Dominions 6

Dominions 6

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Confluence
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29.585 MB
20 Jan @ 1:36am
25 Jun @ 2:47am
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Confluence

Description
Confluence is a mod nation pack that features 24 mod nations, inspired by various sources.

For the most part the nations are polished, and decently balanced, however some will naturally be stronger while others weaker. They should still be able to fit neatly with vanilla in terms of balance for the most part as I've not had any (major) balance complaints. Though if you do find something of questionable balance, please object.

Confluence comes in two version; one with nations set to their respective eras, and one with all nations set to MA, for convenience's sake, if you wish to run all nations in the same era which is frequently the case.

A dedicated Confluence Discord channel exists for ease of communication. If you have any questions regarding the mod, suggestions for improvements, bug reports, and the like, you can always find me here:
Legendary + Confluence Discord Channel[discord.gg]

Individual mod downloads can also be found on the Confluence Discord server, as well as my other mods, and maps.

Compatibility: Confluence is an extremely large mod, thus no guarantees can be made about its compatibility with any other mods, especially larger ones. It is best to try to use a mod merger if you intend to use it with other mods, though you can also use individual Confluence mods (found on the Discord channel) for ease of compatibility with other mods.

Currently, only 17/24 Confluence nations have been fully ported to Dominions 6. But you can expect the rest in the next few months.

Fully ported:
EA Abysia Reborn – Rework of vanilla EA Abysia
EA Antikythera – A nation of various clockworks
EA Dur-Halam – Meteor-obsessed barbarians
EA Edranor – Nation of mages; regular troops are also mages, inspired by Endless Legend
EA Khora – Divine centaurs and their barbaric demon pupils
EA Musafir – Arabic themed nation which can trade, migrate pop/buildings, steal pop, etc
EA Nemeton – Nation of druids and spirits of the nature
MA Iridia – Conquest of Elysium Illusionist-inspired nation
MA Edranor – Also a nation of mages; inspired in part by Dragon Age
MA Markgrafdom – Conquest of Elysium Markgraf-inspired nation
MA Svarogia – South Slavic mythology based nation
MA Val Morhen – Fantasy nation of dwarves partly based on Dragon Age
LA Antikythera – A steampunk-inspired nation
LA Archonia – An Age of Wonders inspired nation of High Men
LA Diamedulla – A Dead Space inspired nation of Necromorphs and Void obsessed mages
LA Hollowmoor – A Holloween themed nation
LA Tortuga – Pirates! Yaaaar

To be ported:
EA Aurum – Roman Republic nation obsessed with gold
EA Azarien – Age of Wonders inspired nation of Dark Elves
EA Eljudin – A nation of frozen undead
EA Elphame – Dresden-files inspired Faery Courts
MA Aurum – A mostly generic fantasy nation
MA Fenrel – Nation of banded refugees which can customize recruitment in any fort
MA Musafir – Race of intelligent tigers based on Age of Wonders Tigrans

Lastly, if you enjoy my work and wish to express your appreciation with a cup or two of delicious fruit yogurt, you may do so over at ko-fi[ko-fi.com], but please don't feel obliged, and please keep it a humble/symbolic gesture.

54 Comments
Rat Catcher 28 Jul @ 2:42am 
its targeting a highland and a plains
Rat Catcher 28 Jul @ 2:40am 
i think its trying to turn the province to forests
Rat Catcher 28 Jul @ 2:33am 
I am playing as Nemeton and there's an event that keeps triggering called "spawn Worm prevention Dummy" I am not sure what it is.
Witch ~ 19 Jul @ 11:13am 
i really like the necromorph nation but theyre hard
Anubis47 29 Jun @ 12:00pm 
Mod not working :(
Executor  [author] 25 Jun @ 3:03am 
Regarding the long hosting process. The more events a mod uses and the bigger the map, the longer it takes to host. Best remedy for it only enable the mod nations you are currently playing with instead of whole compilations.

Regarding Abysia Heat effect. It works. Sites spawn in Heat 4/5 lands to compensate for pop loss; Obsidian Halls and Ember Plains in forted/non-forted lands. But, due to how seasons/events work, this mechanic lags by a turn. All season-related stuff function this way in Dominion.
Like how Warriors of the Five Element still get "Strength of the Spring" effects during Early Summer.

Regarding Sylvan -> Haiduk bug; that doesn't seem to be an issue on my end. Can't replicate it, work fine for me. I've checked the code, also seems fine, there's no ID overlap.
Executor  [author] 25 Jun @ 3:03am 
Confluence has been updated, and LA Antikythera finally added.
The nation is vastly different than it used to be, and is completly overbuilt. It might be the most complicated Confluence nation atm.
Due to the plethora of new mechanics implemented it is more than likely unbalanced, and ofc there might be some bugs in there as it requires additional testing.
Overdue on replyies.

Extra Abysian forms are not used. Used to be part of a global which doesn't work due to broken mod commands - namely req_5monsters remember the original ID of the monster after changing shapes/IDs.

Don't know if Diamedulla can be used in MP. The bug which causes the crash is a vanilla one that ought to have been addressed by Illwinter. Nothing I can do about it - except not use montags, which would gut the nation.
Brandle 7 Jun @ 6:11pm 
Not sure if this has been touched on yet but when playing as Nemeton, when attempting to move the Sylvan trees to a new location to summon a bramble fort it changes into a Haiduk from the Svarogian nation either while in transit, upon arrival, or after casting the bramble fort spell.
isiarca 12 Apr @ 10:33pm 
The Illusionist's Hat is a misc item rather than helm or crown. Is this intended?
isiarca 12 Apr @ 3:39pm 
@Moon Horse: The only mod-merging tool I'm aware of is Domingler. You can find it in the Dom5 segment of dominionsmods; it should be able to merge Dom6 mods with each other just fine I think. It has an id limit though, so very large mods or modpacks may have issues with it.