Dominions 6

Dominions 6

[LA Nation] Aria: Age of Revolution | v1.1.1 patch
62 Comments
[ 狼 ] Aokami 29 Oct @ 11:32am 
Thanks for the response, will try that out. But what i meant was like a era appropriate Aria faction for each age, kinda like how Ulm is in all ages, but their units and such changes as the ages progress. So for a EA version of Aria, i'd guess it would be something akin to germanic tribes or something? And MA would be lilke Aria without gunpowder stuff, so more crossbows and bows i guess.

But thanks for the tip on changing the file settings, i'll try that out.
Crayon  [author] 28 Oct @ 7:45pm 
"is there any plans to make an equivalent for the Early and middle ages?"
There are no plans for making an Aria faction specifically for either age, but it is simple enough to change which age the mod appears in (though I cannot guarantee the balance - for example, Aria, being very resource hungry, might struggle in early age). You can just open up .dm file that you are using in notepad (for exmaple LA_Aria_Live_Updates.dm) and search for #era 3. If you change that to #era 1, it will appear in early age. Set it to #era 2 and it will appear in middle age.
[ 狼 ] Aokami 28 Oct @ 6:00pm 
One of my favorite mod and faction, but is there any plans to make an equivalent for the Early and middle ages? I like playing those, but not being able to play as this faction kinda sucks.
Crayon  [author] 2 Oct @ 4:43am 
"Prussian army of 18th century which this is mainly based upon."
'Mainly' is not the case; it is only a part of the inspiration taken by this mod.
voronin_mike 1 Oct @ 3:20pm 
A relatively fun concept with much more modern army - but unfortunately the author doesn't know much about Prussian army of 18th century which this is mainly based upon. %(
Also, playable but not very interesting (tested both goddesses).
Crayon  [author] 25 Sep @ 4:22am 
"Staff officer commander doesn't look like it have a purpose? Less command ability compared to general and doesn't carry straegram."
Ah, the latter might be an error. Will take a look. The staff officer is a slightly cheaper alternative to the general.
NuclearFire 24 Sep @ 2:45pm 
Staff officer commander doesn't look like it have a purpose? Less command ability compared to general and doesn't carry straegram.
CloakTheMailman 16 Sep @ 12:45am 
Huh, that's odd so far the hussars, hydras, lancelets or I forgot what they were called all have 6 movement speed
Crayon  [author] 15 Sep @ 5:45pm 
"Do the melee cavalry really only have 6 movement speed in battle?"
Hm, that shouldn't be the case. Arian cav should be, in general, equal or greater in speed to Stepp Horse variants (excluding barded horses)
Crayon  [author] 15 Sep @ 5:44pm 
"Absolutely lovely mod. I like the story, theme and twist you've given to a Napoleonic era themed army. "
I'm glad you like it!
Crayon  [author] 15 Sep @ 5:43pm 
"The Architect commander unit seem to be heftly overpriced."
Ah thanks, I'll adjust this. It might have retained Dom5 pricing for that unit, I'm sure.
CloakTheMailman 12 Sep @ 5:42am 
Do the melee cavalry really only have 6 movement speed in battle? I feel like my infantry kill the enemy before my cavalry even gets a chance to get there
Chad of Nazareth 11 Sep @ 8:24pm 
Absolutely lovely mod. I like the story, theme and twist you've given to a Napoleonic era themed army. I need to learn how to not friendly-fire every melee infantry in 1 - 3 battles with the amount of artillery I like to use.
SoftTree 10 Sep @ 6:49am 
Oh also, I'm writing a larger feedback document, but since you're pushing an update soon I wanted to bring up the only thing that seems to me like it may be the result of a mistake. The Architect commander unit seem to be heftly overpriced. On average a mason-tagged unit like that costs around 55-80 gold. 185 is the price that you would see for something like a mason-mage hybrid with 2-4 magic levels. If you still want the architects to be pricier than average I would place at them at no more than 90-100 gold personally.
Crayon  [author] 9 Sep @ 4:23am 
"Given that the unit's current natural protection value is higher than the invulnerability one, the tag is virtually not doing anything."
Ah, this is something I did not know! Thanks, I'll correct this.
Crayon  [author] 9 Sep @ 4:23am 
"just creating map in late age."
Hmm, I'm not sure what the problem is. I will try to push an update in the coming days, I'd appreciate it if you can check if the issue still happens then.
Crayon  [author] 9 Sep @ 4:21am 
"In more serious words the cavalry update introduced the dismounted version. The stats seem right but the sprite hasn't been updated to reflect a cute girl. This might be a known issue but I thought I'd write it here just in case."
Ah, thanks for reporting this issue. It will be fixed.
SoftTree 7 Sep @ 12:53pm 
Hi! Very cute mod, I've been enjoying it so far! I wanted to note, about the Kampfer suit, that Invulnerability replaces the natural protection value only if it is higher, otherwise it does nothing. Given that the unit's current natural protection value is higher than the invulnerability one, the tag is virtually not doing anything.
Maxbiggy 6 Sep @ 12:26pm 
@Crayon just creating map in late age.
Observer 5 Sep @ 9:32pm 
"I hope you can find something in it to enjoy!"
Of course. This seems perfect for a single player RP campaign. Also, regarding the yuri sensibilities: it just so happened that my Border Patrol Leader Chanteloup lost her horse and in a dramatic reveal (that was the opposite of Hua Mulan) she turned from a cute girl into a burly mongolian man.
In more serious words the cavalry update introduced the dismounted version. The stats seem right but the sprite hasn't been updated to reflect a cute girl. This might be a known issue but I thought I'd write it here just in case.
Crayon  [author] 5 Sep @ 2:29am 
"The tone and baroque period drama invoking backdrop seems a bit jarring. But if I can put up with giant man eating jews and monstrosities beyond the astral veil I think I can manage girls with the power to teleport across shadows :steamthumbsup:"
I hope you can find something in it to enjoy!
Crayon  [author] 5 Sep @ 2:24am 
"But i got an error sprnumber to high when using live one."
Hi, may I ask around where in the game you had this error with the live version? I was able to launch a test game with my copy of it. Good to know that the 1.1 version works though!
Observer 5 Sep @ 12:44am 
The tone and baroque period drama invoking backdrop seems a bit jarring. But if I can put up with giant man eating jews and monstrosities beyond the astral veil I think I can manage girls with the power to teleport across shadows :steamthumbsup:
Maxbiggy 4 Sep @ 8:49am 
p,s Managed to launch with 1.1 version
Maxbiggy 4 Sep @ 1:24am 
I think .. outside of Warhammer mods this is first nation i really wanted to give a go :D
But i got an error sprnumber to high when using live one.
Crayon  [author] 30 Aug @ 7:06pm 
"How do you feel about somebody modifying the values of your mod?"
Please, feel free! This goes not just for Aria but for all of my mods past and future.
Captain Tofu 25 Aug @ 10:30pm 
Inspired! But very overpowered. How do you feel about somebody modifying the values of your mod?
Crayon  [author] 8 Jul @ 8:53pm 
"So, is this mod the prequel to Aria The Escalation?"
It is not. Both are spin-offs based on a separate original setting. This is how the same characters appear in both mods despite being wildly disparate in timelines.
Crayon  [author] 8 Jul @ 8:52pm 
"You need to take another look at the custom cataclysm."
Hi, thanks for pointing this out, I forgot to set it back to 100 turns after testing it. I have pushed an update with this fix, plus some balance changes based on suggestions taken up from the comments.
SanityIsForTheWeak 8 Jul @ 8:18pm 
So, is this mod the prequel to Aria The Escalation?
psdoffer 8 Jul @ 5:52pm 
You need to take another look at the custom cataclysm.
After enabling it the message that it is disabled still shows up (confused me quiet a bit).
Also it began almost instantly, the 'Cataclysm has come.' event showed up 1 year in, preceded by drain scales.

I played as Caelum with thrones victory and Horror Cataclysm disabled, if that is relevant.
Crayon  [author] 1 Jul @ 5:06pm 
Thank you for pointing this out, this will be fixed in a future update
psdoffer 1 Jul @ 4:18am 
Just noticed a bug: Dragoons start the battle as size 3 and then switch to size 2. Probably should be 5->3 if I understand what you're doing there.
Crayon  [author] 28 Jun @ 10:34pm 
Then that person is someone generic, like a general
SanityIsForTheWeak 28 Jun @ 9:17pm 
but as a mortal someone will replace them to take their role
Crayon  [author] 28 Jun @ 7:26pm 
An addendum to avoiding friendly fire, I just remembed that cannon AoE is fire damage, so if you cast some fire element resist spells on your troops, like Fire Fend, then you can *reduce*, but not outright prevent cannon friendly fire.
Crayon  [author] 28 Jun @ 7:24pm 
"Also any tips on how to reduce friendly fire from artillery, since my volkstrum and pike kept dying from artillery?"
Unfortunately, the most you can do in this game is set your cannons to Hold and Fire Archers.
In the 2 turns that they are holding, they will actually not shoot at archers yet, so they should fire 1 volley at frontline units. After that, it's just hoping the enemy doesn't run out of archers or the friendly fire starts happening in earnest.

"And will there be option to recruit General of the Artillery and Grand Marshall of the Royal Guard. If they somehow die?"
They are mortals, so unfortunately not. The Queen and Empress being recallable as gods is already stretching it a bit, but it's a compromise with the game system. Maybe you can twiceborn or simulacrum them somehow.
SanityIsForTheWeak 28 Jun @ 7:40am 
Also any tips on how to reduce friendly fire from artillery, since my volkstrum and pike kept dying from artillery?

And will there be option to recruit General of the Artillery and Grand Marshall of the Royal Guard. If they somehow die?
Crayon  [author] 28 Jun @ 1:30am 
Hi, there will not be any of those.
SanityIsForTheWeak 27 Jun @ 9:40pm 
will there be third path option, that focus on blood magic? Since Aria is full of young girls.


Also MG team and 300mm MLRS when?
Crayon  [author] 25 Jun @ 3:13am 
"The starting site should probably provide a fire gem"
Your red mage remnants are decent fire site searchers, so you should reasonably find fire gems eventually. Think of it as oil exploration to fuel your thermal plants. When playing as Aria, the theme is that you're playing a nation *in the middle* of its industrial revolution, and to leverage it, you need to find and exploit the necessary resources - fire, air and water gems among them.
Crayon  [author] 25 Jun @ 3:12am 
"Perhaps the Arcane Industrialists should have a chance to pick up Air or Water?"
This is a conscious decision to leave no natural water access to the nation prior to "unification". The rationale is twofold: gameplay-wise and lorewise. Gameplay-wise, Aria is intended as a nation with a narrow magic lineup, particularly at the start. The idea is for you to lean more on your very strong national troops rather than mages (cannons being viable alternatives to Evocation spamming). This only opens up later on as you unlock new heroes, finish reunification and find hybrid magic sites. It is intended to be difficult to break into other magic paths as Aria. Lorewise, you are correct in saying Air/Water is the rough analogue I chose to represent Blue magic, and that is the school Aria is weakest at due to its acute shortage of magic stones.
Crayon  [author] 25 Jun @ 3:11am 
"The mount-system changes have hit the cav pretty hard, they die really fast for their price. Giving all the horses at least Light Barding would help."
Thematically, napoleonic cavalry are unbarded and that is the basis of this decision. Schwarze Reiters as well, though more late medieval, also typically don't bard their horses. Aria's cavalry is specialized in two ways: First, their standard role cavalry - hussars and border patrol, are on the cheaper side, their costs modeled from LA Tienchi's barbarian cavs. Second, their specialized cavalry, that is, everything else, have something special or unique to them that demands the cost increase. Such as the Lippizaner's Pipette Lance, or the Schwarze Reiter's bulk gold recruitment option. For what it's worth, the Kingdom-side's cavalry are more traditional - medieval, in that they are all heavily barded, so you might be interested in checking them out.
Crayon  [author] 25 Jun @ 3:11am 
Thank you for the feedback!

"Imperial commanders should be drain-immune for both thematic and mechanical purposes"
They are primarily military commanders with mage abilities. Thematically speaking, they aren't researchers in the job sense - any research they do provide will have something to do with their magical talents, so not having drain immune fits.
Urzamax 24 Jun @ 9:30pm 
Some thoughts: 1) It feels like the Imperial commanders should be drain-immune for both thematic and mechanical purposes, or at least the Captain and Witch Hunters. The nurses also can't cast most of their special spells--there's no f/n crosspath, and only one level of nature until you finally get the slime hero.
2) The mount-system changes have hit the cav pretty hard, they die really fast for their price. Giving all the horses at least Light Barding would help. The Reiters especially should probably have heavier armor to match their riders.
3) Perhaps the Arcane Industrialists should have a chance to pick up Air or Water? That's Blue magic, right? It would make it much easier to create the national items; at present there's no national e/w crosspath available on either version of the nation.
4) The starting site should probably provide a fire gem, to get your Industrial Zones online and reliably enable the Strategy items early so you can create one or two to help with the Civil War.
JakeSlayer 20 Jun @ 8:22pm 
@Crayon Swagalicious my dude, twas curious. Original stuff is always cool.
Crayon  [author] 20 Jun @ 7:26pm 
Hi, this is based on an original setting created by me.
JakeSlayer 20 Jun @ 7:15pm 
Is this based off an anime or something? Most of these all female nations are usually based off Touhou or something. Just curious otherwise swag nation.
Paczilla 17 Jun @ 6:51pm 
Ive been waiting for an pike and shot faction, thank you
Rough 17 Jun @ 7:03am 
This is deeply clever in using mechanics to stretch what is possible in Dom