Dominions 6

Dominions 6

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Huge Classical Ancient Mediterranean
   
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30 Dec, 2024 @ 11:11am
28 Jul @ 9:09pm
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Huge Classical Ancient Mediterranean

In 1 collection by Vesporium
Vesporium's Ancient Historical Maps
2 items
Description
634 provinces : 525 land and 109 sea
First map made by Vesporium
Work In Progress

This map is based on classical antiquity (especially from the VIIIth century BC/BCE to Ist century AD/CE) nations, provinces names and lore, including archaic period, classical period, hellenistic period, and roman republic period.

This is a non-wraparoundable map (a flat map), from Britannia, Gaul, Hispania and Ancient Mauretania on west to Indus, Himalayas and Transoxiana on east, and from Rhein, Dacia and Dniepro on north to modern Sudan, Erythrea and Arabia in south, without Sahara.

I made this map in the aim to have a lot of Dominions' nations in their corresponding historical context of classical antiquity, I hope you will enjoy it.
Here you can recreate, in Dominions 6, adventures like Odyssey journey, discovers of ancient's mythological and mythical places like Hyperborea, as epic campaigns of Darius, Alexander, Punic Wars, Caius Iulius Caesar's Gauls War, as entirely reforming many empires : Egyptian, Assyrian, Babylonian, Achaemenid, Carthaginian, Hellenistic, and Roman Republic's empire.

This map is part of the future Classical Ancient Mediterranean modpack, which will also contains the same map enhanced with several mythological dimensions, as well as three sub-fractions of this map (Fertile Crescent, West Ancient Classical Mediterranean, Hellenistic vs Achaemenid), designed for fewer nations.

I myself place the locations of each throne on this map as sites, which means that if you want to avoid duplicates, you should set “0 thrones” (thrones placed as sites always appear).
Now I've placed 42 thrones : 17 level 1, 18 level 2 and 7 level 3, so a total of 74 ascent points. Some thrones will be added later.
However, independent defender units have not yet been made, so thrones are not yet especially harder to guard than any other independent province.

This map is designed for the 30-31 following nations (especially EA) : (*= mod nation)
For each era, each lign is designed for one and only one nation, and lists all nations which have a same or a very near capital/spawnpoint/starter. For each era, more canonical nation is listed first.

5 underwater/amphibian nations :
- in Atlantic Ocean : EA Bermunda*, MA Ys, MA Kernou*, LA Atlantis
- Western Mediterranean Greeks/Phoceans : EA Oceania, MA Oceania, LA Oceania*
- South Mediterranean/Cyrenians : EA Pelagia, MA Pelagia, LA Erytheia
- Minoans/Mycenians : EA Therodos
- Pontians : EA Atlantis, MA Atlantis

25-26 land nations :
- Carthaginians : EA Berytos, MA Phaeacia, LA Qadesh*
- Ancient Mauretanians/Numidians/Berberes/Amazight : EA Libwu* (currently not functionnal mod nation), EA Xibalba, MA M'zurah*, MA Abdera*, LA Abysia
- Iberes/Celtiberes/Hispanians : EA Pyrène, MA Pyrène, MA Vantillia* (wisigothic), LA La Mancha* (spanish)
- Celtic Gauls : EA Marverni, MA Cockaigne*, MA Marignon (french), LA Marignon (french)
- Britannians/Insular Britons : EA Fomoria, MA Man, MA Melangell* (welsh), MA Dalriada* (scottish), LA Dalriada* (scottish), LA Man (anglo-saxon), LA Anglia* (british)
- Belgian Gauls : EA Blodwold*, EA Toxandria* (), EA Vanheim (nordic), EA Helheim (nordic), MA Loringia* (frank), MA Tournai* (frank), MA Vanheim (nordic), LA Rotterland, LA Loringia* (frank), LA Midgard (nordic)
- Germanians/Rhetians : EA Ulm, EA Raetovari*, EA Geolland*, EA Alb* (helvetian), MA Ulm, MA Albenberg* (helvetian, LA Ulm, LA Ulmreich* (nazis)
- Etrurians/North Italians : EA Velscia*, EA Ceichna*, EA Tir na n'Og, MA Trante*, LA Trinaca*, LA Histria*
- Romans : EA Ermor, MA Hagia*, MA Sceleria, LA Mediolania*, LA Lemuria
- Illyrians : EA Agartha, MA Agartha, MA Malgartha*, LA Agartha
- Epirots : EA Mekone, MA Arcoscephale (macedonians), LA Phlegra
- Athenian Greeks/Delian League : EA Arcoscephale, MA Phlegra (spartians), LA Arcoscephale
- Thracians/Macedonians or Pergamians or Byzantians : EA Paionia* (thracians-macedonians), MA Pythium (pergamians), LA Pythium (byzantians), LA Hagia* (byzantians)
- Dacians : EA Pangaea, MA Pangaea, LA Pangaea, LA Castlevania* (transylvanians), LA Erduela* (transylvanians)
- Proto-Slavians : EA Rus, MA Vanarus, MA Svarogia*, LA Bogarus
- Sauromatians/Cimmerians/Scythians/Sarmatians : EA Sauromatia, EA Scythania*, MA Androphagia*, MA Nidavangr, LA Sovirus* (soviet)
- Assyrians : EA Abysia, MA Abysia, LA Caelum (armenians)
- Hebrews/Israelites/Philistines/Palestinians/Canaanites : EA Hinnom, MA Ashdod, LA Gath
- Egyptians/Lagids (in Low Egypt) : EA C'tis, MA C'tis, LA C'tis
(- Nubians/Kushites : EA Aaru Ma'at*, EA Sheseba* (blemmyes), EA Machaka, EA Runkuma*, MA Adwa* (currently not functionnal mod nation), MA Machaka, LA Was'set* (upper Egypt))
- D'mt/Aksumites/East Africans : EA D'mt*, MA Ind, MA Nusul*, MA Ubuwanda*, LA Ubuwanda*
- Arabs : EA Ubar, EA Musafir*, MA Na'Ba, MA Al Mada'in*
- Babylonians : EA Ur, EA Shinar*, MA Uruk, LA Warka*
- Achaemenid Persians/Parthians : EA Xsaca*, EA Caelum, MA Caelum, LA Ragha
- Saka/Bactrians/Sogdians : EA Sinkiang*, EA Tien Ch'i, MA Tien Ch'i, LA Tien Ch'i, all chinese mod nations*
- Indians/Indo-Scythians/Mauryans : EA Kailasa, EA Lanka, MA Bandar Log, MA Pankot*, LA Patala

Additional capitals/spawnpoints :
- Tartessians : EA Orbis*, MA Orbis*
- Palmyrians : MA Serjilla*
- Kartvelians/Georgians : LA Kartvelia*
- Tibetans : EA Tufan*

+ A single province for only spectator nations, like Omniscience*

Warning : Some of these modnations are not compatible, but it's partially being worked on.

Credits :
- Concept : Vesporium & L425
- Historical, Geographical, Toponymic and Mythological Searching : Vesporium
- Map Creation : Vesporium
- Conversion from .TGA (without art) to .D6M (with automatic Dom6 art), and other help for the tools map modding : Tlaloc
- Gameplay Councils : L425
17 Comments
Vesporium  [author] 26 Jul @ 5:56pm 
@powerfinder About these mountain connections with passes that don't visually create mountains (which happens when you put mountain connections, but don't put the “mountain” tag on the provinces concerned), in fact I'd like to make some connections longer for moving units (but without being blocked when it's cold), notably for the connections you mentioned.

Furthermore, I'd like to create connections that still require swimming even when the provinces on both sides are “cold” for islands near the coast (be it winter, or the dominions of local nations), but we hadn't found a solution to do this.
powerfinder 26 Jul @ 3:32pm 
Minor problem: the connections Meroe (29) - Adulis (26) and Alodia (24) - Adulis (26) are mountain passes, despite all three provinces not being mountainous. The connection Siculic Sea (240) - Carthaginian Sea (247) is also a mountain pass for some reason.
Moon Horse 10 Apr @ 10:19am 
Great idea in theory, but having to manually set 30 nations to avoid crashes due to shared positions is really rough.
Vesporium  [author] 4 Jan @ 7:24am 
(2/2) Concerning Kailasa and Lanka, I've put only in one and same area :
- because in MA and LA there is only one nation,
- because of where put the eastern boundary, here it's make sense for non-indians explorations and deplacements, to try to recreate persian and macedonian empires,
- and because for entirely India (and so larger UW indian ocean) there's absolutely not enough nations, even with present modnations.

What's more, having alternatives nations for a same area opens up the possibility of choice and a different gaming experience (and it's always possible to select disable starter nations).
What do you think ?
Vesporium  [author] 4 Jan @ 7:20am 
(1/2) Hello marauderB,
I've just add two sentences to explain this. I'm not sure to understand your suggestion.
I know and understand this difficulty and problems for players who want choose to put random nations. I think it's not possible to write in file code which nations must mutually exclude if one choose "random nation" in game parameters.

For each nation, I must choose between assign a starter, or not. I've put a starter when I think one would prefer to play (or have) this nation at a good emplacement, or relatively pertinent or near.

I also try to have at least one vanilla nation for each region for players who have any modnations. All nordic nations, and Machaka, which are outside the boundaries of the map but not very far, are in this case. If I didn't do that, they'd appear anywhere. I've also add some "good start" feature in some provinces for no-assign modnation and vanilla nation (such as Mictlan, Yomi, Shinuyama, Jomon and Nazca).
Vesporium  [author] 4 Jan @ 6:15am 
(2/2) I'm well aware that in this version, Pyrene, Abysia, Agartha (and EA Xibalba as long as I don't have an Ancient Mauretanian/Numidian/Berber/Amazight nation) are at a disadvantage due to the lack of cave terrain.

What I can do is give the option of choosing to add a game-generated cave dimension, and indicate on the map "gateways" to game-generated caves in places where I was already planning to put connections to one of the dimensions that may be related (but the locations won't be complete just yet).

However, I haven't yet tested whether it works. So I don't know if the game would then put gateways exactly where I indicate to put them, if it will add some (as it does for terrains if there are too many plains, which isn't the case here, but I'll add many terrains lacked on this map), or if it's just the priority locations and that according to the type of caves choosen by the player, some will be don't put.
Vesporium  [author] 4 Jan @ 6:14am 
(1/2) Hello King Jerkera,
I plan to add up to 6 additional extra planes, and maybe a 7th in the version with north-west extend (each will of course be much smaller than the main plane), for caverns and mythological dimensions, some of which will be composed of cave terrains, and perhaps (if possible and if it's pertinent/interessant/useful) some will have special terrains. But that won't be for a long time, probably several months.
The idea was to put in this mod both versions, on one side with the other dimensions, and on other side the present version with only the "historical" terrestrial "human" dimension.
marauderB 4 Jan @ 4:15am 
Thanks for the update re thrones - that helps!

Re starting nations, I suggest updating instructions to make it clear you have to choose 1 and only 1 nation for each region as that is not currently obvious.
(If I was doing it I would also give each start position a number, and then list the exclusive options for each.)

Also, starting a new game requiring opening multiple windows to carefully select from an extended list of specific nations is a bit of a pain.

Good luck - hope you are enjoying it!
King Jerkera 3 Jan @ 11:11pm 
Will there be an underground added to this map? Or does that not fit in the vision of map? Or could it be a random experience as a way to mix up the possibilities of the map?
Vesporium  [author] 3 Jan @ 5:25pm 
(2/2) For EA MA LA Vanheim Midgard and Helheim nations, I put them starting location the nearest of their more accurately location (I'll put them in Denmark when I'll create a version with north-west extend), and also near the Belgian Gaul starting location, because the "canonical" nation for here, for each era, is modnation instead of vanilla nation. Do you prefer if these vanilla nations have neighbour starting point instead of the same starting point ? So with this solution, if you create a random game, you can immediately verify if there are neighbour nations or not. What do you think ?