Dominions II
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Dominions II
''Dominions II: The Ascension Wars'' is a 4X turn-based, computer strategy game. It was developed by Illwinter Game Design and published by Shrapnel Games. The game was released on November 14, 2003 in North America for Microsoft Windows, Mac OS X and Linux. ''Dominions II: The Ascension Wars'' was the sequel to '' Dominions: Priests, Prophets and Pretenders''. It was followed by '' Dominions 3: The Awakening'' in 2006. Gameplay ''Dominions II: The Ascension Wars'' is a 4X turn-based, computer strategy game. The players play the role of the god of one out of 17 different nations and battle each other for the dominance of a fantasy world. At the most basic level, ''Dominions II'' is similar to '' Risk''. It is also similar to '' Civilization''. The world is divided into many provinces that change hands after a tactical battle. The players use armies of men and monsters to fight these battles. Game planning and startup The players and game host (who may also play) ...
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Illwinter Game Design
Illwinter Game Design is the name of a small software company in Sweden composed of Johan Karlsson and Kristoffer Osterman. The company was started in the 1990s under the name ''Bogus Game Design'', but later changed its name. Registered officially as Illwinter since September 18, 2001, the team's product catalogue includes two long-running series of fantasy strategy games: ''Conquest of Elysium'' and ''Dominions''. Illwinter's games are characterized by large amount of content, depth, lasting playability, support for multiple platforms (Linux, Mac OS X, Solaris and Windows included), good multiplayer support and simple visual and sound effects. Labor division within the tiny team is simple: Kristoffer Osterman creates the units, spells and descriptions, while Johan Karlsson makes everything else work. Both Johan Karlsson and Kristoffer Osterman have expressed their love for role-playing games, especially Ars Magica and roguelike Roguelike (or rogue-like) is a subgenre of ro ...
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Risk (game)
''Risk'' is a strategy board game of diplomacy, conflict and conquest for two to six players. The standard version is played on a board depicting a political map of the world, divided into forty-two territories, which are grouped into six continents. Turns rotate among players who control armies of playing pieces with which they attempt to capture territories from other players, with results determined by dice rolls. Players may form and dissolve alliances during the course of the game. The goal of the game is to occupy every territory on the board and, in doing so, eliminate the other players. The game can be lengthy, requiring several hours to multiple days to finish. European versions are structured so that each player has a limited "secret mission" objective that shortens the game. ''Risk'' was invented in 1957 by Albert Lamorisse, a French filmmaker, and it became one of the most popular board games in history, inspiring other popular games such as ''Axis & Allies ...
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Magic In Fiction
Magic in fiction is the endowment of characters or objects in works of fiction or fantasy with powers that do not naturally occur in the real world. Magic often serves as a plot device and has long been a component of fiction, since writing was invented. Historical beliefs Historically, witches such as the Weird Sisters in William Shakespeare's ''Macbeth,'' wizards such as Prospero in '' The Tempest'' or characters like Doctor Faustus in Christopher Marlowe's play of the same name were widely considered to be real. Contemporary authors tend to treat magic as an imaginary idea, opting to build their worlds with a blank slate where the laws of reality do not carry as much weight. Function Within a work of fantasy, magic can help to advance the plot, often providing power to heroes or to their opponents. The use of magic frequently manifests itself in a transformation of a character, if not the transformation of the fictional world. For magic to carry out its functions, it ...
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Forging
Forging is a manufacturing process involving the shaping of metal using localized compressive forces. The blows are delivered with a hammer (often a power hammer) or a die. Forging is often classified according to the temperature at which it is performed: cold forging (a type of cold working), warm forging, or hot forging (a type of hot working). For the latter two, the metal is heated, usually in a forge. Forged parts can range in weight from less than a kilogram to hundreds of metric tons.Degarmo, p. 389 Forging has been done by smiths for millennia; the traditional products were kitchenware, hardware, hand tools, edged weapons, cymbals, and jewellery. Since the Industrial Revolution, forged parts are widely used in mechanisms and machines wherever a component requires high strength; such forgings usually require further processing (such as machining) to achieve a finished part. Today, forging is a major worldwide industry. History Forging is one of the oldest known me ...
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Spell (paranormal)
An incantation, a spell, a charm, an enchantment or a bewitchery, is a magical formula intended to trigger a magical effect on a person or objects. The formula can be spoken, sung or chanted. An incantation can also be performed during ceremonial rituals or prayers. In the world of magic, wizards, witches, and fairies allegedly perform incantations. In medieval literature, folklore, fairy tales, and modern fantasy fiction, enchantments are charms or spells. This has led to the terms "enchanter" and "enchantress" for those who use enchantments. The English language borrowed the term "incantation" from Old French in the late 14th century; the corresponding Old English term was ''gealdor'' or '' galdor'', "song, spell", cognate to ON galdr. The weakened sense "delight" (compare the same development of "charm") is modern, first attested in 1593 (OED). Words of incantation are often spoken with inflection and emphasis on the words being said. The tone and rhyme of how the word ...
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Weighing Scale
A scale or balance is a device used to measure weight or mass. These are also known as mass scales, weight scales, mass balances, and weight balances. The traditional scale consists of two plates or bowls suspended at equal distances from a fulcrum. One plate holds an object of unknown mass (or weight), while known masses are added to the other plate until static equilibrium is achieved and the plates level off, which happens when the masses on the two plates are equal. The perfect scale rests at neutral. A spring scale will make use of a spring of known stiffness to determine mass (or weight). Suspending a certain mass will extend the spring by a certain amount depending on the spring's stiffness (or spring constant). The heavier the object, the more the spring stretches, as described in Hooke's law. Other types of scales making use of different physical principles also exist. Some scales can be calibrated to read in units of force (weight) such as newtons instead of unit ...
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Sacred
Sacred describes something that is dedicated or set apart for the service or worship of a deity; is considered worthy of spiritual respect or devotion; or inspires awe or reverence among believers. The property is often ascribed to objects (a " sacred artifact" that is venerated and blessed), or places (" sacred ground"). French sociologist Émile Durkheim considered the dichotomy between the sacred and the profane to be the central characteristic of religion: "religion is a unified system of beliefs and practices relative to ''sacred things'', that is to say, things set apart and forbidden." Durkheim, Émile. 1915. ''The Elementary Forms of the Religious Life''. London: George Allen & Unwin. . In Durkheim's theory, the sacred represents the interests of the group, especially unity, which are embodied in sacred group symbols, or using team work to help get out of trouble. The profane, on the other hand, involve mundane individual concerns. Etymology The word ''sacred'' des ...
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Castle
A castle is a type of fortified structure built during the Middle Ages predominantly by the nobility or royalty and by military orders. Scholars debate the scope of the word ''castle'', but usually consider it to be the private fortified residence of a lord or noble. This is distinct from a palace, which is not fortified; from a fortress, which was not always a residence for royalty or nobility; from a ''pleasance'' which was a walled-in residence for nobility, but not adequately fortified; and from a fortified settlement, which was a public defence – though there are many similarities among these types of construction. Use of the term has varied over time and has also been applied to structures such as hill forts and 19th-20th century homes built to resemble castles. Over the approximately 900 years when genuine castles were built, they took on a great many forms with many different features, although some, such as curtain walls, arrowslits, and portcullises, were ...
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House Rules
House rules are unofficial modifications to official game rules adopted by individual groups of players. House rules may include the removal or alteration of existing rules, or the addition of new rules. Such modifications are common in board games such as ''Monopoly'' and role-playing games such as ''Dungeons & Dragons''. Board games ''Monopoly'' is frequently played with slightly different rules to those provided by the manufacturers, to the extent that, according to a reviewer at ''Computer Gaming World,'' "virtually no-one plays the game with the rules as written". Some video game versions of ''Monopoly'' have options where popular house rules can be enabled. In 2014, Hasbro, the publisher of ''Monopoly'', used a Facebook poll to determine the five most popular house rules, then released a "House Rules Edition" of the game incorporating those rules. Role-playing games In role-playing games, the term house rule signifies a deviation of game play from the official rules. G ...
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Mod (computer Gaming)
Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game. Modding a game can also be understood as the act of seeking and installing mods to the player's game, but the act of tweaking pre-existing settings and preferences is not truly modding. Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work, and can be both fun for players playing the mods and as means of self-expression for mod developers. People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods. In cases where mods are very popular, players might have to clarify that they are r ...
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Software Patch
A patch is a set of changes to a computer program or its supporting data designed to update, fix, or improve it. This includes fixing security vulnerabilities and other bugs, with such patches usually being called bugfixes or bug fixes. Patches are often written to improve the functionality, usability, or performance of a program. The majority of patches are provided by software vendors for operating system and application updates. Patches may be installed either under programmed control or by a human programmer using an editing tool or a debugger. They may be applied to program files on a storage device, or in computer memory. Patches may be permanent (until patched again) or temporary. Patching makes possible the modification of compiled and machine language object programs when the source code is unavailable. This demands a thorough understanding of the inner workings of the object code by the person creating the patch, which is difficult without close study of the source ...
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Server (computing)
In computing, a server is a piece of computer hardware or software (computer program) that provides functionality for other programs or devices, called " clients". This architecture is called the client–server model. Servers can provide various functionalities, often called "services", such as sharing data or resources among multiple clients, or performing computation for a client. A single server can serve multiple clients, and a single client can use multiple servers. A client process may run on the same device or may connect over a network to a server on a different device. Typical servers are database servers, file servers, mail servers, print servers, web servers, game servers, and application servers. Client–server systems are usually most frequently implemented by (and often identified with) the request–response model: a client sends a request to the server, which performs some action and sends a response back to the client, typically with a result or acknowledg ...
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