Dominions 6

Dominions 6

Not enough ratings
Nova Crystallis
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
10.572 MB
Apr 3 @ 11:16am
Apr 16 @ 1:05am
4 Change Notes ( view )

Subscribe to download
Nova Crystallis

Description
**Small update. Fixed regen, text update and more pretender choice.

Preface: I do not own final fantasy. This is purely for fun, not for profit. Images compiled predominantly from https://finalfantasy.fandom.com/ specifically Final Fantasy Record Keeper.


Hi,
This is my first public dominions mod.

This mod adds a Final Fantasy inspired nation to MA. The nations theme is summoning elemental crystals to grant unique sacreds. Only one of each crystal can be placed and requires a fort/lab/temple first.

Power level is high. This isn't made for balanced multiplayer. Just something I created for me and thought I would share.

******Units******

Home Commanders:
Thief > Basic scout
Warrior Leader > Basic Leader. Turns into warrior of light if prophet.
Samurai Leader > Good Leader. Turns into warrior of light if prophet.
Black Mage > Elemental Mage (2 in either F/A/W/E). Good researcher and helpful in expansion.
White Mage > Priest and astral mage. Healers, useful in any army.

Home Units:
Beserker > Vulnerable chaff with berserk. Good damage, dies easy.
Ranger > Composite bow unit. Massable and very buffable with fire and earth.
Warrior > High Prot decent chaff.

Fire Crystal:
Sacred Commander: Fire L'Cie > Fire Astral mage. Good leader,thug,mage.
Sacred Unit: Sacredblade > Fire magic weapons. Good front line.

Water Crystal
Sacred Commander: Water L'Cie > Water Astral mage. Good leader,thug,mage.
Sacred Unit: Red Mage > Frost magic weapons. Defensive with less prot than others.

Wind Crystal
Sacred Commander: Wind L'Cie > Air Astral mage. Good leader,thug,mage.
Sacred Unit: Dragoon > Fly when jump with storm power.

Earth Crystal
Sacred Commander: Earth L'Cie > Earth Astral Priest mage. Decent buff mage.
Sacred Unit: Knight > Heavy Prot, brick wall of a front line.

Prophet and Multi Hero
Warrior of Light > Holy 3, decent equipment, decent leader. Good thug.

Unique Heroes - All immortal
Cloud > Super combatant (Fire / Earth)
Tidus > Super combatant (Water / Air)
Yuna > High priest and Astral
Vivi > Innate spellcaster with access to Fire/Earth/Water/Air

Summons (The sacred super combatants). Note, all have dom power, so better in home provinces, but are powerful enough that still usable in opponent dom. All unique and immortal.

Conj 5
Fire: Ifrit > Fire 4 holy. Thug/Super combatant
Water: Shiva > Water 4 holy super combatant. Low health, better as a caster.
Wind (Air): Ramuh > Air 4 holy super combatant. Starts storm in battle. Fantastic caster.
Earth: Titan > Earth 4 holy super combatant. High prot, good for buffing or smashing.

Conj 7
Air: Bahamut > F/W/A/E 2 holy super combatant. Flying and breath weapon.
Astral/Holy: Alexander > Astral Priest > Powerful buffer or combatant. Enables summoning of Odin if lacking astral paths.
Astral: Odin > Astral holy super combatant. Death on a horse. Enjoy.

******Unique Spells******

Evoc
Fire: Fire / Fira / Firage at evoc 0, 3, 5 respectively. Decent damage elemental damage and a staple for your mages.

Water: Blizzard / Blizzara / Blizzaga at evoc 0, 3, 5 respectively. Decent damage elemental damage and a staple for your mages.

Air: Thunder / Thundara / Thundaga at evoc 0, 3, 5 respectively. Decent damage elemental damage and a staple for your mages.

Earth: Quake / Quakera / Quaga at evoc 0, 3, 5 respectively. Decent damage bludgeon damage and a staple for your mages. Doesn't work on floating.

Each element has an evoc 7 battlefield spell. Hits friendlies so only use when you can take losses or have amassed the corresponding elemental units.

Enchantment
Astral/Holy: Cure / Cura / Curage at enchantment 0, 3, 5 respectively. Usable by white mages, heals units. Limited usefulness, but fitting to the theme. Regen exists at 5, was meant to provide aoe regen, but unsure if working currently.

Conj
Covered above in summon sections. Break points are 5 and 7.

******Strategy******
You have decent sacreds but no recruit-able from start. You don't need an awake to expand. The thing to consider is where you place the 4 crystals. You can currently place all in a location, but due to holy recruitment limits, you get best value spreading them across multiple forts if able. I personally will either mix 2 crystals in home and 2 in first fort, if you have more provinces and can afford more time, then spread across four separate forts if able.

Pretender / Scales > Due to strong national units, I like to take imprisoned pretender. This will enable some productivity for high resource warriors and sacreds. High dom (8/9) is great for sacred spam, all crystal sacreds are spammable.

As sacreds highly capable, I prefer a bless which will impact mages and super combatants (reinv / blood surge etc). We have good access to Fire/Water/Air/Earth and Astral. I like nature on my pretender to enable rings of regen for your summons to make even more powerful.

Overall, nation expands well so take imprisoned. Nation enjoys scales and high dom. Throw in a black mage or 2 into expansion parties for great effect with unique evocations.

******Research targets******
Priority Evoc 3 for decent mage support with element unique spells.

From their, dealers choice. Do you get construction online for owl quills to boost your already good research. Alteration/Ench to enable L'Cie thugging. Rush conj for strong summons?

Key breakpoints:
Evoc 5 the *aga spells are very powerful when spammed.
Conj 5 to get online your first 4 summons.

Late game, conj 7 grants the strongest super combatants.

******Known Bugs******
Crystal sites were meant to be one per location, but after a lot of event testing, I have not got this to work. Now its a strategic choice, do you put all your eggs (crystals) in one basket for safety but hindering recruitment, or spread them for maximum efficiency.

Spell descriptions are basic.

Vivi is now immobile. He kept walking forward due to innate caster. Hopefully fixed now.

Huge sprites in defence. The images are larger than standard, then scaled down with code in dominions. This is to give clearer sprite quality, prior method gave blurred sprites. Side effect is they aren't scaled for province defence window. So more of a bug with Dominions 6, but I'd rather have cleaner sprites than correct image province defence window.


Closing thoughts: This was a fun experiment. I messed around with some private modding on dom5 and happy to see dom6 is just as easy to mod. Unsure if will update, I'd love to add some iconic monsters to conjuration, but will see.

As said, I made this for me, but happy to share the result with others.
6 Comments
RubyMoogle Apr 15 @ 11:37am 
Love it, thanks for sharing
make_eye Apr 11 @ 4:16pm 
badass
Zan Apr 10 @ 1:10pm 
This is amazing.
relmz32 Apr 9 @ 9:04pm 
how do the dragoons work?
Big Cat Apr 9 @ 3:18am 
You know i usually dont like games with this kind of design, but damn they look so cool in dominion.
Xim Apr 7 @ 11:00am 
This is so cool!