Dominions 5

Dominions 5

Executor Dec 14, 2017 @ 1:58pm
[Nation Pack] Confluence
Confluence is a mod nation pack that features twenty four mod nations, created by me.

For the most part the nations are polished, and extensively balanced, however some will naturally be stronger while others weaker. They should still be able to fit neatly with vanilla in terms of balance for the most part as I've not had any major balance complaints.

You can check the national characteristics and sprite previews for a little bit more on each of the nations below.

Confluence comes in two version; one with nations set to their respective eras, and one with all nations set to MA, for convenience's sake, if you wish to run all nations in the same era which is frequently the case.

Download now!

Confluence mod nation pack, V1.97[llamaserver.net]

I have also created a poll where you can rank individual nation based on their power levels. It would be much appreciated if you could take a minute to do this to further help balancing. Simply rate the nation from 1-10 based on how powerful you think they are

Confluence power-balance poll[goo.gl]

Mod last updated: 21/7/2020
Current version: 1.97

I am also happy to announce that I've finally opened a dedicated Discord channel for both Confluence and Legendary for ease of communication. If you have any questions regarding the mod(s), suggestions for improvements, bug reports, and the like, you can always find me here:

Legendary + Confluence Discord Channel[discord.gg]

Lastly, if you approve of my all my good work and wish to support my future endeavors with a cup or two of delicious fruit yogurt, you may do so over at ko-fi[ko-fi.com]

National Previews:

https://steamcommunity.com/sharedfiles/filedetails/?id=1231566876

https://steamcommunity.com/sharedfiles/filedetails/?id=1231567620

https://steamcommunity.com/sharedfiles/filedetails/?id=1912532637

https://steamcommunity.com/sharedfiles/filedetails/?id=1907306034

https://steamcommunity.com/sharedfiles/filedetails/?id=1231568061

https://steamcommunity.com/sharedfiles/filedetails/?id=1231569028

https://steamcommunity.com/sharedfiles/filedetails/?id=1231579018

https://steamcommunity.com/sharedfiles/filedetails/?id=1231579645

https://steamcommunity.com/sharedfiles/filedetails/?id=1231579352

https://steamcommunity.com/sharedfiles/filedetails/?id=1231571179
Last edited by Executor; Dec 23, 2023 @ 3:09am
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Showing 1-15 of 88 comments
Mormacil Dec 15, 2017 @ 6:41am 
Awesome work, great sprites.
kristoffer  [developer] Dec 15, 2017 @ 8:56am 
I know trhe Fey isn't finished yet, so you might know this already:
Spring Queen and Spring Fey are not #homemon and #homecom. I conquered the Fey capital and recruitment of Springies was possible.

I like the Dur-Halam by the way.
Devin Dec 15, 2017 @ 1:54pm 
Ah, my other favorite nation pack returns! Thanks.
Burden of Brine Dec 16, 2017 @ 1:28am 
The Azarien have... 'very minor Air'? Am I reading this right?

And the Musafir do not have a panther-looking assassin Prowler?

And the Archons suddenly have a Blood Elf unit?

ALRIGHT WHO IS RESPONSIBLE

:HappyMask:
Devin Dec 16, 2017 @ 5:05pm 
This doesn't seem to play well with extra pretenders mod.
I was a bit sketical of the price.
http://steamcommunity.com/sharedfiles/filedetails/?id=1233925676

So then I loaded it in a different order and
http://steamcommunity.com/sharedfiles/filedetails/?id=1233930348
So yeah, don't mix that. Or do, if you really like lacedon mages.
Last edited by Devin; Dec 16, 2017 @ 5:08pm
wabbit Dec 17, 2017 @ 6:19am 
Thanks for this mod.

Not sure if I'm doing something wrong, but I tried Nemeton - and my armies auto-routed at the beginning of battle.

Tried a few times, but they kept running on turn 1. I was attacking indies, and I had more troops. Is there a mechanic at play I'm not seeing?
Executor Dec 17, 2017 @ 11:05am 
In Soviet Dominions, the devs report bugs to *you*!

Burder of Time, yes, very minor Air. Only the Incarnate has Air, with a basic A1 + 40-ish % change to get A2, on a cap-only, slow to recruit mage, that has a penalty to both ritual casting and forging, which means you have a reliable A1 mage for combat purposes and for site searching, and 40-ish % to get one that can forge and ritual cast at A1.

Devin, I do not guarantee compatibility with any other mods, apart from my own, nor is it really possible or even practical for me to even try without starting an all-encompassing Mod Compatibility Project.

Wabbit, terrain shapechanging has some weird interactions while moving into other terrains. It's quite likely that you were sneaking out from a forest to a non-forest province. So when your troops arrive to the province they are no longer stealthy and end up attacking, but the commander kinda bugs out and remains hidden in the province for the following turn, so your troops attack without a commander.
Make sure you're not sneak-moving from a forest to a non-forest province, and you should be good.
wabbit Dec 17, 2017 @ 11:24am 
Originally posted by Executor:
It's quite likely that you were sneaking out from a forest to a non-forest province. So when your troops arrive to the province they are no longer stealthy and end up attacking,

Yeah, I believe each time I tried this I was moving from a forest to a non-forest. Thanks for the head's up. I'll give it another go.
wabbit Dec 17, 2017 @ 1:37pm 
Yup, that did the trick. It's awkward that you have to remember to CTRL-click on groups that contain a stealthy commander but non-stealthy troops. I wish the game was able to detect that and default the other way round.
Burden of Brine Dec 17, 2017 @ 11:37pm 
Originally posted by Executor:
Burder of Time, yes, very minor Air. /Snep
It was more me being surprised that the nation was created with just a minor amount of Air in it, given the Cult of Storms and whatnot. Though the brooding knife-ears likely ain't lacking in options even without it.

That aside, there is only some feedback I can offer about the Azarien. One thing is that I couldn't really tell why their infantry had a baseline cost of 12g rather than 10g. Lower strength and hit points with, to me, fairly marginal benefits above baseline humans. Perhaps increasing their Attack, Defence and Precision could be considered?

That, and is the Spear Night Guard supposed to have a regular Spear rather than Long Spear? And sticking with the theme of poisons and spiders, perhaps consider the Spider Clan of Machaka, and their usage of Poison Tipped Spears?

Deathblades doesn't appear to have the formation fighter they are described to have either.

But that will have to be enough of my rambling for now. Good work overall from what I've seen. Particularly the Tortuga!
Executor Dec 22, 2017 @ 9:04am 
New, somewhat rushed version in.

Various bug fixes.

Slight commander price reductions/corrections across the board. More stuff has been priced vanilla - or somewhat closer to vanilla. Most notably Tortugan Shipwright (100>50) and Svarogian Witches (240>180).
Some price increases in a few cases, like the Eljudnir Dread Lord (140>180).

EA Antikythera exhaustion rebalancing. Exhaustion increased from 5 to 7 across the board.
With the new battle mechanics the units no longer start with a round of exhaustion (units would never start with 0 fatigue in Dom 4), and with the new passive reinvigoration the exhaustion mechanic was much less impactfull, overall giving the units around 25-30% more time on the battlefield. Now you have roughly 15 turns to win a battle or you die from exhaustion.

National defenders added to forts.

Onebattlespells working again for all nations.
EA Eljudnir Dread Lords now actually inspire dread in enemies. Wraith Lord pretender now increases the chill effect. Slayer of Heores hero now has his anti-sacred enchantment back.
LA Antikythera Arc Pylon cause Storms and troops supercharging again.
LA Antikytheran Technomancers bring along a cute little pet again.
EA Edranor Arcane Wisps now rip souls again.

EA Edranor now shows experience promotions, which helps keep track on how powerful the troops are, and how close they are to a better version.

There might be some issues and overlaps with the weapon ID numbers with vanilla. I'll sort that out once there is a correction from Illwinter, rather than guess by how much the range is off, atm, or swift all the weapons around needlessly.
moarlurking Dec 23, 2017 @ 10:58am 
does EA eljudnir dread lich's dominion summon actually work? also the description of it says you can summon national undead but i cant seem to see where to do that at either.
Executor Dec 24, 2017 @ 7:43am 
The Dread Liches have a fixed, 8% chance to summon a unit in friendly dominion. The actual dominion score has no bearing on it.

As for national undead, the Unholy Announcer can summon allies. There are several types of national undead he can summon. Some are good and some are bad.
Executor Dec 27, 2017 @ 4:44pm 
The current results of the power balance poll from 30+ submitted responses. I have to say I'm quite content with the results overall, even though the scores go from one extreme to the other in some of the cases:

7.0 - EA Antikythera
6.4 - EA Azarien
5.2 - EA Dur-Halam
5.4 - EA Edranor
5.9 - EA Eljudnir
3.2 - EA Elpham
2.8 - EA Nemeton
5.9 - MA Aurum
5.1 - MA Fenrel
6.7 - MA Musafir
5.0 - MA Svarogia
6.5 - LA Antykythera
6.0 - LA Archons
4.8 - LA Tortuga

Which gives the overall mod pack, all scores combined, a 5.4 ranking on a 1-10 power scale. That seems close to perfect and means the nation pack should fit right at home with any vanilla games, based on current feedback.
Last edited by Executor; Dec 27, 2017 @ 4:44pm
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