Dominions 6

Dominions 6

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Sheseba
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11 Feb, 2024 @ 3:28pm
4 Apr @ 6:55am
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Sheseba

In 2 collections by Mormacil
Mormacil's Nation Mods
11 items
SNM nations
13 items
Description
Sheseba is a new EA nation I created for Dom6. It's main feature are it's mechanical metal men with no normal human troops at all. That means no need for food, not armor and no helmets to cover their headless faces.

"Sheseba is a nation of constructs abandoned by their forgotten creators. It was a unity of two great lineages gifting their descendents with great magical power. This Scholomanic tradition allowed them to control the weather, speak to animals and bind spirits to metallic containers. Now the palaces and towers lay largely abandoned. As the Pantokrator send the creators away with a great task their servants remained. Metal men powered by the spirits trapped within their shells.

The constructs of Sol Aut tirelessly await the return of their creators. The arrival of the Awakened God has given them a new purpose. They now serve the holy war of their new patron, fielding the many wonders from the vaults of their creators against the enemies of the Awakened God."


Nation has all the things you could expect of one, new summons, a new pretender, bunch of unique heroes and some national items.

The nation didn't start as one strongly tied to any real world mythologies. But it's now firmly rooted in them, some more obvious than others. The hero names certainly should spell it out clearly. It also made me plan two widely different MA successors based on other cultures.
46 Comments
Mormacil  [author] 19 Feb @ 11:45pm 
Might be just a mod order issue too, try enabling mine last.
Towerdepths 19 Feb @ 4:25pm 
Okay, figured it out. The issue is with the Site created by Nation Overview; it adds units that aren't in the actual lineup, and removes some others.
Rough 19 Feb @ 4:13pm 
it might possibly be Trusty Research? but idk what ID's the research mooks in that use
Rough 19 Feb @ 4:12pm 
Gathering Sturm and Worthy Heroes aren't compatible, and Worthy Heroes isn't compatible with much of anything. If removing WH doesn't help, then it's Gathering Sturm
Towerdepths 19 Feb @ 4:10pm 
Yeah, that makes sense. Here's my modlist;
Gathering Sturm
Trusty Research
Improved Casting AI
Nation Overview
Thematic Gem Gen
Worthy Heroes

I'm going to hazard a guess that it has something to do with Gathering Sturm, but can someone else confirm?
Rough 19 Feb @ 4:01pm 
@towerdepths: that's a mod incompatibility, none of the units should be that cheap. They're quite expensive actually
Towerdepths 19 Feb @ 1:30pm 
Seems very fun - small issue though; some of the units only cost 1 Resource and 2 Supplies (namely, some of the strongest units). Was immediately able to break the game using a massive fielding of these units from the start. Has anyone else had this come up?
Kraut 11 Feb @ 9:29am 
Wonderful mod, very fun to play
Mormacil  [author] 13 Sep, 2024 @ 10:17am 
The Jinnun belongs to your army thus uses your own research. I can't make him neutral, I tried.
Rough 13 Sep, 2024 @ 4:17am 
That'd be great. Alternatively, create an easier way to access the Great Jinnun inside:
1. a ritual that releases the jinnun but keeps it bound. Maybe give it homesickness or something. Maybe you could code it like a Mind Vessel spell from EA Rlyeh where each vessel has one jinnun that's active?
3.a battle spell that can only be cast by Vessels to "release" the jinnun briefly: high paths that require a Communion, and when it's done it summons a jinnun.

Sidenote: does the released jinnun have access to all spells like an indie pretender? It's got great paths, but having even the best mage show up randomly half way thru the battle and without any scripting is still pretty weak