Dominions 6

Dominions 6

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The Gathering Sturm
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4 Feb, 2024 @ 10:36am
29 Jun @ 11:38am
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The Gathering Sturm

In 1 collection by Sturm
Sturm's Mods.
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Description
Added a Kofi account in case someone is interested in tipping. Also planning to do commissions through that eventually but am sorting that through Discord for the time being: https://ko-fi.com/sturm67936

Reworked EA Berytos, MA Ermor, LA Pythium as well as a plethora of vanilla balance changes as can be gleaned from the google docs:
https://docs.google.com/document/d/1QGhRfE45xvhS_PmfLt5M-ArJe_pLLvTtumoRRfFCon4/edit?usp=sharing

Currently includes the following new nations:
EA:

Ceichna: Sunset on a Golden Age
> Etruscan Hoburgs in the process of being displaced by the humans that form Loringia in MA. Anyfort sacreds and strong mages are not restricted to the capital. Foreignrec human warriors and heretics with turmoil discounts.


Xsaca: The Fertile Crescent
> Monkey nation based on Achaemenid Persia, fields very capable archers and hybrid ranged melee infantry and capable cavalry. Mostly lightly armored troops, all mages are priests, has caelum style guardian spirits and summons.


Paionia: Last of the Partholonians
> Paionia is a nation of Thracian/Macedonian elves and humans. It fields heavy phalanx infantry and a varietyo f other light or specialist infantry, as well as superb cavalry. Paionian elves are not stealthy.

Raetovari: The Wild Hunt
> A nation of Germania inspired Chudes with strong but not sacred blood summons. Unrest reduction in autumn and winter, in spring and summer free blood slaves in temples.

Shinar: The Tower to the Heavens
> Mesopotamians building the tower of Babel, for ingame benefits, also huge chariots.

MA:
Loringia: Age of Chivalry
>Loringia is a human nation located inbetween Marignon and Ulm. It doesn't excel at forging like Ulm does and also is not as focused on it's sacreds, but boasts a very capable mage corps, though none of its starting mages reach higher than lv 2 in a path. On turn 12 the nation is able to decide between eradicating the taint of sorcery from its lands, thus unlocking sacred angels and a new magic site in it's capital, or falling to the temptation of blood magic, gaining strong access to both blood and nature as a reward.


Carcosa: Shattered Sun
>Carcosa is a nation based losely on some elements from Cultist Simulator and the King in Yellow. It excels at glamour and death magic as well as foreignrec priest mages that do not require labs. Recruited cultist and renegade troops randomize into randomly equipped units and aspirants can be transformed into eldrich beings.


Heijou: The Court of Sorcery
> Heijou is a predecessor to Jomon. The naginata and longbow are predominant weapons of the age and the whole country is atleast under the nominal rule of the nation's court. The nation can open spirit gates and consecrate sacred trees to spawn youkai troops and allow the recruitment of youkai mages.


Hagia: Hallowed Land
> Ermorian successor state with very little death magic, but freespawned ghosts in their temples. Anyfort sacreds and very reliable mages with few randoms.

Hleysey: Halls of the Drowned
> Nation of Vikings, the drowned dead and divine giants of the sea. Capital alternates every 6 turns between being on land and under water, can drown own units there to turn them into ghosts. High Water and Death, good Air, some other variety paths.

Abdera: Empire of the Setting Sun
> Nation of phoenicians with animated demonic statues, exotic mercenaries and an otherwise very greek military. High blood, water, some fire, air, earth.

Melangell: Blessed Vale
Nation of rabbits and hares which get the animal tag but are all lucky. Only palisdes can be constructed, but upgrade automatically into wooden forts, then castles. Freespawns a tiny amount of free militia which deserts when leaving their home province. Strong Nature, Death, Glamour.


Al-Mada'In: Spires of Kardbandad:
LA Middle Eastern nation centered around a huge capital spanning multiple provinces. Priests can enter communions that will dissolve at 100 fatigue.

Niblungheim: Hoards of the Dragon Dwarves
Germanic/Norse mythology inspired dwarves and Jotun giants. Jotun adventurers an enter the capital site to unlock more mages, find magic gems and treasures by surviving assassination battles. Still a little WIP.


LA:
Loringia: Fire and Steel
> Loringia is a LA scales nation which continues on the assumption that MA Loringia decided to get rid of the warlocks. It maintains most of their spells but loses access to it's recruitable sacreds, instead gaining access to strong scales troops and gunpowder weaponry which ignores shields and air shields, as well as Iron Darts/Blizzard.


Qadesh: Ashes of Time
>Undead rephaim that died in the Abysian Tide of Fire, and their Avvite servants. Mostly relies on Avvite troops but freespawns strong undead fossils in low numbers. Capital mages can summon sacred undead Anakites.

Hagia: Undying Lands
>Undead Byzantium. Living units do not heal but have a secondary undead shape. Starts with death 2, freespawns some ghosts and undead legionaries.

Herelant: Heralds of the Coming Doom
>Crusading humans that can break the 7 Seals to get access to angels. No recruitable sacreds at the start.

Sombuth: Slaves to Darkness
Successor to Ulm that is still stuck in the throes of the Malediction, big blood, death and astral nation.

Not all features and nations there are yet implemented, feel free to make suggestions as well!

Compatible with Ny's New Nations and all of Mormacil's nations. Also many thanks to Nyaxe for the mod icon!
256 Comments
Sturm  [author] 20 Oct @ 1:10am 
There are some plans for them in MA but i'm unlikely to include that in any update soon. I'll likely at some point make a combined xsaca/paionian MA nation based on the seleucid empire.
Sticky Baka 19 Oct @ 8:58pm 
Been really enjoying this mod! LA Hagia is a blast maybe a tad strong but I’m not complaining, love me some Byzantines.
Looking forward to trying Painoia next, any plans for MA or LA Painoia be interesting to see how they change considering Arco becomes the Hellenistic/Macedonian nation as the ages advance
Sturm  [author] 2 Oct @ 12:31am 
I see. Well the mods this is compatible with are listed in the description, outside of that you can expect issues.
Busterdrag 1 Oct @ 7:02pm 
Nope, nevermind. Yeah I dunno at this point I may just disable all mods.
Busterdrag 1 Oct @ 5:45pm 
Okay so went through every mod I had on, tested all of them.

It wasn't the Casus Bellum Mods that seem to mess with the name list, but the Yakub mod. Turned that off, started a new game, and my Hoburgs have proper mediterranian sounding names.
Rough 1 Oct @ 2:31pm 
it's gonna be from the casus belli mods, ny and morm are both (mostly) compatible with GS. unfortunately, you just can't run a bunch of random mod authors together because they all use overlapping id's for things
Busterdrag 30 Sep @ 7:03pm 
I use a few mods by Mormacil and Nys, as well as Casus Belli's mods.
Sturm  [author] 28 Sep @ 3:34am 
Are you using any other mods with this?
Busterdrag 27 Sep @ 2:28pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576008349

Here's a screenshot with proof...also those names don't really sound roman, then again I haven't played a game as Ermor or any of its spin-off nations yet.
Sturm  [author] 26 Sep @ 3:36am 
Hmm that shouldn't be happening, but they are just using the default roman namelist. Regarding the other fixes, will likely get around to it soon-ish, still recovering from being sick.