Dominions 6

Dominions 6

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The Gathering Sturm
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4 Feb, 2024 @ 10:36am
29 Jun @ 11:38am
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The Gathering Sturm

In 1 collection by Sturm
Sturm's Mods.
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Description
Added a Kofi account in case someone is interested in tipping. Also planning to do commissions through that eventually but am sorting that through Discord for the time being: https://ko-fi.com/sturm67936

Reworked EA Berytos, MA Ermor, LA Pythium as well as a plethora of vanilla balance changes as can be gleaned from the google docs:
https://docs.google.com/document/d/1QGhRfE45xvhS_PmfLt5M-ArJe_pLLvTtumoRRfFCon4/edit?usp=sharing

Currently includes the following new nations:
EA:

Ceichna: Sunset on a Golden Age
> Etruscan Hoburgs in the process of being displaced by the humans that form Loringia in MA. Anyfort sacreds and strong mages are not restricted to the capital. Foreignrec human warriors and heretics with turmoil discounts.


Xsaca: The Fertile Crescent
> Monkey nation based on Achaemenid Persia, fields very capable archers and hybrid ranged melee infantry and capable cavalry. Mostly lightly armored troops, all mages are priests, has caelum style guardian spirits and summons.


Paionia: Last of the Partholonians
> Paionia is a nation of Thracian/Macedonian elves and humans. It fields heavy phalanx infantry and a varietyo f other light or specialist infantry, as well as superb cavalry. Paionian elves are not stealthy.

Raetovari: The Wild Hunt
> A nation of Germania inspired Chudes with strong but not sacred blood summons. Unrest reduction in autumn and winter, in spring and summer free blood slaves in temples.

Shinar: The Tower to the Heavens
> Mesopotamians building the tower of Babel, for ingame benefits, also huge chariots.

MA:
Loringia: Age of Chivalry
>Loringia is a human nation located inbetween Marignon and Ulm. It doesn't excel at forging like Ulm does and also is not as focused on it's sacreds, but boasts a very capable mage corps, though none of its starting mages reach higher than lv 2 in a path. On turn 12 the nation is able to decide between eradicating the taint of sorcery from its lands, thus unlocking sacred angels and a new magic site in it's capital, or falling to the temptation of blood magic, gaining strong access to both blood and nature as a reward.


Carcosa: Shattered Sun
>Carcosa is a nation based losely on some elements from Cultist Simulator and the King in Yellow. It excels at glamour and death magic as well as foreignrec priest mages that do not require labs. Recruited cultist and renegade troops randomize into randomly equipped units and aspirants can be transformed into eldrich beings.


Heijou: The Court of Sorcery
> Heijou is a predecessor to Jomon. The naginata and longbow are predominant weapons of the age and the whole country is atleast under the nominal rule of the nation's court. The nation can open spirit gates and consecrate sacred trees to spawn youkai troops and allow the recruitment of youkai mages.


Hagia: Hallowed Land
> Ermorian successor state with very little death magic, but freespawned ghosts in their temples. Anyfort sacreds and very reliable mages with few randoms.

Hleysey: Halls of the Drowned
> Nation of Vikings, the drowned dead and divine giants of the sea. Capital alternates every 6 turns between being on land and under water, can drown own units there to turn them into ghosts. High Water and Death, good Air, some other variety paths.

Abdera: Empire of the Setting Sun
> Nation of phoenicians with animated demonic statues, exotic mercenaries and an otherwise very greek military. High blood, water, some fire, air, earth.

Melangell: Blessed Vale
Nation of rabbits and hares which get the animal tag but are all lucky. Only palisdes can be constructed, but upgrade automatically into wooden forts, then castles. Freespawns a tiny amount of free militia which deserts when leaving their home province. Strong Nature, Death, Glamour.


Al-Mada'In: Spires of Kardbandad:
LA Middle Eastern nation centered around a huge capital spanning multiple provinces. Priests can enter communions that will dissolve at 100 fatigue.

Niblungheim: Hoards of the Dragon Dwarves
Germanic/Norse mythology inspired dwarves and Jotun giants. Jotun adventurers an enter the capital site to unlock more mages, find magic gems and treasures by surviving assassination battles. Still a little WIP.


LA:
Loringia: Fire and Steel
> Loringia is a LA scales nation which continues on the assumption that MA Loringia decided to get rid of the warlocks. It maintains most of their spells but loses access to it's recruitable sacreds, instead gaining access to strong scales troops and gunpowder weaponry which ignores shields and air shields, as well as Iron Darts/Blizzard.


Qadesh: Ashes of Time
>Undead rephaim that died in the Abysian Tide of Fire, and their Avvite servants. Mostly relies on Avvite troops but freespawns strong undead fossils in low numbers. Capital mages can summon sacred undead Anakites.

Hagia: Undying Lands
>Undead Byzantium. Living units do not heal but have a secondary undead shape. Starts with death 2, freespawns some ghosts and undead legionaries.

Herelant: Heralds of the Coming Doom
>Crusading humans that can break the 7 Seals to get access to angels. No recruitable sacreds at the start.

Sombuth: Slaves to Darkness
Successor to Ulm that is still stuck in the throes of the Malediction, big blood, death and astral nation.

Not all features and nations there are yet implemented, feel free to make suggestions as well!

Compatible with Ny's New Nations and all of Mormacil's nations. Also many thanks to Nyaxe for the mod icon!
239 Comments
Lordlynel 1 hour ago 
I assumed the graal knight's armor would have fused to them and grown with them. Council of 104 is a cool idea that I think makes sense, my issue is primarily with their status as consorts to the queens (also potentially they might make more sense as non-colossi).
Sturm  [author] 29 Jul @ 4:09am 
@Lordlynel:
1. For the Magister Templi that is probably true and I'll adjust it with the next update. The Graal Knights however would have outgrown their previous armors, as they are both deformed and significantly larger than the average human at this point.
2. The sacred band costs twice the resources of lancers, but less recpoints, so that should ideally boil down to what scales you are taking. The adhirim are based on the council of the hundred and four, an advisory body to kings and elected leaders of the republic. "Traditionally, most Phoenician kings did not exercise absolute power, but consulted with a body of advisors called the Adirim ("mighty ones"), which was likely composed of the wealthiest members of society, namely merchants." This felt like a fitting addition to me as the actual kings are markedly absent in Berytos when the game starts and the queens wield priestly authority.
Sturm  [author] 29 Jul @ 4:00am 
@rocket Witch: I tried testing this with EA and MA Ermor and didn't get it to happen, Gathering Sturm also has no unit by the name "Bishop of the Sacred Soul". I think this might be a conflict with a different mod.
Rocket Witch 13 Jul @ 7:36pm 
Lordlynel 2 Jul @ 2:01pm 
In my testing of berytos, the sacred band are solid units and I really like the idea, but in their current state seem to almost entirely invalidate the berytian lancers, and should perhaps be cap-only. The adhirs are a mixed bag for me, on one hand, I don't mind another kind of cap-only collosi mage for berytos, on the other, I really don't like the flavor of the adhir, both in that they should not be the second highest ruling body, as that is explicitly already what the queens are, and that the queens having official consorts doesn't make much sense, as they already claim to be the brides of the absent melquarts.
Lordlynel 2 Jul @ 12:33pm 
If they are intended to be the surviving husks of the nobles who unleashed the malediction, shouldn't the graal knights and magister templi of Sombuth still wear the blacksteel plate of the knights and lords of old ulm?
Lordlynel 2 Jul @ 12:28pm 
Garnet amazons exist in EA, but to my knowledge conventional humanbreds do not. Not a big deal though
Sturm  [author] 2 Jul @ 9:58am 
THey're a major part of Abysia in later ages, though Garnet Amazons are a result of Abysian experiments that are around in EA. So i thought it would be a somewhat fitting addition.
Lordlynel 2 Jul @ 8:35am 
I'm a little confused by the humanbreds in shinar, I thought that humanbreds didn't exist yet?
Sturm  [author] 1 Jul @ 7:45am 
Also yeah, this is not currently made to becompatible with anything aside from what is listed in the description, so there are bound to be issues when mixing large mods.