Dominions 6

Dominions 6

doubt.dm - MA Trante
It|That  [developer] 27 Mar, 2024 @ 4:11pm
MA Trante Magic Paths
FORT RECRUIT
Dubitatore: H1. Inquisitor, Heretic 1.
Credente-Maiore: H1. Sailing 3, True Sight.
Disciple: 50% S. Sacred, Sailing (self), Divine Insights, Lab Promote (40) into Doctore.
Doctore: S1H1, 100% S1G1 100% F1A1W1E1N1. Sailing (self), Adept Researcher 4, True Sight.
Nans: Slow to recruit. W2S1H2, 100% W1E1S1G1, 10% W1E1S1G1. Sailing (self).

COASTAL RECRUIT (FORT & FOREIGN)
Phariste: F1G1, 100% F1W1S1, 10% F1W1S1. Stealthy 40, Sailing 3.

CAP RECRUIT
Docente: S1H1, 100% S1G1, 200% F2A2W2E2N2. Sailing (self), Adept Researcher 4, True Sight.
Catepan: W2, 100% F1A1, 10% F1A1W1. Sailing 5, Slaver (1d6 Mariners).
Perfecte: W1G3H2, 100% A1W1S1G1, 10% A1W1S1G1. Sailing 5, True Sight, Uninspiring -2, Philosopher +2.

SUMMONS
Supernal: S4G2. Sacred, Ethereal, Illusion, Autocasts Astral Shield.

HEROES
Lucumo: A3W3N2. Sacred, Sailing 10, Combat Caster.
Valdemare: S3N3. Heretic 3, Inspiring Researcher 1, Philosopher 5.
Pacarsa: W1E1H1. Sailing 5, Inspirational 2.

ADVICE
Merchant-Envoys will fire a (one-time) event giving you a small amount of gold and 10 base income/resources in Trante when they (successfully or unsuccessfully) infiltrate another nation's capital.
Disciples display their promoted paths in the recruitment screen - by default they have a -1 pathboost in every type of magic they can roll. This is not an ideal implementation, but my original attempt didn't pan out.
Trante is an island nation with sloth in its capital. It is very likely to have a rough start. Take a flying or amphibious awake expander if you want to play it more like a normal nation.
Last edited by It|That; 28 Mar, 2024 @ 9:59pm