Dominions 5

Dominions 5

[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
Legutóbb szerkesztette: Executor; 2023. dec. 23., 3:09
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1630/88 megjegyzés mutatása
It might be time to shift my attention to finishing one of the several other mod nations I'm currently doing, that are half done. Here are the concepts and some artwork attached to them, just to keep me motivated. Feel free to comment and offer opinions on which one should take precedent over the other.

MA Nir - A nation of Dwarves inspired by many different sources, like Age of Wonders, Warhammer, Battle for Wesnoth, Conquest of Elysium etc. They have good siege equipment, Steam Tank, Organ Guns, Fire Belcher cannons, and have the Conquest of Elysium ability to equip a certain limited amount of troops with superior armor and weaponry granting them stuff like weapons resistances, fireshield, flamming runehammers, etc. The mages can also construct little siege equipment like Animated Swords and Bows.

https://steamcommunity.com/sharedfiles/filedetails/?id=1246744401

LA Halloween sort of nation - A nation of Halloween monsters basically. Very loosely based on Ravenloft, it is a plane of dread and horror that is created to keep the pretenders of the nation prisoners in their own little realm, unable to leave the borders of their dominion. Except that there is a rudimentary flaw in the design of the prison, as the dominion- border of the realm, can be expanded to the whole of the world.
There are only a few possible pretender choices which are based on stuff like Vlad Dracula, who can pillage a province and in doing so leave a bunch of impaled undead as an unliving fear shield to guard the province, etc.
The nation focuses on fear and horror to a large degree and even has an unrest based dominion which rises exponentially. Depending on your dominion strength the income penalty can be as little as 10% or as high as 50%. The unrest created by the dominion can however be harvested into extra death gems.

Troops consists of vampires, ghouls, witches, boiling cauldrons, black cats, ravens, trolls, skelletons big and small, shades, nightmares, and of course - pumpkins and scarecrows!

https://steamcommunity.com/sharedfiles/filedetails/?id=1246743840

EA Musafir - A nation of nomads and slavers that wonder the deserts. A prequel to MA Musafir where the Tigrans are still enslaved by the humans. Nothing much special to the nation except very cool slavers, cammels and possibly troops that throw incendiary devices that can set troops to 'burning' where they explode.
Since they are a nomadic nation, they have the ability migrate forts via caravans, where you basically pack up the fort and move it somewhere else.

https://steamcommunity.com/sharedfiles/filedetails/?id=1246743426

LA Antikytheran Imperium - Basically an evil twin, or rather on offset of LA Antikythera. It is a steampunk dystopian society ruled by Black Alchemists that perform vile and disturbing experiments on its citizens, merging man and machine and creating all sort of ungodly creatures in the process.
(possibly to be merged with LA Antikythera where you can issue a revolution and change the nation altogether)

https://steamcommunity.com/sharedfiles/filedetails/?id=1246744156

LA Tavinter - Sort of a spiritual successor to EA Edranor. Tavinter is a nation based on Dragon Age Tevinter Imperium and it follows all the lore and good stuff. It's a blood heavy nation that doesn't openly practice blood. It is a mageocracy ruled by Magisters that grind the common people and the slaver under the boot. Slave troops, tranquil soldiers and templars, mage units, and hedge and apostate mages in the wilderness.
The nation is bad at bloodhunting since blood magic is officially banned in the empire even those it is the hallmark of power and everybody practices it in secret.
The nation can gather slaves while pillaging provinces.

https://steamcommunity.com/sharedfiles/filedetails/?id=1246742729
Legutóbb szerkesztette: Executor; 2017. dec. 27., 16:52
Truly incredible work -- for modded nations, these are pretty well-balanced in my experience, as well as containing some of the greatest spritework seen any other modded nations OR vanilla Dom5 for that matter.

Some of these are now my absolute favorite nations to play as (and play against), and these latest previews look potentially even more interesting.

Cannot wait to see what you come up with next! :)
I am happy to finally present LA Hollowmoor - The Cursed Prison[llamaserver.net]

Partially based on D&D Ravenloft, Hollowmoor features a lot of lore, interesting monsters, and mechanics that can hopefully be roleplayed with great enthusiasm.

It is a nation where evil pumpkins blow up when somebody tries to carve them up, where Scarecrows constantly pop around the battlefield, scaring enemy troops, where cats assassinate other commanders, giant flaming skeletons roam the countryside, Wizened Hags cook people to feed the remaining starving population of Hollowmoor, and where even death does not relieve one from a life of utter misery and torment.

Important notes, read before you try the nation!
Hollowmoor is in all likelihood a tough nation to get a handle on, and it can likely to played in a variety of ways.
It features some mechanics that simultaneously both cripple and empower the nation. It is a nation at odds with itself.
  • Hollowmoor has an unrest dominion which it spreads at a value of 1 unrest per dominion candle in a province.
    Due to the nature of unrest accumulation, going past a certain dominion point guarantees a massive spike in unrest.
    With dominion 10, the unrest with equal out at 46 unrest with no other modifiers like Order scales or patrolling.

  • Hollowmoor innately spreads Misfortune scales. Luck has no bearing on the nation since all good fortune inevitably turns sour. Why the restrictions? Strictly theme. The nation would hardly be what it needs if you could take Luck in literally a cursed land.
    The natural scales will oscilate between Misfortune 1 and Misfortune 2, which gives you 80 free points at Misfortune 2,
    or the choice to spend 80 points to turn the scales somewhat closer neutral and have them at around Misfortune 1.

  • There are some 'good' bad events that make the Misfortune scales less dreadful.
    Those may include getting some unique troops, gold, gems, items, population increases, unrest reduction, etc.

  • Some troops also notably increase the likelihood of bad events, such as Nightmares, Ravens, Lamenting Ghosts, etc.
    Some of the units that can increase the likelyhood of bad events are also stealthy,
    so there is the possibility of using them to affect enemies.

  • Hollowmoor can also build cheaper temples, at 250 gold a temple.
    But Why would you want to build many temples on a nation that features dominion unrest?
    The national dominion automatically summons Hollows - scary immortal, invisible assassins.
    The rate at which Hollows are summoned depends on the dominion strength in the province, and whether it has a temple. Those values rise somewhat exponentially, and the chances to get a Hollow based on 1-10 dominion strength are: 1%, 2%, 3%, 5%, 7%, 9%, 12%, 15%, 18%, 25% per templed province.

  • The nation can use its high unrest to reduce its own high unrest and enhance the economy via the Wretched - units the Hollows can potentially create. This is the focal point of the nation. It is also a potentially self-fixing problem.
    High dominion gives exponential chances to summon Hollows which can then cast an innate spell they posses and devour the souls of the local population, and turn them into soulles slaves, bound to toil onto oblivion, producing gold and resources and reducing the amounts of unrest in the province.

  • Hollows also generate gems while devouring the local population.
    On average, 333 population need to be killed to gain 1 Death gem, though you also gain the Wretched. ^

  • Hollowmoor only features national pretenders. There are six of them, and each of them has a personal 'gimmick'. Read the fluff texts for more info.
    National pretenders are dominion immortal, but are *totally* unable to leave friendly dominion. As soon as they do, they die. Part of national theme. Each pretender comes with his own sacred as well. The sacreds will only become available once your pretender is available.

  • The nation can likely be played a number of ways. Using the Hollows to gem farms and convert your population to Wretched can allow you to take crappier scales and worry about them less. You can also play with good scales where you keep just enough Wretched to maintain a healthier economy.
    A combination of low dominion and Order can also ensure the dominion unrest effects are negligable.

  • Mists of Hollowmoor covers the lands where Hollowmoor rules, confusing all those who enter it without a guide. Mechanically speaking, the nation possesses a special PD commander that casts the Mists of Hollowmoor. The effect of the spell is identical to regular Mist + a 5% battlewide Confusion spell that affects only enemies.
    The Mists can spread beyond the influence of the nation's dominion and sweep people from their warm homes, to the nightmare which is Hollowmoor, giving Hollowmoor a slight influx of population occasionally.
Be sure to report any potential bugs and general feedback. The nation has also been added to the Confluence Balance Poll which you can find in main thread over on Dom5mods since I can't add the link here, if wish to rate it:
Dom5mods[s7.zetaboards.com]

Step inside the misty borders of Hollowmoor, and receive your just punishment! LA Hollowmoor - The Cursed Prison[llamaserver.net]

Special thanks to Silas Crowley who helped turn this nation into what it is by providing feedback, ideas and helping out with the national lore.

https://steamcommunity.com/sharedfiles/filedetails/?id=1283672427&fileuploadsuccess=1
Legutóbb szerkesztette: Executor; 2018. jan. 27., 14:31
Those are some sweet sprites, pretty such I recognize the base for your nightmare sprite.
Thank you. The base sprite for the Nightmare was taken from this wonderful wallpaper image:
http://www.wallpapers-web.com/data/out/86/4494038-galloping-horse-wallpapers.jpg
There are a few kinda weird things, like how the baroness gets the black keep magic site that produces...the same jesters that the impaler gets?
And for some reason hollows have both immortality and dominion immortality.
I kinda feel like the pumkin fiend may have an extra 0 in that heath total too :P

Aside from these minor things, I'm totally loving this nation. This is possibly my favorite among your nations so far.
Whoops. Hotfix out.
LA Hollowmoor - The Cursed Prison[llamaserver.net]
Baroness should now have Unholy Knights.

Pumpkin Fiends received 25 protection and an extra 130ish HP because I was testing some stuff and then forgot to revert them. :P

Hollow should be just immortal now.

Also removed recuperation from the pretenders since it increased the price dramatically for an ability they practically already posses. Wanted to add it just for fluff really. The pretenders should be much cheaper now.

EDIT: Another quickfix. Population killing events and spells did not actually kill population due to the recent change to the popkill command. Fixed now. Hollows kills population as planned, as do Pumpkin Lords during the Autumn Harvest.

Next Dominions patch is expected to randomize those exact population killing numbers. That was a change with the current patch (for Mekone) that will likely be changed in favor of randomization.
Legutóbb szerkesztette: Executor; 2018. jan. 27., 18:58
OP Updated. LA Hollowmoor - The Cursed Prison, has been added to the Confluence mod pack which now contains 15 nations, and all the mod nation can now be downloaded as individual mods as well, for easier use with other mods.

Weapon ID clashes with the new vanilla range have been fixed, and there should be no more overlaps (hopefully).
You goanna release the new content into a single package? Or each nation a own *.DM file?.
I rater see them all clustered together so mod conflicts is less easy assure.
All the nations are available as both part of the mod package, and as singular releases for maximum convenience, so one can play all of my nations together, or possibly single out a few and mix them in with other mods more easier.

You can find the nation pack with all 15 nations in the OP, or here;
Confluence mod nation pack download link[llamaserver.net]

And you can find the individual releases over on Dom3mods, or here;

EA Antikythera - Land of the Automaton[llamaserver.net]

EA Azarien - Land of Dusk and Despair[llamaserver.net]

EA Dur-Halam - The Rising Flame[llamaserver.net]

EA Edranor - Pillars of Power[llamaserver.net]

EA Eljudnir - Frost of the Nether Realm[llamaserver.net]

EA Elpham - The Faery Courts[llamaserver.net]

EA Nemeton - Hidden Grove[llamaserver.net]

MA Aurum - The Golden Tower[llamaserver.net]

MA Fenrel - The Banded Kingdom[llamaserver.net]

MA Musafir - Anointed Ones[llamaserver.net]

MA Svarogia - Dark Forests[llamaserver.net]

LA Antikythera - The Clockwork Empire[llamaserver.net]

LA Archons - Age of Wonders[llamaserver.net]

LA Tortuga - Black Sails[llamaserver.net]

LA Hollowmoor - The Cursed Prison[llamaserver.net]


Legutóbb szerkesztette: Executor; 2018. jan. 29., 10:03
love the new nation of Hollowmoor, really awesome
Thank you! I'm glad you're enjoying the mod. The show of support is very appreciated.

---
Very small update to Hollowmoor.

Blazing Warden and all the skellies lost slash resistance because I keep forgetting Dominions isn't Battle for Wesnoth and skellies aren't resistant to swords. :P

Blazing Wardens AoE fire got reduced from 14>8, because the regular Small Area Fire really does do an insane amount of damage.

Small price correct for Blazing Warden. 70 > 75. I think they feel very similar to Burning Ones now.

Flayed One (Flesh Angel sacreds) got a small boost because they were kinda useless. They can now hypnotize with a new attack, are berserk, and blessing them auto berserks them. They're bad, but they can fill a niche role.

Small new easter egg for one of the troops, as promised to SheZed.
Legutóbb szerkesztette: Executor; 2018. jan. 29., 14:29
This was noted on the Dom3mods thread, but the latest Dominions patch broke the mod.
Should be fixed now. DL Links updated with fixed versions. The 5.15 patch renamed some pretenders it seems - Forge Lord > Titan of the Forge, etc., among other things. The pretender issue has been fixed (bad #addgod error), but there exists the possibility of other new bugs.
Legutóbb szerkesztette: Executor; 2018. febr. 28., 17:06
Alright. This update is long overdue. I'm pleased to finally release 3 new nations, and open them up for a short beta before they're fully integrated into Confluence.

http://llamaserver.net/executor/Dominions%205/EA_Musafir_Preview.PNG
EA Musafir [click to DL][llamaserver.net] - A simple nation of desert dwelling nomadic tribes. The nomads of Musafir are capable of migrating their own forts, establishing lucrative spice trading networks, hunting and enslaving Tigrans. The troops are horribly weak and inept but the national mages are quite decent, and there's a very fun summonable sacred to play around with and form a strategy around. An ethereal Sand Devil that can trample over other units and that can be artificially grown in size with a HP bless.

https://i.imgur.com/YvWRuzM.png
https://i.imgur.com/Dl3oyD6.png

http://llamaserver.net/executor/Dominions%205/MA_Markgrafdom_Preview.PNG
MA Markgrafdom [click to DL][llamaserver.net] - A Conquest of Elysium - Markgraf inspired nation. It plays very similarly as CoE in many regards. You can summon various monsters, national spells are organized into tiers and induce insanity which can be reduced by devouring your population. The one main difference from CoE is that all your troops have a secondary ghoul form and that disease sweeps across your land turning your troops and mages into ghouls. Everything is complete apart from the description of the national pretenders.

http://llamaserver.net/executor/Dominions%205/MA_Val-Morhen_preview.PNG
MA Val Morhen [click to DL][llamaserver.net] - Inspired by numerous sources, but borrows most heavily from Dragon Age. The dwarves of Val Morhen have numerous siege engines and machines. Their Runesmiths are capable of ''upgrading'' certain troops. They can create a network of portals between mountain provinces and construct Golems that go crazy if there is no control rod to keep them servile. They posses a global that is capable of creating gold mines which works very nice in tandem with Riches from Beneath.
Sacreds carry flamethrowers of a sort. My advise is to try a Farshoot bless on them. It might not be the most viable one, but it is certainly the most fun.

Any feedback is welcomes, be it good or bad - as long as its constructive, and please report anything you find out of the ordinary, potentially broken, too weak, not working, etc. Also, since this is a rather big release I expect more than a few bugs to be in these mods. Enjoy!

Addendum:
This update should have included a forth nation, EA Aurum, but I've hit quite a few roadblocks with EA Aurum due to the lack of some much needed modding commands, and numerous bugs and changes to other mod commands and hacks that used to work but no longer do. It's still mostly complete, and is fully playable, but I'd rather hold off until all national mechanics are fully functional. That said, it might take a little bit because I won't have much time to work on it now.
A little bit on the nation and what you can expect from it; The nation focuses heavy on politics and administration with giving you abilities to form Senates in your forts, and yearly elections where Senators can be elevated to the office of Consuls who command the legions of Aurum. Enter periods of turmoil if your government falls apart if there are no Senators or Consuls to lead the Republic. Form a massive bureaucracy with many Magistrates that perform numerous different tasks until the Republic grows large enough to form the office of Censors and conduct a Census. Levy additional legions and additional taxes from your forts and provinces via the legislative powers of the Senate. Construct colossal golden monuments to showcase your hubris and signal the start of a new Gold Age. Organize triumphant parades to celebrate the conquest of other nations and enjoy the spoils of war you bring from their pillages capitals. Political intrigue, fraud, plots, scandals, attempted overthrows of the Republic and the ensuing ides of march, etc.
Legutóbb szerkesztette: Executor; 2018. máj. 6., 14:17
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1630/88 megjegyzés mutatása
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