Dominions 6

Dominions 6

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MA: Hoburgs
   
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4 Mar, 2024 @ 10:36am
4 May, 2024 @ 7:09am
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MA: Hoburgs

Description
Hoburg adds the Burgmeister and Markgraf from Conquest of Elysium 5 to Dominions 6 as one faction.

Combining both warlords helps the Hoburghers stand out more against the other nations in the Middle Age and provides eachother with some much needed magic paths. In addition to the paths the indie Hoburg mages give there is also Earth, Death, Fire and Blood.

Burgmeister and Markgraf troops, for all intents and purposes, are mostly identical in CoE, and the indie versions of the Hoburg troops are just the Burgmeister troops from CoE5. In order to differentiate the Markgraf troops, they will be better equipt (smiliar to Piconye) than their Burgmeister counterparts, minus the Hog Hussar which will be light cavalry. As for sacreds, the Hog Knights and Hammerers will be promoted to sacred. The Hammerers will also recieve extra armor, training.

The Nekromants bring an already researched resurection ritual that raises some Hobmark skeletons. This spell is cheaper and provides more skeletons that the Reanimation spell. The Nekromants can also revive Ghoul and Vampire Markgrafs for more undead combat options. The Horologists give access to Earth, Fire, and Water for the construct spells.
3 Comments
Guadalajara Buddha 31 Jul, 2024 @ 7:44pm 
thank you thank you thank you
I love the Hoburgs, they are so sill i cant wait to have them in my games
Math Dealer  [author] 10 Mar, 2024 @ 9:24pm 
Thanks for the feedback! I gave the Hog Knights and Hogmeister a new Hog with Boar Leather Barding(Thought it would be funny). As for the Ragha mechanics, I'll look into that more. Maybe a similar think with death scales would work.
Phenian 8 Mar, 2024 @ 1:55pm 
It's fun. But the hog rider boars die in droves. They should probably be sacred too. Also, maybe a light armor of some kind. Would be interesting if it had some duality contention like LA Ragha(sp?), the fire/water nation.