You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.

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3 comments by jk.illwinter on Nov 13th, 2013

This patch focuses on caves. Agartha has got many improvements like new units, pretender gods, national spells, heroes, unique names and improved income from cave provinces. Early Agartha has now also got the means to open the seals they guard with a new ritual and release whatever horrors are within. Caves on random maps will now sometimes be cave forests which provides more income than ordinary caves. There are also some new spells to summon cave monsters that can only be cast in caves.

Agartha Gods

GAME  Major changes to Agartha in all three ages
GAME  Extra income/resources in caves for some nations
GAME  Rebalancing for summoning spells
GAME  Typos fixed
GAME  Unit stat fixes
GAME  Descriptions updated
GAME  Some battle sound effects where not affected by volume setting
GAME  Swallower could try to chase after already swallowed units
GAME  Ether Gate raises magic level
GAME  Ermor can buy 1 defence in pop 0 provinces now
GAME  Random event fixes
GAME  Dementia got cured when removing items
GAME  Fix for units with missile weapons in wrong order and a lost arm
GAME  Random caves did not get cave names, fixed
GAME  Blood sacrifices by disciples did not work properly
GAME  Medallion of vengeance improved
GAME  Spells that required a second path were not greyed out properly
GAME  No snow/rain in caves
GAME  New cave critters
GAME  New cave indeps
GAME  Indep Abysians (lava-born)
GAME  Undead cannot bleed
GAME in Credits
GAME  Tough monsters would stay behind troops instead of attacking, fixed.
GAME  --quiet now prints less
GAME  Secondshape don't heal afflictions
GAME  Global event darkness works now
GAME  Improved pluralisation of unit names
GAME  --newgame for scripts that want to create new games
GAME  Innate spellcasters didn't always cast their spells
GAME  New graphics for Weapons of Sharpness
GAME  Nation restrictions persited after cancelling out of a scenario
GAME  Horrors that refuse to rout do not get -4 to att/def
GAME  Truly ethereal beings could be invisible
GAME  Bubbles in non deep water were incorrect
GAME  Never shape change into forms that drown
GAME  New terrains: Cave forests and cave seas with proper looks
GAME  Could start network game with disciples without a team
GAME  It was possible to fire rear by using shortcuts
GAME  Rectangular maps were cut off in map preview.
GAME  Network bug after you had lost and reconnected fixed
GAME  Print battle message when units flee off the battlefield
GAME  Some afflictions were not printed correctly
GAME  New god title
GAME  Commanders with priest magic are now always considered sacred
GAME  Max 50% damage in limbs now takes modified max HP into account.
GAME  Units fleeing from random events disappeared form world
GAME  Limited recruitment of 2+ different unit types at once didn't work
GAME  Corpse Constructs stun units attacking them in melee
GAME  Mid R'lyeh can now recruit Hybrid Commander in coastal forts
GAME  New spell: Unleash Imprisoned Ones
GAME  New spells: Bind Penumbral, Summon Penumbrals, Summon Umbrals, Olm Conclave
GAME  New spells: Hall of Statues, Revive Cavern Wights, Summon Cave Grubs
GAME  New spells: Summon Cave Cows, Summon Cave Crab, Animate Mercury
GAME  New spells: Living Mercury, Nightmare Construction, Hidden Underneath
GAME  About 35 new units and monsters, mostly related to caves and Agartha.
GAME  New magic items: Storm Spool, Mercury Barrel

AI  Fix for reanimation
AI  AI bid for mercs was incorrect, fixed
AI  AI recruitment priorities improved
AI  Improved AI spell targeting
AI  AI will recruit more spies

MAPS  Fixes for BigBlackPeaks
MAPS  Fixed missing connection on Frosted Lands
MAPS  Map command #nonamefilter didn't work
MAPS  Removed preset province names on Valanis map
MAPS  Black text color for Valanis map
MAPS  Fixed battle look for floating islands on Valanis map
MAPS  --rugedness, to set random map rugedness from command line
MAPS  Maps with #defence >100 would crash, fixed
MAPS  Cave forests on random maps
MAPS  Bunch of random maps now uses rugedness setting too
MAPS  More names for plain and forest provinces

MODDING  New monster mod commands: #indepmove, #cleanshape, #reanimator, #defector, #nohof
MODDING  New monster mod commands: #reqlab, #reqtemple
MODDING  Pink shadow when highligting modded units fixed
MODDING  Modding: #cold... commands didn't work
MODDING  Game could crash when adding names to a new nametype
MODDING  Modding: Master Smith value can be negative
MODDING  Modding: makemonsters work with negative values too
MODDING  New mod nations could not be selected for network play
MODDING  Scoregraphs for new mod nations could not be hidden
MODDING  New monster and item mod commands: #deathfire, #deathparalyze
MODDING  Mod banners placed at the right edge of widescreen displays too
MODDING  New mod commands #deserter, #horrordeserter
MODDING  It was possible to make the game freeze with incorrect shape modding commands

Post comment Comments  (50 - 60 of 411)
Iron_Duke Oct 16 2013, 2:40pm says:

Dom3 player here, anything new bigtime? I'll just jump in for a new noob multiplayer.

+3 votes     reply to comment
iSeenUB4 Oct 16 2013, 10:45pm replied:

New Pretenders
New mode: Disciples (You can create teams now)
Map Movement reworked
Scales were reworked
Blesses have been modified
Taxation was removed
Lemuria is back from Dom2 in LA replacing LA Ermor which is now in MA.
Updated UI (No need to rename anymore)

+1 vote     reply to comment
ran88dom99 Oct 20 2013, 9:08pm replied:

"taxation removed" Wut? Ooh commander queue!
How about;
Reoccurring forging like shift-m rituals?
Transfer all constructed units from one province to another automatically so i don't have to load a transport commander then move it then unload it...
Queue orders for commanders mainly to move them long distances?
Descriptions of magic spells gives all the math? Some indication in spell names and item icons what the common use of said item is?
Auto set defense in newly conquered provinces?

+3 votes     reply to comment
jtrowell Oct 17 2013, 4:56am replied:

- recruit commander queue separate from the units
- you can make your recruit order auto-repeat (both for commanders and/or units)
- you can queue the recruit of several commanders if you have the gold
- some units and commanders (mainly cap only mages) are slow to recruit (take 3 turns to recruit)
- some units have a recruit limit per turn (hydras are limited to 1/turn for exemple)
- Hammers now reduce item forging by 2 gems total (if you forge a multi path item, you will pay one less of each gem, so still 2 total)
- Gem generators like clams and blood stone now only make temporary gems that are generated only during battle, so not useable for rituals, only for combat spells, and you cannot accumulate them from turn to turn
- heat/cold national preference is no longer design point bonus, setting your scale to the national preference is now the base for "0 point".
- research cost have been changed, you will notice that mage get more research points, but the research cost increase more, so it is relatively fast to search the first levels, but it become harder and harder for level 6+, and getting to level 9 in any path take a long time so you probably won't get to there in more than 1 or 2 path in a normal game, if you even get there
- Gift of health has been moved to Enchantement 6 in a recent beta patch (was 5 before), and as it's now take much more longer to get to 6 that to 5 in a path, this make harder to race to it in the early game, as you will probably want to get other paths to level 3~4 first

... and many other things that I forget

+2 votes     reply to comment
jtrowell Oct 17 2013, 5:15am replied:

Another thing: elemental resistance now work like a fixed damage reduction (not unlike protection), so you no longer have "25% poison resistance" or "100% fire resistance", but will get something like "5 damage resistance" or "25 fire resistance" instead.

This means that no unit is trully immune to an element at 100% (but a high resistance value can still be almost the same), but lower resistance now become much more useful.

Now at last the natural low poison resistance from lizards means that they can effectively resist the poison from their poison slinger (MA C'tis). Sure, a few poison damage points will often pass the resistance (5 damage versus 5 resistance), but it will be manageable.

+3 votes     reply to comment
WayneFZU Oct 13 2013, 1:14pm says:

No Dominion. If there are no White Candles on the map,no one believes in your God, you lose. Black Candles symbolize enemy Dominion, recruit Priests, build Temples and preach, next Time.

+2 votes     reply to comment
shimwooley Oct 13 2013, 3:44pm replied:

That was the issue ... TY !

+2 votes     reply to comment
shimwooley Oct 14 2013, 12:56am replied:

I really don't see how you could regret it. I love turn-based strategy games and this one is very complex ... so I vow to learn all of it !

+3 votes     reply to comment
Vulpes_Inculta Oct 14 2013, 8:24pm replied:

Well this game is cool, but there are always a possibility you will regret when you buy a game )) like with the Rome 2 =(

+3 votes     reply to comment
Swadius Oct 17 2013, 2:20am replied:

If you do find the singleplayer lackluster, I recommend trying out the multiplayer a bit before deeming this part of the Rome 2 tray of games.

+2 votes     reply to comment
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Dominions 4: Thrones of Ascension
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Released Jul 8, 2013
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Highest Rated (35 agree) 10/10

Well, as a newcomer to Doms world, it may seems an exageration score. But as a veteran player, more oriented to strategy (TBS mainly: Civ saga, HOMM, Age of Wonders saga, Fallen Enchantres and many more on this style), this game is simply THE GAME. I've frecuently read that dominions games are not for everybody. The learning curve and the micromanagement required are very important. And they increase as the turns goes on. I think that only by digging deep and reading guides you can get the juice…

Aug 25 2013, 10:51am by Solosol

Lowest Rated (18 agree) 3/10

How can people play this game with such a terrible User Interface? It does not even let you do something basic like saving the setup of your troops for quickly reusing at another time. You can save a copy of the orders but not the placing, so you have to individually place each group of troops each and every time even if you just want an identical copy of your previous setup. This might be a decent game if you have the patience but there is so much room for improvement it is embarrassing and the…

Nov 7 2013, 4:09am by sothishell666

Turn Based Strategy
Single, Multiplayer & Co-Op
Dominions 4: Thrones of Ascension, Released Jul 8, 2013
Dominions 3: The Awakening, Released Oct 14, 2006
Dominions II: The Ascension Wars, Released Nov 13, 2003
Dominions: Priests, Prophets & Pretenders, Released Sep 21, 2002
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