versions. You can start recruiting Charlemagne on 6/9!

CommonUncommonRareEpicLegendary
Heavy Cavalry HP +6%Heavy Cavalry HP +8%Heavy Cavalry HP +11%Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +6%Paratrooper DMG +8%Paratrooper DMG +10%Paratrooper DMG +12%
Enemy Tower DMG -15%Enemy Tower DMG -18%Enemy Tower DMG -24%
Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +12%

Manufactory - Rush Materials
You’ll now be able to speed up your Manufactory Material production by spending Crowns. In the Manufactory Production screen, you’ll now see a button that will allow you to purchase 10 of a Material.


MaterialCost (Crowns)
Carbon15
Titanium30
Iron40
Thermic Brass75
Plastic25
Glass45
Polycarbonate20
Fiber Mesh80
Siliconite50
Biofoil70
Platinum250


Additional Updates
  • Multiple Localization updates
  • Minor UI Graphical tweaks
  • Changed Library Tech level based Troop names to generic Troop Names
    • EX. Spearhead Machine Gun II DMG should now read as Machine Gun Infantry DMG
      • Plans are underway to also do the same to University. We’re hoping to create consistency with descriptions throughout the game.
  • Fixed a crash caused by upgrading the Alliance Gate with reduced citizen requirements researched.
  • Updated Tournament of Glory Encyclopedia entry for better understanding with the Glory Decay system.
Ne zaman yayınlanacak bu güncelleme
 
Why are people yelling at each other instead of our one common enemy? Come on guys stay on the same page. This isn't your high school drama stage.
 
Nah this is a good change. Fighters should not be able to take out the tc in one run. Thats literally such a dumb and cheap tactic and if you rely on that then cry me a river lol
 
  • Haha
Reactions: I.D
Nah this is a good change. Fighters should not be able to take out the tc in one run. Thats literally such a dumb and cheap tactic and if you rely on that then cry me a river lol
Not too mention a fighter legendary artifacts are easily to get not cheap but easy to obtain.

Then most run hangers, and upper levels running FSH makes fighters and bombers pretty much unstoppable.

Now also you combine FSH,NH Hanger and tactical heli with infill destroy most if not all AA towers now all they have left to do is scan, deploy their drone with eagle eye and strife base till it 100% 5 star about 2:30 for bomber 3 min for fighter. Ground troops are just a secondary option at top levels.
 
One single Tup without recon took down a 180 adth Gloves+Filipino base’s tower easily. Though I'm sure his council isn't as good as Ahmad’s.
If you still don't believe, you can test it yourself.
You are the same guy who recorded the attack. There are only 2 options:
1) Have more DMG stats
2) Deactivate enemy museum or coalitions
 
View attachment 13415
Greetings Leaders,

DomiNations Update 12.18 shapes up to be a massive release with the first wave of our Combat Rebalance initiative highlighted in our Road Ahead 2025 Post. We’re also implementing a second set of updates in our Replay rework! Both of these quality of life updates have a special write-up from the folks working directly on these projects to give insight into the process!
In that same vein of ‘Quality of Life’, we’re adding a faster way to utilize Speed Ups to complete your upgrades. Update 12.18 also introduces the next Councilor, and the Manufactory now allows you to purchase Materials. Then, finally, minor UI and Graphical fixes.

Replay Reliability pt. 2
If you missed our write-up on the current status of the Replay work that went into this update, catch up on the full details ‘here’. To highlight, Replays have been undergoing a massive overhaul to correct and implement the many changes that have arrived in DomiNations. While the current state of Replays with update 12.18 offers markedly improved results, there is still more to be done before we’re ready to say we’re 100% complete. Be sure to check out the post to see what improvements were made, how replays got to where they were, and what we’ll be doing for the future!

Combat Rebalance Initiative - Fighters & Defenders
In our Road Ahead 2025 post, we discussed our plans to introduce incremental steps for rebalancing combat within DomiNations. 12.18 releases some changes to Fighters and Defenders, and to share some insight on this process, we have our Game Designer, RAH-66, to talk about the upcoming changes!




Hello Leaders!

Today, we’re going to talk about the new series of updates we are working on called the Combat Rebalance Initiative. We want the DomiNations battle experience to be what YOU make it. Do you love setting up a Museum loadout for several different army compositions? We want you to feel empowered to try multiple strategies and remove any gates that prohibit you from doing so. Do you love watching attackers fall to your horde of defenders and insatiable Air Defense? We want to see you thrive and be an asset to your Alliance in World War. Do you just think Assault Vehicles are neat? We want you to have an avenue to succeed with them.

Here are our goals for the Combat Rebalance Initiative as a whole:
  1. Ensure there is a wide array of viable strategies that can be used to win battles.
  2. Ensure defensive play is just as viable as offensive play.
  3. Ensure that every unit, tactic, and building has a distinct reason to be invested in and brought to battle.

So, without further ado, let's talk about the problem areas tackled in the first wave of Combat Rebalances.

Fighters are the first Airstrip Troop players unlock. Their presence on the battlefield is felt the instant a player unlocks them. In earlier ages, the Fighter performed its role as a Defender Destroyer quite well. It is a moderately strong unit, with the best Population to Hitpoint ratio in the entire Airstrip and, with a bit of library research, even provides suppression on Defensive Buildings it strikes. It isn’t until later ages in the game that Fighters become a problem. Its role as a Defender Destroyer loosens as it gains levels and players unlock a second Airstrip. The Fighter becomes nigh unbeatable at very high levels of play, and can easily destroy Buildings and Defenders alike, leaving little room for defensive players to actually interact with the attacking strategy, especially when the attacker concentrates all of their Fighters on destroying the building that is meant to counter it - the Air Defense.

Defenders themselves also perform more desirably in earlier ages than later ages, but to a lesser degree. In later ages, they often clump together, resulting in one of two situations: either the entire defending Army gets destroyed immediately, or they form a completely impenetrable wall with no way to press forward as an attacker. There isn’t currently enough difference between the types of Defenders to force attackers to prioritize where they send their Defender Destroyers.

The following changes are being implemented to address these problems and better align the units with their intended roles.

  1. Fighter
    • Changed “DPS vs Defenders” bonus text to say “DPS vs Cavalry and Heavy Tanks”
      • Fighters have always functioned this way in-game; we simply updated the text here to be more accurate.
    • Marginally increased Movement Speed
    • Slightly increased Turn Speed
    • Reduced base damage by 50%
    • Increased Damage vs Cavalry and Heavy Tanks by 100%
      • This neutralizes the 50% base damage reduction when damaging Cavalry and Heavy Tanks
    • Increased Damage vs Infantry by 100%
      • This neutralizes the 50% base damage reduction when damaging Infantry
    • Reduced Damage to Air Defense, Town Center, and Drone Command by 40%
  2. Heavy Infantry Defender
    • Dramatically increased Movement Speed
  3. Ranged Infantry Defender
    • Dramatically increased Movement Speed to match Heavy Infantry Defender
  4. Bazooka Defender
    • Marginally increased Movement Speed
  5. Machinegun Defender
    • Very slightly decreased Movement Speed to match Bazooka Defender
  6. Heavy Tank Defender
    • Slightly decreased Movement Speed
  7. Garrison and Tank Depot
    • All upgrades now require 4 Citizens instead of some requiring 6 Citizens
To highlight a few things, these changes accomplish:
  • Allows the Fighter to flourish as the on-demand Defender Destroyer, evading more S.A.M. Batteries and G.C.I. Radars with tighter turns and reach their target and redeployment zone faster.

  • Increases the viability of defensive strategies against Fighter-only army compositions.
  • Allows defenders to spread out on the battlefield, resulting in a more complex defensive strategy.
  • Increases the lethality of Heavy and Ranged Infantry Defenders, resulting in both more useful foot-troop defenders as well as more opportunities for attackers to exploit less-defended areas of the map.
You’ll also notice the Garrison and Tank Depot upgrades will no longer increase their Citizen requirement after a certain level. While not directly combat-related, we believe this change ungates defender-focused strategies and resolves a frustrating inconsistency in the game. Please note that this change only affects upgrades that start after downloading the latest update.

We will be carefully monitoring the results of these changes, and if need be, tweaking things in the future to ensure these units land in the right place. These are just the first steps to tackling our goals in making combat in DomiNations the best it can be, with more updates to come in future releases!

What would you like to see in future combat-based updates? We value your feedback. Thank you for reading, Leaders!





Speed Up Auto Fill
We’re adding a new button for players to easily use their stores of Speed Ups. In Update 12.18, when speeding up an upgrade, you’ll now see the ‘Autofill Speed Ups’ option. Tapping this will use the Speed Ups you own to complete the Upgrade. The Speed Ups used will start with your highest (ex. 5d Speed Up) and use the minimum amount of Speed Ups possible to finish the upgrade or get as close to finishing it with the amount of Speed Ups available.

New Councilor - Charlemagne (Leader)

View attachment 13416

Charlemagne’s vision as the exclusive ruler of the Franks was to unite all Germanic people under Christianity. He pursued this goal by waging a three-decade long war against the Saxtons, eventually winning the conflict and putting in place extreme laws against all non-Christian people. At the same time as his conquest against the Saxtons, he conquered the kingdom of Lombards in northern Italy, as well as the Moors in northern Spain, instilling Christianity and supporting the Church anywhere he and his army went. Later, he would be crowned the Emperor of the Holy Roman Empire by Leo III, thus creating a new empire that would remain in power for over 800 years. While Charlemagne did not gain any additional authority from this title, it did formalize his rule over his conquered territory, and allowed him to lay the foundations for the newly established Holy Roman Empire.

Charlemagne’s legacy lives on in many forms, not the least of which is through his sword he wielded in battle. His Joyeuse Sword has been on display in the Louvre Museum, and has also been used in numerous coronation ceremonies of French Kings since his death in 814 AD. His arm has also been preserved in a reliquary upon his canonization long after his death in 1481, however the modern catholic church does not formally recognize Charlemagne as a saint.

In DomiNations, his stats will increase the damage output of your Paratroopers and increase the HP of your Heavy Cavalry in both Primary and War Hall versions. You can start recruiting Charlemagne on 6/9!

CommonUncommonRareEpicLegendary
Heavy Cavalry HP +6%Heavy Cavalry HP +8%Heavy Cavalry HP +11%Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +6%Paratrooper DMG +8%Paratrooper DMG +10%Paratrooper DMG +12%
Enemy Tower DMG -15%Enemy Tower DMG -18%Enemy Tower DMG -24%
Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +12%

Manufactory - Rush Materials
You’ll now be able to speed up your Manufactory Material production by spending Crowns. In the Manufactory Production screen, you’ll now see a button that will allow you to purchase 10 of a Material.


MaterialCost (Crowns)
Carbon15
Titanium30
Iron40
Thermic Brass75
Plastic25
Glass45
Polycarbonate20
Fiber Mesh80
Siliconite50
Biofoil70
Platinum250


Additional Updates
  • Multiple Localization updates
  • Minor UI Graphical tweaks
  • Changed Library Tech level based Troop names to generic Troop Names
    • EX. Spearhead Machine Gun II DMG should now read as Machine Gun Infantry DMG
      • Plans are underway to also do the same to University. We’re hoping to create consistency with descriptions throughout the game.
  • Fixed a crash caused by upgrading the Alliance Gate with reduced citizen requirements researched.
  • Updated Tournament of Glory Encyclopedia entry for better understanding with the Glory Decay system.
When will it be updated? The last two updates are very long.
 
Of all the things you could have fixed in this game, you thought ‘there are only three types of air attack, let’s nerf one of them’ now there are only two to choose from and all the players that spent months and years building fighter museums can just start over. Great work guys. Great work. Really awesome.
 
You are the same guy who recorded the attack. There are only 2 options:
1) Have more DMG stats
2) Deactivate enemy museum or coalitions
It's funny how we can all do things only you can't. You should complain to customer service about your gaming experience or just shut up. Make sure download this game before you post these hilarious comments🤣
 
You are the same guy who recorded the attack. There are only 2 options:
1) Have more DMG stats
2) Deactivate enemy museum or coalitions
I’m not. Any veteran fighter or bomber attacker like Witcat, Pokusay, Awesomeness in this thread knows that one Tup is enough to kill the tower or mortar at 170adth(Gloves) Filipino base in most cases. You could obviously take a minute to validate this claim instead of writing these ridiculous words. We have nothing further to discuss. Have a nice day.
 
Fighters & bombers are fine as they are.
The only thing that needs rebalancing is the recon TT.

this is the one and only reason for any imbalance between defense and offense.

besides that it would be good to do a rebalance on useless troops that have been left on the sidelines for many years. ( MGs, RPGs, HTs,MRLs, Cavalry tanks, riflemen, AVs etc)
 
I was expecting a gathering of fighter players in the discussion of this thread, but there was someone who is completely unaware of Tup damage mixed in with them😅
 
This is the core issue many players are concerned about—fighters are currently used primarily to target defensive structures and buildings, not just defenders. While this may differ from their original design, players have adapted and found an effective way to use them within the current game mechanics. Changing that now throws a wrench into the attacking dynamic and risks making fighters effectively useless in high-level play.
Not at all, they get a 100% increase against defenders, and in high level attacks the defenders are quite possibly the bigger headache. We will have to see it in action but without trying it I don't understand all the commotion.
 
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