Dominions 6

Dominions 6

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Nys New Nations
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6 May, 2024 @ 9:19am
10 Jun @ 2:53pm
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Nys New Nations

Description
Ny’s New Nations is a compilation mod of modded nations originally made for Dominions 5 and now ported to Dominions 6.

Important! If you make a game using the dynamic/unstable version there is a high risk that games played with this version will be disrupted or outright unplayable if an update is made. Use only if you're ok with the risk, otherwise use one of the non-dynamic versions.

The current Version 0.44 includes 9 new nation for Early Age. More content will be added in the future.

Early Age:
Kyun: Mists of Temptation
Kyun is a nation based on Kitsune myths and folklore. It is ruled by shapeshifting kitsune of divine powers. They have mastered both mind and nature and can induce mind numbing bliss into others, tempting anyone touched by their magical mists. Flocks of other kitsune, humans subjects and mindless yokai obey the Kyun and defend the homeland from invaders. They can construct enchanted Torii and summon powerful beings, like other kitsune, some from the celestial sphere.

Scythania: Primal Nomads
Scythania is a nation of prehistoric tribesmen and dinosaurs mixed with elements from Scythian steppe. Kallipidai are small but numerous hairy humanoids that have domesticated large dinosauroid mounts. They use primitive stone weapons but their sacreds are clad in golden armor and uses golden spears. Scythania can move its capital across the map and gain extra sacred bless effects by moving the capital onto claimed thrones. They also have foreign recruit Avipi, large birdfolk that live in peace with the Kallipidai.

Beolsk: The Great Unknown
Beolsk is a nation based on the anime Made in Abyss. It is a nation-state of delvers, explorers and adventurers striving to explore the deepest parts of a colossal pit named the Abyss. Lost knowledge, riches, powerful relics and strange monster from the abyss are being rediscovered and put to use. Relics from the Abyss are unforgeable items, some are unique and one of a kind. As time progresses more capital sites unlock, allowing new troops and commanders to be recruited. Later sites have unique mechanics in the capital such as sacrificing their anyfort sacreds on a holy pilgrimage in return for special mage thugs; and non-blood commanders have a chance to gain a path in blood at the cost of popkill in the capital.

Aaru Ma'at: Cerulean Sands
Aaru Ma'at is a nation based on the ancient Egyptian afterlife. It is a land of abundance and eternal afterlife inhabited by the Wab, incarnations of order and balance, and the Petsobek who inhabit the River of Two worlds that flows through the mortal realm and the Underworld. Wab are large flying harpies that blind their enemies with awe, while Petsobek are large thick-hided reptiles. They can summon sites and recruit special statues to add to their troops or commanders depending on the dominion scales of the province.

Bermunda: Coast of Blood
Bermunda is an amalgamation several different concepts framed within a Dominions style. It very loosely takes inspiration taken from the Bermuda triangle, old sailor tales and artwork from Junji Ito. Atlantian and Pelagian offshoots inhabit these shallow waters, a place where fleshy coral reefs grow like tumors. In search of the perfect flesh a bloody cult has emerged tainting the sea with blood of mutant flesh. Here one can die by the hands of restless ghosts roaming the outer tempestuous waters or by the tendrils of the deep.

Hunza: Serpents of Muisca
Hunza is an interpretation of the northern rulers of Muisca and its myths before the Spanish conquest in Colombia. The people of Hunza are tribal predator Serpents in a civil war with the humans of their sister nation Bacata. They live in a hot mountainous region where the Serpents have become tyrants and oppressors, using fire, glamour and blood magic to suppress lesser species. Gold armor and weapons is plentiful and used among the standard troops. Ordinary Hunza gold is no longer sacred as opposed to their sister nation Bacata, but can become sacred in Hunza temples with sufficient dominion.

Ma’habre: City of the Gods
Ma’habre is nation loosely based on the setting of the game Fear&Hunger before the current events of the game, particularly the underground City of Ma’habre. Ma'habre is an ancient underground city build around the Throne of Ascension inhabited by Clay guardians and Saurian cultists. Here life and death are not quite the same as on the surface world. Ancient gods of bygone ages are worshipped as their lingering remnants still hold power and influence over this world, vying to become Pantokrator once more. Depending on the chosen pretender a different recruitable mage is added to their roster.

Bacata: Artists of Muisca
Bacata is an interpretation of the southern rulers of Muisca and its myths before the Spanish conquest in Colombia. Bacata is a confederation of three mountainous human tribes in a civil war with the Serpents of their sister nation Hunza. Cacique Chiefs and Zipa Psihipqua manage the various tribes cultivating skilled artisans and weavers, goldsmiths and craftsmen. Elder mummies are carried into battle granting limited immortality while troops fight using weapons of stone or emerald, often in decorated cloth mantles.

Tufan: Land of Snow and Sages
Tufan is a nation based on Tibet, Tibetan Buddhism and its history. Tufan is ruled by chief kings with consolidated military strength utilizing horseback archery as well as heavily armored troops and mounts. Vanara monks study towards enlightenment, guided by esoteric tantric masters that bring forth and embody sacred beings and manifestations, for the benefit of all. Tufan senses the upcoming apocalypse, and is preparing future generations of monks by founding hidden Beyuls, sanctuaries of sacred valleys where enlightenment is still possible.

Compatible with the Gathering Sturm mod and Mormacil's nations. Compatible with some of the Hexabellum nations (this is being worked on).
Many thanks to Sturm for making the sprites for the Celestial Levy, Celestial Skirmisher, Celestial Spear and Celestial Slinger.
93 Comments
Nyaxe "vansam"  [author] 7 May @ 9:17am 
Additional note; If you're experiencing this mechanic before turn 67 that would be a bug and would need to be fixed. I would appreciate any bug reports / feedback if you have any!
Nyaxe "vansam"  [author] 7 May @ 9:15am 
Hi baturalp88, this is part of the Abyss mechanic for Beolsk where magic sites (and later on new mechanics) are discovered over time in the capital. Typically event messages will appear and hint at the next discovery lore wise. This particular mechanic with popkill is vaguely hinted at around turn 55 and fully manifests at turn 67 with event messages explaining the lore and also the workings of the new mechanic. It is also the last discovery Beolsk makes and the most impactful one.

If you read the messages at turn 67 (or read from the province chronicles) you'll see the simplified mechanical description for it. I'll also explain this Beolsk mechanic here: Starting from turn 67 the capital will lose 5% pop until it reaches 2000 +-25% pop, during which Beolsk receives 1d6 bloodslaves a turn. Starting from turn 67 there is also a 30% chance each turn a bloodpathless commander in the capital gains 1 magic skill in blood alongside an affliction.

Hope that helped explain things!
baturalp88 6 May @ 12:32pm 
Beolsk constantly gets an event that depopulates their capital, the number is high enough for growth+2 to not be able to catch up or recopurate, is this on purpose, or is this event is not supposed to happen every turn?
Nyaxe "vansam"  [author] 10 Mar @ 12:15pm 
Hi Elder, it seems like a problem on your end specifically and not something inherent to the nnn mod. If I had to guess it you might need to close and open the game once now with the update to dominions 6. Perhaps try unloading any active mods, exiting the mod menu, then re-enter it and activating the mod. If there's still a problem you can try unsubscribing and re-subscribing from the nnn mod (possibly exiting the game in between so it can check and update correctly).
Elder 9 Mar @ 4:42am 
After update nations not appearing when i chose new game.
Whats wrong?
Donkringel 17 Feb @ 11:52am 
Thanks for the response Nyaxe! Good to know what's going on.

As a suggestion, you could lean into the error. Make the summonable unit into an easter egg that's only possible in the Nexus, add something about the strange energies shaping the Torii into a commander form that awaits your command (and then at the bottom that this is really a bug, report it if it's appearing outside summoning in the nexus).

At any rate, fantastic mod. I always love seeing the lore and magicks mod authors come up with, always a delight to see what I can summon/cast next.
Nyaxe "vansam"  [author] 16 Feb @ 4:29pm 
Hi Donkringel, thanks for reporting this! I did some digging around in the modding manual and it appears that Nexus normally does not allow any events to occur. The way the site spawning spell works involves the use of events, so that's probably why it is failing in Nexus. I think I could fix it knowing this now, but I'm not entirely sure if I even want the sites to be spanwable in Nexus, Nexus is a weird place.

Either way for now you can treat Nexus as a special place where a lot of national mechanics don't work.
Donkringel 16 Feb @ 3:34pm 
Hello! I built Vermillion Torii in the Nexus and instead of building the site it built the bugged unit. Saw that it said to contact you in the description so here I am!
Nyaxe "vansam"  [author] 9 Jan @ 9:02am 
For version 0.41 it shouldn't matter what specific throne you capture, the system should work with all thrones currently in the game. The first captured throne will always give you blessdef 2, the second always blessatt 2 and the third blessmr 2.

It should be noted that some of the older NNN versions (before version 0.41) don't work with The Throne of Lies, The Throne of Vitality and The Throne of Gates and Conjunctions. Illwinterr added these thrones in an update at some point which required me to update the mod to account for that, vesion 0.41 should work with all thrones.
somebodynobody10 9 Jan @ 8:23am 
Are there any specifics on what Thrones need to be captured, or is it simply a number's game?