Dominions 6

Dominions 6

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Orbis
   
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29 Jan, 2024 @ 7:06am
7 Mar, 2024 @ 3:29pm
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Orbis

Description
First of all i want to thanks to ÆtherNomad and Confluence because i used some of their skins.

THEME

The theme of the nation will be a sustainable society of natural craftsmen.
The nation evolves from an undead nation to a living nation.

SPECS

Their lore is logical. The nation will finish a game in the early age in almost the same way that the nation will start a game in middle age.
Amphibian nation that start in land. This conditions a lot the equipment of the nation using bronze or magic equipment ( the ingame names are changed for lore requirements ).
Scales dependent.
The special troops are limited recruiment and not capital only.

STRENGHTS

High mobility.
High magical defense.
Special troops with magical equipment.
The best provincial defense in the game.

WEAKNESSES

Require a lab and temple in forts to make all national mages.
Weak troops in close combat.
No sacred troops.
High recruitment points.

MAGIC

Water, Earth, Astral, Death, Nature

( Water, Earth and Nature are in Natural Nations such as Pangea, Astral in Civiliced Nations, Death in Undead Nations ).

BALANCE.

I tried to balance the nation with a vanilla nation.

ERA 1
"Orbis is a forested peninsula that borders the huge chain of snow-capped peaks of Pirène and the wastelands of Abysia across the sea. It is the place chosen by the Abysmals to create a portal that allows them to return to the world of the living. The Abysmals are skilled craftsmen and use constructs to aid in numerous tasks. The inhabitants of Orbis are mainly dedicated to researching magic that allows them to return to life, creating new constructs and protecting the natural world. Primitive tribes and their sacred shamans live pastoral lives in the countryside.
This way of life clearly reflects the three things that are sacred in Orbis, crafts, knowledge and nature. And their cities are full of these three intermingled elements, just as their inhabitants are experts in managing each one of them. Orbis, therefore, is a land full of plants, but also of inventions that in other areas would be the artifacts worthy of the greatest heroes, as magical weapons and armors.
At this time, scientific institutions have not yet been created and the nation is more oriented to the past than to the future, trying to recover what it once was. Underwater crossbows and magical armor are in short supply, Automatons haven't been created yet, and constructs are just new technology. Instead Golems and animated statues equipped with bows form the basis of Orbis's workforce. The Abysmals have not expanded beyond the portal and still have innate death magics. It is a time of legends."

ERA 2
"Orbis is a forested peninsula that borders the huge chain of snow-capped peaks of Pirène and the wastelands of Abysia across the sea. It is inhabited by the Arboreals, magical beings that use constructs for certain tasks. The inhabitants of Orbis mainly dedicate themselves to building large gardens in which to rest under the whispering trees with a book in their hands, or to build huge libraries in which they can invent a new device, or build large workshops in which you can create some new material while savoring some fruits.
When the Portal to the Underworld was closed the Abysians crossed the sea and the few Arboreals were almost completely destroyed. The fires devastated the land but the automatons were able to defend the northern forests. The Primitive Tribes were able to survive in the mountains and formed and alliance with the Arboreals. With the death of the last Anointed in Abyssia Orbis is slowly recovering its ancient lands.
At this time the nation nation is mainly dedicated to the present and the learning process has been institutionalized in academies equipped with printing presses so that the Arboreal youth have the best training. Magical temples use the astrolabe to study the heavens and synthesize magical gems.
The war machine of Orbis consists of Automatons and constructs equipped with Underwater crossbows.
Recently, the despicable blood magic of Pirène has drawn la attention of its Ambassador."

ERA 3

"Orbis is a forested peninsula that borders Marignon through a huge chain of snow-capped peaks and the wastelands of Abysia across the sea. It is inhabited by the Arboreals, magical beings that use constructs for certain tasks. The inhabitants of Orbis mainly dedicate themselves to building large gardens in which to rest under the whispering trees with a book in their hands, or to build huge libraries in which they can invent a new device, or build large workshops in which you can create some new material while savoring some fruits.
When the Abysians were defeated the neighboring kingdom of Pirène was plunged into a civil war. Orbis intervened and started a successful military campaign against the akelarre. Now the cave dwellers of Pirène are a semi autonomous subservient region.
At this time the nation has evolved socially and has formed a technocracy that looks to the future. Astral magics have allowed an almost instantaneous communication that unifies the entire region and Biology has advanced enough to allow the development of magical plants that generate magic.
The war machine of ancient Orbis has not changed over the past centuries but the walled cities have grown outside their walls and huge fortresses have been built on the borders.
Recently, the Awakening God has drawn la attention of Marignon and its missionaries."

-- nations 221-223
-- monster 7201-7281
-- montag 7201
-- nametype 273,274,275
-- magic site 1951-1960
-- magic event 537
10 Comments
Istyar  [author] 15 Feb, 2024 @ 7:52pm 
I don´t know. I know they follow the normal rules of the game in that regard but I have never let them get filled with gems. You can move them to a lab manually like any other unit if you want.
Walker 15 Feb, 2024 @ 6:01am 
Do you know if those summons that produce gems, when their inventory is full does it auto transfer to your storage?
Istyar  [author] 30 Jan, 2024 @ 11:05am 
I think that the tooltip in the game explain the gems that all the temples give to you.
Walker 30 Jan, 2024 @ 10:47am 
ya it is working fine I thought the temple said 3 gems.
Istyar  [author] 30 Jan, 2024 @ 10:00am 
Yes. Each temple grants 1 Astral Gem (and only 1) if it is in your domain.
Is the mod not working properly for you?
Walker 30 Jan, 2024 @ 6:14am 
just wondering if the temples are suppose to give astral gems in the late era? I have 3 temples it says 3 gems but my empire only creates 4, My dominion is 5 in 2 of them and 2 in one of them.
Walker 29 Jan, 2024 @ 4:29pm 
oh cool thanks I thought it was one of my mods messing around with it.THANKS for your work.
Istyar  [author] 29 Jan, 2024 @ 2:29pm 
Hi, Walker.
Thanks for your answer.
No. It is not a mistake.
The real use of that wizard is in its text.
Walker 29 Jan, 2024 @ 11:21am 
to recruit the mage in the middle ages is a little high, 1600 for a somewhat good mage. Is it a mistake?
Istyar  [author] 29 Jan, 2024 @ 7:12am 
I would like to thanks to Mormacil the feedback.