A storyline and mechanical sequel to Liberation, Domination includes a few clear improvements alongside a far greater number of mixed changes.
As for the improvements: The visual quality has been enhanced, there’s now a number of waypoint teleporters scattered around each area, teleportation is no longer prohibited in dungeons, the dwarven faction has been restored, some units can now be promoted to higher tiers, spells are learned directly from your spellbook instead of having to find them, the MC gets a couple more equipment slots, class archetypes are now far more distinct, and it’s much easier to raise your reputation with the various factions.
More questionable changes would be the ~20% reduction in units to choose from for your armies, only being able to field a maximum of 10 units, no longer having the option to build or swap base buildings (only upgrade the ones that are already there), replacing the protagonist’s voice actor with one that sounds incredibly young, having to readjust your army formation every battle since the deployment area varies wildly from encounter to encounter, and tying equipment rewards for battle to completing difficulty challenges (like not using companions, or hitting a certain number of weaknesses).
In Liberation I took the Hexblade path while fielding a Demon/Elf army focused on unholy damage. I decided to take a similar path here as a ‘Primordial Ruler’, which is basically a primal-damage themed spellblade, focused on the spellcasting Elementalist tree. Faction choice so far has been the same to great effect (Infernal Knight, Executioner, Blood Shaman, Winter Witch), but maybe I’ll eventually mix in a primal-focused Dwarf or Undead unit.