Dominions 6

Dominions 6

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Frostlings: Reign of the Ice Queens
   
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25 Apr, 2024 @ 10:32am
12 May @ 5:17am
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Frostlings: Reign of the Ice Queens

Description
To the north of the regions occupied by the Vans, Chuds, and Rusian peoples are polar regions where the entrance to Kokytos is rumored to be located. Tribes of nomadic Frostlings, distant cousins of the rimvaetti wolfkin, eeked out a meager subsistence living across the arid taigas and tundras.

Bune, one of the Ice Devils of Koyktos, once corrupted an unknown Queen of Elemental Water, and their union led to the creation of an all-female magical race of pale-skinned humanoids. While few in number, these creatures somehow self-propagate by magical means, and soon there were enough to sally forth and conquer nearby Frostling tribes with superior magical and martial prowess. The leaders of these magical women, self-described 'Ice Queens' styled after their origin mother, realized the value of Frostlings as thralls and minions. One by one, petty chiefs came to pay tribute to and worship the Ice Queens, and permanent settlements were built around their temples and halls.

Now with the Awakening God, the Ice Queens, their progeny, and their Frostling subjects roll forward like a frigid fog to consume all who oppose them in their path.



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UPDATES
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V 1.2

- Added events/sites to give cold population loss protection (credit to Selgeron's mod Thematic Temperature Resistance)
- Fixed slots on Frostling Shaman hag
- Boosted White Witch's leadership to okleader to avoid -1 morale for leading magic being sacreds
- Changed frost glaive on cap only ice guard to always cause AP cold even without damage
- Changed iceprot to icenatprot on several units
- Fixed prot on bear chariot to be the same as polar bears
- Fixed rp cost of scout


V. 1.1
- Added 1 Death base path to White Witch after feedback and further test play
- Increased Ice Queen to base Death 3 after feedback and further test play, increased cost slightly
- Added Poison knife to assassin multi-hero due to underperformance with just one weapon
- Fixed unintended mount issues with First Daughter hero who is meant to be on foot
- Fixed armor type for Archer to match their sprite model
- Slightly reduced gold cost of Ice Queens
- Reduced RP cost for most Frostling infantry by 1
- Removed astral path for summoning Dire Penguins because having two non-native paths for them to be cast is too onerous, now it is 2W - 2B to cast
- Spelling typo fixes

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DESCRIPTION
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Welcome! This mod attempts to bring the Frostlings faction from the Age of Wonders series of games to Dominions 6, with the greatest influence from Age of Wonders 3 in particular. I tried to make the Frostlings fit within the Dominions universe lore as best as possible, and to give them enough differences that they are not an Early Age reskin of Vaettiheim. This nation is obviously not based on real world nations or mythology, but I did include a real life myth from the Saami people of northern Scandinavia in the description for one of the heroes.

Credit also goes to makers of SpriteGen and sprite artists of the Magic Enhanced mod for Dominions 5 for some of the units or inspirations for sprites.

Magic:
- This is primarily a Water and Death nation, with medium access to Nature and Air, and weak but important access to Fire. Heroes give moderate Blood and Astral access.
- Frostlings have 7 national combat spells and 3 national ritual spells.

Priests:
- H1 mage-priests in every fort, H2 cap-only mage-priest.

Troops:
- Frostlings are size 2 with stats similar to Vaetti, but have 10 cold resistance and -5 fire resistance (however, there is a very early national spell to buff fire res in a moderate AoE), snow movement, and are mostly stealthy
- Frostling cavalry include dire wolves and mammoths
- The sacreds are larger female magic beings with magic weapons that can be recruited out of any fort provided it is at least Cold 1 in that province
- Cap-only mindless inanimate made out of ice with cold power and ice protection

Summons:
- There are 3 units that are either ritual or combat summons

Items:
- No special items

Infrastructure:
- The capital has a powerful Ice Castle, but outlying forts are fortified villages. These take only 4 turns to build and cost 800 gold, but have weak wall strength, much like EA Rus

Scales and Domain
- Cold 3 and dominion spreads cold, with temperature event sites to lessen population loss (credit to Selgeron's mod)


I may make additional tweaks to balance and add a missing attack sprite for some of the heroes. I welcome your feedback!
6 Comments
Ddraig Lleuad 22 Dec, 2024 @ 5:04pm 
Found a fix for the temperature popkill issue; while you can't make events that add pop as a percent, you can make SITES that do that, so you could give frostlings a handful of events that add/remove sites according to cold scales in their forts.
isiarca 16 Dec, 2024 @ 12:40am 
The Tracker doesn't have recpoints set, so the "copystats" you did makes it cost 6 commander points. Other than that minor hiccup, I've been having a good time with this mod.
Ddraig Lleuad 1 May, 2024 @ 3:13pm 
I guess if you wanted a janky solution to the temperature popkill thing, you could give them a hidden event that checks if a province is a) under Frostling dominions, b) in winter, and c) at cold 4+, and adds +2 growth scales there. That'd be enough to cancel out the popkill, and it wouldn't be entirely a game mechanics thing, I can see Frostling life blooming in winter.
Ddraig Lleuad 27 Apr, 2024 @ 10:04am 
Oh, one other thing that occurs to me, on closer examination: Leadership. Ice Guardians and War Maidens being magic beings is fine enough, but it'll make the logistics for them a pain when your choices are basically 20 ldr witches and the morale penalties that entails, or 40 ldr queens who can do formations and morale bonuses (which war maidens kinda want, at only 12 morale), but are also, y'know, 600g slowrec caponlies. If it's intentional, fair enough, but if not, maybe give it a second look.
Hajduk  [author] 26 Apr, 2024 @ 6:59am 
Thanks for your feedback. After further test play, I've implemented some of the balance changes in v 1.01 (see change notes) you've suggested to make the mages more powerful given that they are in EA.
Ddraig Lleuad 25 Apr, 2024 @ 1:40pm 
For a nation supposed to be primarily water and death, offcap they only random D1, and even in cap they top out at D3. That's... poor. This is EA, you know? You've got Witch Kings, Hangadrott's and Sauromancers to compare to. Native D4 is an important breakpoint for how much of a death nation you are, that's Skullface's and the big summons like Wraith Lords, but as-is their death access is so-so.

Only 1/3 of your anyfort mages having a 2 to work with also stings. At least the A1's can summon Northern Glows, but what the D1's are supposed to do without spending a fortune on skull staffs...

Last, I can see what you're going for with White Witches, but fire/water primarily breaks you into acid magic in Dominions. I'm not saying Frostlings shouldn't be massing Green Lions and hurling acid bolts, but if you feel like it's out of theme, maybe rethink their pathing and implement frozen flames another way, like national spells restricted to white witches.