Dominions 6

Dominions 6

38 ratings
Late Age Eriu
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8 Aug, 2024 @ 7:22pm
17 Sep, 2024 @ 3:56pm
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Late Age Eriu

Description
With the Sidhe returned to beneath their barrows, Eriu is fully the land of man now. Lords war upon each other, uniting only to face outsiders and to repel raiders.

Unlike their cursed neighbour across the sea, the kinder parting with the Sidhe has left Eriu with an unmatched mastery of the works of the ancient Tuatha, researched within their great cathedrals and monasteries. This research has made them knowledgeable and wealthy, allowing them to field entire armies of mercenaries when they go to war. The leaving of the Land of the Ever Young has led to longer, colder winters than in ages past.

Summary
Race: Humans and Fir Bolg, Prefer Cold Scale +1
Military: Human Soldiers and Fir Bolg Mercenaries. Experience with mercenaries makes them 20% cheaper to hire.
Magic: Glamour, Death, Nature, Earth, some Astral and a little Fire and Air.
Priests: Powerful and Plentiful.

Art by Sturm
47 Comments
Lordlynel 25 Mar @ 11:54am 
My main problem with the nation is more thematic, it feels very weird that they have absolutely no access to the sidhe of MA, since usually even after the rulers of a nations earlier ages are gone they can still be summoned with magic (see Na'Ba and the jinn summons, bandar log with the yaksha summons, etc). I would suggest adding summons for bean sidhe, sidhe champions, and sidhe warriors. On a separate note, given the multiple references to the morrigans, including the spear, it would be cool to have access to fomoria's morrigan summon.
Lordlynel 25 Mar @ 11:47am 
I don't necessarily think the gallowglass need that hard of a nerf, though perhaps a small cost increase would be prudent. Mercenary linebreakers could maybe go up to 11 or 12 gold? In their current state they are certainly better than gladiators and retiarii, but those units are kinda bad so I'm not sure that the linebreakers are broken. Sentries are ok right now, but very expensive, I would suggest giving them 1-2 points of disbelieve (false damage regen) since "illusions fade from their vision". This would give them a niche in allowing them engage the enemy in melee while your glamour mages toss evocations, and would make them somewhat resistant to the friendly fire, but not immune.
Crunbum 23 Oct, 2024 @ 9:17am 
- Watchmen are slower and far less gold efficient in combat than the current Gallowglass. They have some solid utility tags (castle defense, patrol bonus and darkvision are.. interesting) and armored crossbows with decent melee capability are always welcome but as long as the former is so cheap everywhere and competes with them over fort recpoints they aren't going to get recruited. Overall I would say they are a well balanced unit though, so thats nice!

- Sentries are like Watchmen but too expensive and 8 mapmove is extremely painful, plus their tags matter less due to their cap only status and greater cost, even if magic weapons are nice. Do consider a small to moderate buff. Perhaps 12 mapmove and a magical, heavier crossbow?

- Luch Tighe - a situational supply train troop with non terrible stats that is nice, thematic and feels priced about right.
Crunbum 23 Oct, 2024 @ 9:16am 
- Gallowglass... uh, how do I say this? I like them but even if the intent is S-rank vanilla troop powerlevel, they need nerfs. What I would do is make them 25g 30 rec with a 5g discount in mountains and highlands which wouldn't limit them as an option but encourage some diversity.

- Mercenary Linebreakers - foreignrec 10 gold 1 resource "berserk gallowglass"... even with much lower prot and #deserter, #undisciplined and mapmove 12, it is simply too much.

Similarly, I do believe in a price hike + terrain-limited discount to make space for other troops. Maybe it could also become less a one-battle wonder and more of a costly mercenary to rapidly spam out if desperate to fill the ranks, but one undesirable to keep long term? For example the unit could lose deserter but be 25g (20g in mountains/highlands) with 2x standard upkeep.
Crunbum 23 Oct, 2024 @ 9:16am 
My general thoughts on balance (I just started playing an mp game with it) :

- Hobelars... cheap, fast, stealthy and effective mounted javelineers with a charge bonus on the first throw and decent stats? Goddamit. Very recpoint intensive but that is more than fine. Overall a thematic and good (but not overtuned) unit. The nation does not have a stealthy leader with equivalent mapmove and leading them with a Herdmistress feels odd. Perhaps consider adding one and/or 28>30g in exchange for pillagebonus for some very fun use cases?

- Shepherdess - Very interesting but suffer greatly from the "cheap sacreds are bad because infrastructure is costly" problem. Perhaps consider making their recruitment not require a fort?
Ddraig Lleuad 23 Oct, 2024 @ 8:44am 
There are other nations that start with one fort and build a different line. Ermor, Sceleria, Lemuria, MA Pythium, Phaeacia and Ind all have the walled city to start with but build regular forts, and LA Phlegra starts with a giant citadel, but builds regular citadels.
Crunbum 23 Oct, 2024 @ 8:26am 
The nation starts with a Citadel instead of a Great Walled City, which seems like a mistake considering its fort line consists of cities and ends on the latter.

This is somewhat relevant because GWC has 1000 wall strength and 250% recpoint multiplier while a Citadel has 1500 but a 225% recpoint multiplier.

I really like the mod - it is clear that a lot of work was put into it and the quality really shows. I wish the nation was in vanilla, albeit of course in a much tuned down form because as it stands right now its really too powerful in several ways.
Ddraig Lleuad 23 Oct, 2024 @ 8:20am 
it is and it isn't. The inclusion of an MA version is deliberate, I suggested it to Ikiryo becaus when people run games with mod nations it's usually either a regular game with 1-2 mod nations added into the mix, or it's a big mod nation bonanza that usually picks MA as the meeting point, likely due to crossover with the OneAge mod. A fair few mod nation packs have an 'All MA' version to make playing with them easier.

The fact that the MA version of LA Eriu overwrites the official MA Eriu... that's a bug.
SaltyStoryteller 23 Oct, 2024 @ 2:57am 
@Ikiryo Waitwhat? I thought this mod was just for Late Age? I'll admit I didn't give the MA version a very close look, but it looked like just Late Age units transplanted into the Middle Age, so I assumed it was a bug?
Ikiry0  [author] 22 Oct, 2024 @ 7:38pm 
@saltystoryteller that IS likely something I should fix. I'll admit, I'd not considered 'What if someone wants the MA version *and* normal MA Eriu in the same game.'