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Captain's Transport

Captain's Transport is the highest level of Transports currently available in the game.


“Deploy Paratroopers onto the battlefield from above. Paratroopers do not cause enemy defenders to spawn. Tap anywhere to designate the drop location. Transports must wait to load more troops before they can be re-deployed.”


Transports are the third type of air unit to use in the game DomiNations. They're unlocked by upgrading the Airstrip to level 3 in the Global Age.

General information[]

Transports airplane's AI is to fly to the target area from the nearest perimeter, drop Paratroopers, and then fly back to where it came from. It can be used repeatedly through the battle if it is not destroyed. Though it will take a few moment cool-down, before the Transports airplane can be deployed again.

Transports airplane takes 3 Air Space. It has 30s deployment cooldown (without boosts) and deploys 3 Paratroopers (without boosts) at the target area each time it runs.

The Paratroopers, once deployed, will attack the nearest building. Against Town Centers, they deal 85% less damage.

They won't trigger most enemy defenders to spawn; they only spawn the following: Generals, troops via hidden traps, and troops spawned via the signal flare). For clarity sake, they do trigger all traps.

From Heavy Transports above, Transports deploy Airborne Infantries instead of Paratroopers; this is only a name change.

Gallery[]

Statistics[]

Strength Deploys troops behind enemy lines Strength
Weakness Air defense, Paratroopers deal 85% less damage against City Centers Weakness
Favourite target Nearest building Favorite Target
Deployment Cooldown 30s Clock
Airborne Infantry Per Deployment 3 TroopSpace
Air space 3 TroopSpace
Training Time 1h 6m, 13m 12s(Season 7 - Swift & Stalwart) Clock
Transporter Plane Statistics
Name Age Airstrip Level HP Health icon Paratroopers HP Health icon Paratroopers / Airborne Infantry
DPS Damage
Paratroopers / Airborne Infantry
DPS vs Town Center Damage
Cost Oil icon Upgrade Cost Oil icon Upgrade Time Clock XP Gain Exp
Transport Mk.1 Global Age 3 3,540 3,250 500 75 455 - - -
Transport Mk.2 3,720 3,413 588 88 475 160,000 6d 1,395
Transport Mk.3 3,900 3,575 700 105 500 170,000
Transport Mk.4 4,104 3,751 805 120 525 180,000
Transport Mk.5 4,320 3,939 925 138 580 190,000
Transport Mk.6 4,536 4,141 1,063 159 635 200,000
Heavy Transport Mk.1 Atomic Age 4 4,764 4,355 1,095 164 670 210,000 7d 1,515
Heavy Transport Mk.2 4,992 4,563 1,128 169 700 220,000
Heavy Transport Mk.3 5,220 4,771 1,170 175 735 230,000
Heavy Transport Mk.4 5,484 5,010 1,205 180 770 235,000
Heavy Transport Mk.5 5,760 5,260 1,243 186 810 240,000
Heavy Transport Mk.6 6,048 5,522 1,278 191 850 245,000
Reinforced Transport Mk.1 Cold War Age 5 6,350 5,798 1,343 201 875 250,000 7d 12h 1,575
Reinforced Transport Mk.2 6,653 6,075 1,405 210 900 255,000
Reinforced Transport Mk.3 6,955 6,351 1,470 220 935 260,000
Reinforced Transport Mk.4 7,303 6,668 1,544 231 965 265,000 8d 1,630
Reinforced Transport Mk.5 7,668 7,001 1,622 243 990
Reinforced Transport Mk.6 8,052 7,350 1,704 255 1,020
Strategic Transport Mk.1 Space Age 6 8,657 7,746 1,798 269 875 270,000 8d 12h ?
Strategic Transport Mk.2 8,879 7,824 1,884 282 900
Strategic Transport Mk.3 9,323 8,042 1,965 294 935
Strategic Transport Mk.4 9,790 8,296 2,060 309 965 275,000 ?
Strategic Transport Mk.5 10,279 8,427 2,158 323 990
Strategic Transport Mk.6 10,794 8,615 2,255 338 1,020
Advanced Transport Mk.1 Digital Age 7 12,214 8,805 2,385 ? 1,060 280,000 9d 1,900
Advanced Transport Mk.2 11,654 9,000 2,456 1,005
Advanced Transport Mk.3 12,115 9,200 2,560 1,050
Advanced Transport Mk.4 12,590 9,420 2,665 1,100 285,000
Advanced Transport Mk.5 13,045 9,640 2,775 1,150
Advanced Transport Mk.6 13,500 9,860 2,890 1,200
Vanguard Transport Mk.1 Information Age 8 14,175 10,353 3,035 1,250 290,000 9d 10h 2,090
Vanguard Transport Mk.2 14,884 10,871 3,186 1,300
Vanguard Transport Mk.3 15,628 11,414 3,346 1,350
Vanguard Transport Mk.4 16,409 11,985 3,513 1,400 295,000
Vanguard Transport Mk.5 17,230 12,584 3,688 1,450
Vanguard Transport Mk.6 18,091 13,213 3,873 1,520
Spearhead Transport Mk.1 Drone Age 9 18,543 13,874 4,067 ? 1,570 300,000 10d? 2,300
Spearhead Transport Mk.2 19,007 14,568 4,270 ? 1,620
Spearhead Transport Mk.3 19,482 15,296 4,484 ? 1,670
Spearhead Transport Mk.4 19,969 16,061 4,708 ? 1,720 305,000
Spearhead Transport Mk.5 20,468 16,864 4,943 ? 1,770
Spearhead Transport Mk.6 20,980 17,707 5,190 ? 1,840
Captain's Transport Mk.1 Automation Age 10 21,520 18,639 5,368 1,910 310,000 10d 8h 2,710
Captain's Transport Mk.2 22,070 19,522 5,550 1,980
Captain's Transport Mk.3 22,750 20,410 5,782 2,060
Captain's Transport Mk.4 23,228 21,302 5,927 2,130 315,000
Captain's Transport Mk.5 23,903 21,998 6,184 2,200
Captain's Transport Mk.6 24,582 22,785 6,338 2,370

Boosts (Transports)[]

Council Committees[]

  • ?

Council Councilors[]

  • ?

Library Technology[]

  • Aviation
    • Ch. 5 = Increases Aircraft health by 10%.
  • Elite Paratroopers
    • Ch. 1 = +10% Transports hitpoints.
    • Ch. 2 = Reduces Transports deployment cooldown by 1 second.
    • Ch. 5 = Reduces Transports deployment cooldown by 2 seconds.
  • Microprocessor
    • Ch. 3 = Reduce unit's training time by 10%
    • Ch. 4 = Reduces the research time of Armory research by 5% .
  • Reconnaissance Aircraft
    • Ch. 2 = +25% to Aircraft flight speed
    • Ch. 4 = Reduces the deployment cooldown of Recons and Transports Aircraft by 10%

Manufactory[]

These stats assume you fully upgrade to a level 10 munition.

  • Composite Lining (for Transports)
    • -5% damage while moving
    • +16% hitpoints
    • -5% damage taken from defensive buildings
  • DRFM Jammer (for Transports)
    • -10% damage from traps
    • +27% hitpoints
    • -10% damage taken from Air Defense

Parliament Laws[]

  • Military Funding: Airstrip
    • Reduces all Airstrip Troop upgrade costs by 500 - 7,000 Oil to a minimum of free

Seasons[]

University[]

  • Amelia Earhart
    • Aircraft Upgrade Cost: -5% upgrade resource costs for Aircraft (5 levels).
    • Transports Hitpoints: Increases hitpoints of Transport aircraft by 3% (10 levels).

Wonders[]

  • Notre Dame
    • Unit Upgrade Discount: 10%
    • The Heritage at the Library Chapter 2 increases the discount bonus from +10% to +11%.
  • Pentagon
    • Reduces Airstrip's Units training time by 20%.

VIP Bonuses[]

  • Airstrip Troop Training Time
    • Level 7: 10%
    • Level 10: 15%
    • Level 15: 20%

Others[]

  • The French get a 20% reduction to training time.

Boosts (Paratroopers)[]

Council Committees[]

  • Washington's Revolution

Council Councilors[]

Library Technology[]

Manufactory[]

  • Nothing in the Manufactory applies to paratroopers (i.e., heavy infantry statistics do not, and damage statistics for Transport do nothing)

Parliament Laws[]

  • ?

Seasons[]

University[]

Wonders[]

  • The Versailles wonder confers these bonuses to the Paratroopers:
    • Hitpoint boost to both your attacking and defending troops: 10%
    • The Heritage at the Library Chapter 1 increases the hitpoint bonus from +10% to +11%.

Museum[]

  • Paratrooper
  • Barrack Troops lines do affect paratroopers despite them not being built in the barracks (it's a quirk) -- these generic lines are only found in legendary artifacts
  • The following museum lines do not affect paratroopers: Airstrip Troop, Heavy Infantry

Blessings[]

  • The Weapon and Armor blessings affect paratroopers in multiplayer; but paratroopers do not cause those blessings to expire. So, you can keep those blessings active by not dropping barrack troops, such as Infantry

War Coalitions[]

  • The Aztec and Cherokee offensive coalitions affect paratroopers; as paratroopers are seen as barrack troops

Strategies[]

  • Destroying anti-tank guns early in a battle; they are the biggest threat to paratroopers, use paratroopers to swarm the anti-tank gun as there are too many for it to take care of, or avoid them when possible
  • Although paratroopers trigger all traps, they do not trigger other defensive buildings that spawn troops. This makes the Shuttle's Scan tactic useful with Transport; mainly to trigger signal flares and SAMs
  • In war, a useful strategy is to destroy the Town Center (TC) first with paratroopers. Because they do 85% less damage against the TC, an Assault Rally and/or Recon plane and/or Strength of Gladiator can help accomplish TC destruction quicker. Ideally drop them as to not cause Generals to spawn
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