Dominions 6

Dominions 6

Spark Of Divinity
86 Comments
Kai 3 Jul @ 1:50am 
This mod creates a lot of compatibility issues with other mods, and as stated below, Divinitus is a fork of this mod which is still being developed.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3404094034

I recommend to use the above mod instead
Rough 26 Mar @ 1:44pm 
This is the best mod but also hasn't been updated in a long time. Red Rob has left Dom modding afaik. Divinatus is a fork of this, still active
fungoloid 25 Mar @ 8:28pm 
King in Yellow does not bless friendly magic units if they are not sacred.
General Meowstifer 23 Mar @ 7:03am 
the "gnawing at mother oaks roots" needs to be deleted. it happens every game with a lot of thrones on it, and sometimes twice, making you lose way more gems instead of gain them. mother oak is uncastable with this mod, its simply asking to lose nature gems every turn
Signis Kerman 25 Jan @ 4:08pm 
Also, sorry comment again but nice addition would be some sort of wiki / document to show all the new unit and site added by this mod (because it will help knowing what a lot of pretender can do more accurately and don't need to test everyone that could interest us (since dominion mod inspector is no use with the new units.).)
Captain Einsicht 24 Jan @ 2:45am 
where is the worm pretender ? it was my favourite, he seems to be gone :(
Ronhul Maggot 9 Jan @ 12:34pm 
Author seems too busy.
I made fork of this mod and fixed handful recent bugs.
yckmc007 7 Jan @ 10:09am 
This is my favorite mod. And I cant wait for the next update
Master Necro 3 Jan @ 5:32pm 
Just an amazing mod!
Ronhul Maggot 2 Jan @ 5:22am 
Forgotten?
superresistant 28 Dec, 2024 @ 1:01am 
It makes the game so much more fun and interesting.
Sobriquet 25 Dec, 2024 @ 11:08am 
@Red_Rob our team has some feedback: certain things are broken, namely the exponential financial growth capable with certain chassis like the Devi of Good Fortunes
whyz863gcy 12 Dec, 2024 @ 8:35pm 
The Saurolich can't turn the High Priest of C'tis in LA , because there are now 2 type of High Priest in the game. The old one now only appear in EA and MA.
p0w311 10 Dec, 2024 @ 8:47pm 
i noticed when you wish for a pretender it doesnt give buffs but will domsummon stuff, is that intentional?
Spiikee 28 Oct, 2024 @ 8:38pm 
The Master for EA TC doesn't make the celestial masters H3.
anaris 5 Oct, 2024 @ 8:22pm 
these are my favourite pretender buffs, there's so many fascinating options they open up when they add stuff to a nation.
carn112004 5 Oct, 2024 @ 1:04pm 
Maharisi pretender might be bugged

description says animal priest are at least H2

but what happens is that animal priest rather often gain +1H; with the result that Bandar Log can recruit 1H priests for 60gold, which usually will be 3H priests within 1 year and 5H in 2 years

Bugged? Or working as intended?
Sneaky 4 Oct, 2024 @ 5:25pm 
Can the Seelie Empress and Unseelie empress be given to LA Feminie as pretender options? They are given to MA Ulm which benefits from drain scales and lorewise is restrictive on magic and not to Feminie which is rooted in glamour and magic. It doesn't make much sense and those chassis would be perfect for Feminie's theme
Dylancd 25 Sep, 2024 @ 4:44am 
Great mod, cant wait for the next update! Kinda wish we got the dragon sprites remodeled on a side note, they look kinda weird to me. Great job nonetheless!
Paranoidhawklet 18 Sep, 2024 @ 9:46am 
Awesome Mod! Absolutely inspired me to try new pretenders and play different ways!
haychy101 12 Sep, 2024 @ 7:40am 
I think this mod could have a great secondary purpose of encouraging the AI to recruit their sacred. For instant, the Hinnom god that allows for the summoning of rephaite warriors. I believe this is currently, or was in dom5, a optional summon option. If instead this was an autosummon of 1x per turn, this would lead the AI to accumulate these sacreds. As it stands, the AI Seldom uses the summon action (from what i've seen).

I suggest you make all national sacred-summoning gods use the autosummon, not optional summon variant.
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 31 Aug, 2024 @ 7:14am 
hello, im new to this game and i just tried this mod and quite enjoyed it compared to vanilla and i was wondering if its possible that instead of giving the extra 1+ in selected paths with the enkidu the great sage if it could give it on pretender creation screen? because i want to only have 6 in water path so i can grab water breathing bless effect and others but then im stuck with getting an entire 7 water path which is a bit much.
Lordlynel 30 Aug, 2024 @ 2:53pm 
Would you be willing to provide a list of IDs that this mod uses so that players can more easily tinker compatibility with other mods?
Z-Z-Z-Z-Z-Z 19 Aug, 2024 @ 8:04am 
Hey Rob, I adore this mod as well as the old Dominions Enhanced for Dom5. Something in particular that I love is the many, MANY pretenders that are added with this (and Enhanced, of course), and I was wondering if you would be willing to do a lighter version of Spark that keeps all of the gods that are added with it more in line with vanilla Dom6, much like how the gods were in DomEnhanced for 5. I want my giant magnificent whale without the possibility that Yomi will blot out the sun because they decided to go after cave indies as sun kami ;_;
ItsaCat 2 Aug, 2024 @ 3:33pm 
Love this mod. some of the Pretenders are super broken but it makes for an amazing playthrough. Burning Bush free summoning 3 angels of the host per turn from the start to make a thug army is a little cheese but it makes for a fun run.
noor 8 Jul, 2024 @ 2:57am 
2) The Monolith: It has no prose about its mechanic, so I had to guess on intended flavor; your religion centering on worshipping rocks, and thus lesser rocks in other provinces attain a some sentience much like the pretender.
My 'issue' though is the means by which it spawns lesser monoliths. They're a major draw of the chassi, but having to make the lab first makes it logistically awkward. I see a need for a control mechanism to prevent spamming them, given that they are teleportable, but the mobility itself strains against the flavor (as I guessed it) for the lesser rocks; while the Monolith must be teleportable for the monodrop tradition, lesser ones seem like they should be stationary and sacred, as fixtures of worship.
Suggestion: Make a separate unit for the lesser monolith, with the unteleportable and holy tag. Change the event from triggering on temple construction to have a chance to trigger each turn if both temple and lab is present and no lesser monolith is present.
noor 8 Jul, 2024 @ 2:50am 
Thanks for a great mod; as someone who plays almost exclusively SP these days, SoD is great fun for making thematic playthroughs. No balance feedback but there's two chassis I have thoughts on. Obv take my suggestions with a ton of salt.

1) Vampire Queen: I may have raised my thoughts on this back in Dom5 (though the mount changes solved the worst issue). Only 3 nations have access to the Queen, so feels like its conversion should work well with all three. ATM, the mechanic checks per gender separately, so Sauro with its mixed-gender blood has twice the benefit of Bogarus which is all-male. In addition, the female variant is a lot more powerful since she (slowly) produces freespawn immortals, not OP still feels much much superior.
Suggestion: Since it doesn't fill a flavor role (unlike eg Ensi/Entu), the split feels unneeded. My suggestion is simply having a single version called eg "Vampire Consort", based on the Vampire Count.
JJ "Mayo" Knock-out 30 Jun, 2024 @ 3:35am 
Suggestion: sandworm pretender for desert nations, maybe with chance to turn provinces into wastelands while patrolling? I think that'd be neat.
Red_Rob  [author] 29 Jun, 2024 @ 2:56pm 
To answer questions: Balancing was done per-Pretender and is likely still wonky - I will be addressing this with balance patches as I get more feedback from ongoing games. I didn't try to balance "weaker" nations with "stronger" Pretenders.

Re: compatibility, I will try to retain compatibility with Worthy Heroes as I'm maintaining both mods, but I can't promise anything else. Back in Dom5 there were a few utilities for making mods compatible, hopefully we'll have something like that for 6 soon that will make things easier.
Lord Hand 22 Jun, 2024 @ 11:36am 
I just concluded my Firstborn of Rhaux game. That's a really neat pretender form. Super impressed with the mod, mate.

Is there anything you'd like tried out next?
Scrapulous 21 Jun, 2024 @ 9:53am 
A minor bug: a few nations are designated to receive a Sea Nymph commander: 8962 and 8963. However, no such creature is defined in the mod, so it never appears for selection. This may be intentional, but I mention it in case it's not.
MORROGANDER 20 Jun, 2024 @ 2:57pm 
Wow! Another great step toward DE! Gotta give it a thumb up!
FoggyMorning 17 Jun, 2024 @ 11:15am 
I had control of an enemy capital when the enemy god spawned. It was a frost father. With this mod when it spawn it generates a bunch of unfrozen, but the weird thing is that I ended up with the unfrozen mage, commander, and some of the troops instead of the enemy. I got the message in my start of turn log as well. I don't think this is intended.
Rough 16 Jun, 2024 @ 1:58pm 
@dreaming they're made by the same guy so...safe to assume they're compatible
Dreaming Shadowsipper 16 Jun, 2024 @ 12:43am 
>fixed some incompatibility issues with WH
Is the mod actually compatible with WH? ngl I assumed it wouldn't be since it adds so many units
JJ "Mayo" Knock-out 15 Jun, 2024 @ 9:05am 
The mod is good. Very good, even. Unfortunately, it seems to have a serious compatibility issue with Sloop's Comfy Balance Mod, for example:
-pretenders added by this mod not showing up in pretender creation menu
-nations being able to recruit pretender chassis
-certain sites allowing recruitment of pretender chassis
-certain mounted units having their mounts replaced with a pretender chassis

Although a shame that I'll have to turn one mod or the other off, this combination did give me a few good laughs.
Draken 15 Jun, 2024 @ 7:25am 
To be fair, "balance" is a bit of a weird concept in Dominions. The base game is equally unbalanced after all.
Some Pretenders are better for a certain nation or for certain playstyles.

EA R'lyeh for example has the Polypal Queen giving you amphibious Spawn, making that useful on land. Or you get a Titan of the Sea for free Amulet of the Fish. Depending on what you want. I also think EA R'lyeh isn't realy that weak? It's very strong underwater, but has some problems getting on land. And quite a few of the Spark Pretenders can help with that.

Don't know about compatibility, but I assume Pretenders from other mods are not included. Sprite Overhaul should work if loaded after Spark. Right?
Rough 15 Jun, 2024 @ 4:10am 
Is there an element of balancing to this? Like did weak nations (hello EA rlyeh) get better national pretenders?

It doesn't look like it, but thought I'd ask.

Also, is this compatible with Ethnic Pretenders or Sturm's sprite overhaul?
Lord Hand 14 Jun, 2024 @ 2:25pm 
Awesome!
Rough 13 Jun, 2024 @ 4:28pm 
Thank you so much for this excellent mod, Rob. You deliver, as always
Red_Rob  [author] 13 Jun, 2024 @ 3:11pm 
Thanks for the comments guys. The Monks were actually spawning at twice the rate they should have been, so that's fixed now. Regarding the sprites, I know some are a little rough and ready but I'm not really a sprite artist. If anyone wants to submit replacements I'd be happy to add them in...

Also, V2.05 Update is now live:

Great Mother now creates 5 pop per candle instead of 50
Queen Mosquito now correctly has no slots
Added some Gods to LA Pyrene
Jade Emperor now correctly gains Celestial Servants
Daibutusu had doubled monk production
Temple of the Sun now correctly disappears
Fixed some incompatibilities with Worthy Heroes
Firstborn of Rhuax now correctly causes Lava Warriors to spawn at Volcano sites
Unseelie Soldiers 12g, 9rp > 20g, 20rp
Terror of the Deep Incorporate 3 > 1
Fixed Devi of Good Fortune events occuring at low luck levels
Ilhahat of Fate now only grants Fate Charm to H2+ priests, casts Group Luck not Battle Fortune
Removed redundant fort construction messages
Gabe 6 Jun, 2024 @ 1:12am 
I love the new mechanics, but please tone down the free-spawns for some of the Pretenders, especially commanders. I forget the name, but the Buddha head statue had me rolling with a dozen of new Monks every turn, it's a bit tedious to manage.
Signis Kerman 4 Jun, 2024 @ 5:15am 
Excellent mods which allow a lot more creativity with pretender. The only "problem" i see is that some pretended look like compressed picture which denote with the rest of the pretender and give a somewhat disturbing feel to them (especially if you use the Better Sprite mod).
And i have a question : is this mod work with modded nation (and modded pretender)
Lord Hand 3 Jun, 2024 @ 5:33am 
These new god form mechanics are so cool, add so much to each faction with new ways to play them, and most of all are so neatly and clearly displayed in the description.

Been loving lava boy as EA Abyssia.
PositiveImpact 2 Jun, 2024 @ 10:30pm 
excellent mod, lots of creativity, I love to see it.

animated holy water auto routes (dies due to mindless and magic being) at start of combat unless you have a mage present. you can lose a ton of them due to random events or tiny incursions.

It's technically working as intended and not the end of the world but it's a bummer if you try to build around the mechanics of that pretender only to have your hard work wiped by random chance.
Mint 1 Jun, 2024 @ 3:49pm 
This mod is great however I feel the Celestial General is really overpowered... giving you not only 4x of a Conj6 summon per turn from turn 1 potentially, but also letting you rec them in ALL of your forts with temples? It's really OP. I'm sure some other stuff is also OP. Still - the mod is great!
Aeris 30 May, 2024 @ 11:07am 
Forgot #end :)
Aeris 30 May, 2024 @ 11:05am 
I edited the mod file for my single player game to adjust pretenders for LA Pyrene, might as well share:

#selectnation 123 -- LA Pyrene
#addgod 8991 -- Infernal Spirit
#addgod 8996 -- Bloodstained Edifice
#cheapgod20 8991 -- Infernal Spirit
#cheapgod20 120 -- Moloch

BTW with the Infernal Spirit I'm rolling over my first war opponents with devils. Being able to summon so many demons per turn without taxing the blood economy is very strong.
Red_Rob  [author] 29 May, 2024 @ 3:15pm 
Thanks guys, good to hear people are having fun with it!

V2.04 Update

Terracotta horseman & chariot were size 3
Duiu of Farming now creates Fields sites in Spring & removes them in Autumn for 50% taxboost
Returned Asphodel to 300 cost temples in forests due to money issues
Titan of Love now correctly spawns starting Heraira
Mermaids cost 0 > cost 350g & gained correct landshape & glamour random
Asynja gives correct starting summons and Throne summons
Zmey Gorynch hp 125 > 95, Str 25 > 22, -2 to non-air paths in Dragon form
Spirit of Sargassum now creates Kelp Groves and Forts in Kelp Forests
Cerevox 26 May, 2024 @ 5:48pm 
Just chipping in to say the vamp queen feels like she is in a really good spot. In Ulm, you end up swimming in S2B2 and S1B2 vamps from the fortune tellers and tier 2 illuminati and can just drop horrors everywhere, which is thematic as heck, but doesn't feel overpowered because S2B2 is actually a pretty expensive mage to use in combat, due to needing slaves to really get anything done.

With Bogarus you basically just flip starets which is very useful, since they tend to die of old age all the time. Feels a bit less impactful overall though.

Same deal with sauromatia. Witch kings, and a few warrior sorcs if you arent paying close attention, get flipped, which gives you some pretty heavy duty DB casters, but you aren't just swimming in them the way you are as Ulm. The only catch here is that it actually feels a little bad when you flip a warrior sorc, they almost feel more useful as the mounted rider for thugging purposes, even if they lack the immortal flying pieces of it.