Dominions 6

Dominions 6

26 ratings
Tsmuwich
   
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1.022 MB
24 Mar, 2024 @ 3:30pm
4 Apr @ 7:09am
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Tsmuwich

In 2 collections by Mormacil
Mormacil's Nation Mods
11 items
SNM nations
13 items
Description
Tsmuwich is an EA nation based on the mythology of the Chumash native americans of the LA region. Their mythology revolves around the eternal conflict between the spiritual upper heaven and the carnal lower heaven that's plagues by demonic entities.

Their culture on the other hand revolved around coastal trading. Their canoes allowed them to maintain an extensive trade network and Tsmuwich mimics this. The nation has little in the way of armor, iron working is unknown to them. But they understand trade and have an income bonus in coastal forts. Much like Phaeacia they're also an island nation with a similar bonus site.

Militarily they focus on the bow, much like their inspiration. Lightly armored warriors can promote into better armored versions but they're never particularly durable. True power lies under the waves where the Elyewun tribe rules over the dead. These amphibian beings allow you to conquer the seas and offer much needed magical power.

"A coastal paradise under the guidance of the celestial spirits and their great games. Now the Awakened God has taken control of their faiths instead. Life is easy but the people are hardened under the harsh sun. Under the waves the swordfish rule over the souls of the drowned and at night the demons of the lower heaven roam the night.

The Tsmuwich are a primitive people, their land a paradise. Till the Awakened God made themselves known there was little reason to invest in war. Warriors still fight like the olden days, they march to a designated battlefield and fire arrows and insults at each other. Only veterans earn the right to protect themselves with armor, allowing them to be more daring.

Diviners and holy men protect their people from the influence of the demons of the lower heavens. Traders sail up and down the coast bringing wealth to their brotherhood and their leaders. Now they pay tithe to the Awakened God and serve a new grand game."


I did far too much research for this nation and it will see successors in the MA and LA to round out their story.
28 Comments
Rough 29 May @ 3:58pm 
I've n ber noticed the vulture issue. I play with spark and Tsmuwich all the time.
Mormacil  [author] 29 May @ 11:42am 
Too many compatability issues with name spaces for my liking. Mixing mods with name spaces and fixed IDs still give conflicts.
Kai 29 May @ 11:35am 
Yeah no worries there's bound to be ID conflicts. I wish they implemented namespaces.

I did a workaround and changed the ID 8223 in the Spark of Divinity .dm file to something else. It works quite well because Steam Workshop doesn't re-download the file unless I resubscribe.
Mormacil  [author] 29 May @ 8:28am 
Given I use that entire ID range I suggest you report this to Spark of Divinity so they can change if they want to.
Kai 29 May @ 7:52am 
Heads up, this is incompatible with the Spark of Divinity mod, due to spark of Divinity coincidentally using monster ID 8223 for a vulture monster. It's only using that specific ID and no other adjacent values.
Mormacil  [author] 21 Apr @ 2:50am 
Thanks. Sacreds need a sight nerf for sure.

As for the sailing, yeah. These are canoes not sailing ships. You can't fit a horse on it let alone a giant.
Jam_and_Toast 20 Apr @ 5:59pm 
This is really a fun nation. I like the evolution your basic troops go through, the teleporting commanders are cool, and the sacreds are shockingly practical for EA. That said, as Rough has already mentioned the mages are a bit lackluster. Also, you're banned from running Larger as a bless by the sailing size cap. Is this intentional?
Rough 9 Feb @ 9:41am 
I think you could at least give the Alatishwinich a research bonus, considering they're all sagely and experienced in spiritual travel to other realms. Or maybe give them a national version of Astral Window or Teleport that only they can cast, again to represent their shamanistic astral travel thing
Rough 9 Feb @ 9:38am 
I thought the general EA rule was that a semi-naked nation like this one should have powerful mages to compensate. But your decent battle mages, the elyewun, are bottle-necked by either:
1. How many UW provs you can grab from whatever actual UW nation you're playing against...
2. by your W income, which is limited because until you get a bunch of elyewuns, your only access to a W2 caster is 1/2 of your (pretty undesirable) Alatishwiniches.
Rough 9 Feb @ 9:31am 
I would give the paqwot another F level or some E, or maybe an F/E/W random.

If the Alatishwinich is just a placeholder, that leaves this (EA) nation with E3, F2, and single paths in everything else, at least until you either get UW or use a W2D2 pretender. It's just under-powered, imo. Maybe give a random to the Sipis and/or the Brothers of Tomolo?