Dominions 6

Dominions 6

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Wild West
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3.292 MB
17 Jan, 2024 @ 7:57am
15 Apr @ 8:33am
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Wild West

Description
Wild West introduces 6 new nations, across every age, that draw from the mythology and history of the North American continent. The 6th nation, Qlovis – Sasquatch Stone Age, is here! All nations can be played in Middle Age with an alternative mod version.


For compatibility with the Gathering Sturm mod pack, Wild West must be loaded last. If you have other compatibility issues, you can use or edit static/prior versions of Wild West (including the Dominions 5 version), available at moddb.com/mods/wild-west-dominions-5-nation-pack

Featuring:
  • 6 Nations with dynamic playstyles.
  • Settlers & Colonizadores – a new approach to construction.
  • ~200 Units including Mounts & National Summons.
  • 24 Pretenders including 13 Pretenders by Red_Rob.
  • 35 National Spells.
  • 12 National Magic Items.
  • 3 Mercenary Bands that will add a little Western flavour to other nations' playthroughs.

Qlovis (Early Age):

Qlovis is a nation of proto-sasquatches and neolithic beasts from the far West. They were magically frozen aeons ago, below a glacial mountain. In one part, Qlovis is inspired by the discovery sites of North America’s earliest human beings – and their ecosystems. In another, it is inspired by the Pacific Northwest’s historic warfare and mythological sas'qet. EA Qlovis has large, strong troops and monstrous cavalry. They wield stone weapons and wear armour of wood or bone. They are led by juggernaut sas'qet wizards, who ride or summon yet more monsters. These are very powerful, but an expensive investment.

Tuhuya (Early Age & Middle Age):

Tuhuya is an inter-tribal alliance of Centaurs, Harpees and amphibious Horned Snakes, who were carried into the far West when primordial Pangaea split in twain. EA & MA Tuhuya is inspired by the cross-pollination of mythological tropes and the shared experiences of resistance amongst the West’s indigenous peoples. Tuhuya’s units are largely recruitable without forts, with some depending on specific terrain. Their mages are powerful shamans and elusive animal witches, with access to communions and other magical tricks. Their armies tend to be ranged, fast and stealthy, with the exception of powerful, monstrous Bitaurs.

Salem (Middle Age & Late Age):

Salem is a nation of puritans settling the rediscovered West. MA & LA Salem are inspired by the Puritans, both the Massachusetts settlers and the New Model Army. References to the Salem witch trials are furnished with references to similarly popular tales of horror. Salem has access to Settlers. These units will instantly create a single palisade, bringing civ-style building mechanics to Dominions. Salem recruits professional soldiers and sacred militias, backed by blood and air mages. In the Middle Age, they can sail and will eventually be joined by psychic monstrosities. In the Late Age, they make use of horse and have acquired Ulmish hirelings.

Tayberon (Late Age):

Tayberon is a human colony of the rediscovered West, that is largely populated by allied or subjugated Centaurs and Harpees. LA Tayberon is inspired by the history of Taos, which was subject to a Spanish colonisation embroiled in mercurial, three-way war with the Apache and Commanche. Tayberon can access some Tuhuyan units under the right conditions but plays very differently. It depends on well equipped rather than stealthy armies, backed by human mages and priests. It has Colonizadores settlers, a dominion that spreads in a unique, centralised manner, and a vast pretender selection.

ID Numbers:
  • Nation ID Numbers (vanilla mod): 171-176
  • Nation ID Numbers (All-MA mod): 471-476
  • Unit ID Numbers: 7551-7573
  • Item ID Numbers: 851-862
  • Weapon ID Numbers: 1950-1993
  • Armor ID Numbers: 952-966
  • Nametype ID Numbers: 251-260
  • Site ID Numbers: N/A
  • Spell ID Numbers: N/A
  • Event ID Numbers for Spells: 821-822
  • Monster Tag Numbers: 82971-82974

Many thanks to Red_Rob, who kindly contributed pretenders and a Bison sprite as a guide for the Bitaurs' more interesting half.
34 Comments
bıind  [author] 14 May @ 10:37pm 
Hey, that sounds like a fun project! You might have seen Spark of Divinity for Dominions 5, that mod expanded the legacy pretenders in Wild West - those include the titans, the immobile pretenders and a few animal pretenders.

As for mine, I don't have immediate ideas about powers/abilities but here's the source material - the Vulture is mainly based on Hopi/Pueblo vulture tales, the Bat is largely from Navajo bat mythology, the Creator Coyote is based on West Coast myths of Coyote making beings out of clay and the Spirit of the Southern West is based on the Shasta Coyote myth about evil moons. Spirit of the Northern West is loosely based on Skinwalkers.

The centaur pretenders are all about their magical items, so those themes could be built on. As for the humans, I guess the Priest might have domstrength/priest-generating bonuses, and the Judge might have order/unrest bonuses. I hope that's a helpful starting point. If you need any further ideas, please don't hesitate to reach out!
Nosam22 14 May @ 9:03pm 
Howdy, i’ve commissioned a Spark Of Divinity like mod encompassing this mod and two other Native American inspired mods, me and my partner on the project were wondering if you want to have any input on new pretender powers/abilities or if you had any good source material on the pretenders that you implemented in your mod.
bıind  [author] 1 Dec, 2024 @ 8:05pm 
Very good to hear, thank you! Salem's getting a couple of particularly heinous national items in the next big content update, so their bastardry will continue unabated.
TheGrinningMan 29 Nov, 2024 @ 7:14pm 
Playing MA Salem now. What utter bastards, I love 'em!
bıind  [author] 29 Oct, 2024 @ 4:44pm 
Thank you very much! It's great to hear you're having fun with it.
must.dissent 29 Oct, 2024 @ 4:03pm 
This is fantastic! Salem is so deep!
bıind  [author] 16 Jun, 2024 @ 6:29pm 
Yes, the event would have to be something reasonably negligible and unintrusive, perhaps an infrequent response to unrest, as you suggested!

As for LA Salem's research, like the nation, it's torn between two ideals. You can build for very efficient research if you push Salem against type and buy magic scales. Alternatively, you can dump magic scales to buy a scary bless/pretender - at which point the drain-immune Witchfinder becomes your best researcher. That gives you comparable efficiency to some EA & MA nations, though its well below the LA average - which might not be a huge concern if an early-game gambit pays off.
crawlers 16 Jun, 2024 @ 4:43pm 
I also noticed LA salem has +1 drain yet desperately desires magic scales and doesn't function under drain due to their labrats being magicattuned. Is this the way you intend the nation to be? Perhaps it makes sense concerning the lore that they are trying as hard as they can to bring in more magic to undo the situation they were partly manipulated into by beings from behind the scenes. But it means almost any sort of reasonable pretender build is going to have magic 1 (barring a pretender they have access to who gets +1 magic).
crawlers 16 Jun, 2024 @ 4:40pm 
I recommend when making the event not to make it too helpful, otherwise these guys would be stationed at every blood hunt prov and buff the nation significantly, but neither too punishing, else this would make annoying micro to ferry them to dump provinces. Make sure it does not show up in the messages or the province history log otherwise the spam would be horrible for something that is repeated.
bıind  [author] 16 Jun, 2024 @ 3:46pm 
@crawlers Thanks very much for this feedback, I'll correct those oversights in a hotfix and replace the Executioner's popkill with a less frustrating flavour-ability for now. I very much like your suggestion about a dedicated event, I think something along those lines would be the best way of letting him execute folk - I'll have a think about that and see if I can get something workable for the next big patch.

Thanks again!