Dominions 6

Dominions 6

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Dominions Reworked: Exploration
   
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8 Mar @ 9:39pm
30 Mar @ 11:13pm
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Dominions Reworked: Exploration

In 1 collection by Selgeron
Dominions ReWorked Collection
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Description
Dominions Reworked: Exploration

For optional use with the Dominions Reworked mod pack. This mod is designed to make exploration and events and scales more fun and interesting. Note: Due to the way indys spawn, this mod only works with default indy difficulty and the default number of starting provinces.

National Features:
Level 2 and 3 temperature nations now have some amount of resistance to the effects of level 4 and 5 scales.

Indie Recruitment

Surface:


-High Priest indie is now H3 to make him more useful
-Tribal Shamans now each have a different magic path instead of all being n1
Wolf Tribe - Nature
Bear Tribe - Earth
Deer Tribe - Glamour
Lion Tribe - Fire
Jaguar Tribe -Blood
Woodhenge Druid is now N2
Some knight provinces now have access to Hedge Wizard indies who have 1 random path.

Cynoohelian indy types added back to LA underground.
Pale ones removed from LA underground.
Toad Tribe added to some provinces in MA and LA underground.
Lava-Born provinces now have a recruitable fire mage
50% of Bakemono provinces now have a recruitable Bakemono Shaman
Bekyrde Provinces now have recruitable Bekyrde Scouts.
Wet Ones provinces now have a recruitable W1E1 Olm mage
Troglodyte provinces now have a recruitable Troglodyte Lord commander.

Indie Defenders


Surface:

90% of Undead Provinces in LA and 50% in MA are replaced with monstrous animals
(Lions, Bears, Deer, Wolves)

Under Ground:

Zotz provinces in MA and LA now have Muuch Warriors added to their defenders.

Pale Ones in EA and MA now have Pale One Warriors added to their defenders.

Cynophelian Trogs and Cavemen now have less range in the amount of units they can spawn, resulting in more consistent numbers.

50% of Shade Provinces in MA instead have Umbrals and Penumbrals
75% of Shade Provinces in LA instead have Umbrals and Penumbrals

90% of Undead Provinces in EA are replaced with monstrous animals (Cave Crab, Cave Spiders, Cave Cow, Cave Grub)

Special Indy Defenders

Rare indy defenders now all spawn with a unique site as reward for killing them. This site is always discovered and does not need to be searched for.

Site Changes

A number of extra rare sites have been reduced to normal rarity allowing them to appear more often in games.

Sites have had thematic changes, pushing scales, pop growth and other effects. Rare unique sites that have names like ‘Tower of’ or ‘Castle of’ or ‘City of’ now spawn a fort of the appropriate type when discovered.

Most sites that let you summon a monster with a mage, now summon multiple monsters depending on the power of the monster and the rarity of the site. Demon summoning sites still only summon 1 demon.

Scale Events

Level 4 and level 5 events have been added for every event type. Most of these events are neutral or ‘good’ events (considering how bad it is to have these scales in the first place) and cannot happen before turn 15. They also cannot happen in your capitol (to stop heat/cold nations that have a site that pushes scales in their capitol from getting all of them) The most powerful events are unique and cannot happen multiple times per game. Even with all these events added remember there are so many events already in the game that these events will still be very rare.
2 Comments
Selgeron  [author] 30 Mar @ 11:08pm 
oh boy... what a typo.

Fixed
JJ "Mayo" Knock-out 27 Mar @ 12:59pm 
hey is this the mod that adds/modified the Temple of The Spider God site? cause i don't think it's supposed to be able to summon vastnesses?