![]() Hence, by really focusing on the mechanics that most matter, Dominions 5 I think does a great job of spending its complexity well to get an. Heck, 4X games with far less complexity often feel more bloated because they're trying to do far too many separate things at once, and in the TRPG space, I've experienced how Chronicles of Darkness doesn't seem complicated until you take into account how many separate systems and mechanics there are. Hence, while Dominions 5 is complex, it's also very focused in a way that often doesn't apply to complex strategy games. There are logistics, however, the player isn't managing supply convoys or similar, it's just something to encourage players not to make overly large armies, and that often relates directly to battles(Don't let troops starve!), or magic(forge items to allow extra food!). Similarly, while players can do things like trade gems with each other, there isn't really a lot of structured diplomacy, most of that has to be done more. Outside of that? Dominions 5 does not have a complicated economic system, given there are only three types of building(Forts, Labs, and Temples), only one of those structures can be upgraded, and there's no management of stuff like taxation in the game. However, in my experience, that complexity is really concentrated in two areas: Battles and Magic. To start with, Dominions 5, which I'm currently preparing for my first multiplayer game in, is indeed a really complicated fantasy war-game. ![]() To show this, I chose two extremely complex games I have a fair amount of experience with, which are Dominions 5 and Shadow Empire. However, I don't want that to be taken to mean complex games can't be great, or that the above principle can't be used in those games. ![]() ![]() So, one of the biggest lessons I've received in game design is the idea of complexity as a currency a designer uses to buy depth. ![]()
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