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dom6:blood-hunting [2025/10/11 22:39]
wigglefig
dom6:blood-hunting [2025/10/13 10:56] (current)
wigglefig
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 ====== Blood Hunting ====== ====== Blood Hunting ======
-Blood hunting is an action that a commander can do in an owned province where they attempt to collect [[blood slaves]] at the cost of population and unrest. +Blood hunting is an action that a commander can do in an owned province where they attempt to collect [[blood slaves]] at the cost of population and unrest. You cannot blood hunt in underwater provinces.
  
 Blood hunting is the main way of obtaining blood slaves for blood rituals, unlike other paths of magic which rely on site searching for magic sites to produce a passive income of gems. Blood hunting is the main way of obtaining blood slaves for blood rituals, unlike other paths of magic which rely on site searching for magic sites to produce a passive income of gems.
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 In order to successfully blood hunt in a province, a blood hunter must pass three successive checks, each of which can have no more than a 100% likelihood of success. In order to successfully blood hunt in a province, a blood hunter must pass three successive checks, each of which can have no more than a 100% likelihood of success.
  
-  * **First, a level check: % chance of success = 10 + (blood hunting level × 30).** Blood hunting level is the commander's level in blood magic plus their blood searcher ability. Boosters or empowering can improve blood magic level, and blood searcher ability can be increased by equipping a ??Sanguine Dowsing Rod??, hereafter shortened to SDR. A blood hunting level of 3 is required to have a 100% chance of success at this check.+  * **First, a level check: % chance of success = 10 + (blood hunting level × 30).** Blood hunting level is the commander's level in blood magic plus their blood searcher ability, if any. Boosters or empowering can improve blood magic level, and blood searcher ability can be increased by equipping a ??Sanguine Dowsing Rod??, hereafter shortened to SDR. A blood hunting level of 3 is required to have a 100% chance of success at this check.
   * **Second, a population check: % chance of success = province’s population / 75.** At 7500 or more population this check has a 100% chance of success, with probability decreasing linearly to 0% as population decreases to 0.   * **Second, a population check: % chance of success = province’s population / 75.** At 7500 or more population this check has a 100% chance of success, with probability decreasing linearly to 0% as population decreases to 0.
-  * **Third, an unrest check: % chance of failure = province unrest / 4.** At 0 unrest this check has a 100% chance to succeed, decreasing linearly to a 0% chance of success as unrest rises to 400. Note that multiple blood hunters in a province create unrest sequentially, so the first to hunt will have an better chance of success, cause unrest, and give following hunts on the same turn a lower chance to succeed.(([[http://ulm.illwinter.com/dom6/dom6manual.pdf|Dominions 6 Manual, 51-52.]]))+  * **Third, an unrest check: % chance of failure = province unrest / 4.**(([[http://ulm.illwinter.com/dom6/dom6manual.pdf|Dominions 6 Manual, 51-52.]])) At 0 unrest this check has a 100% chance to succeed, decreasing linearly to a 0% chance of success as unrest rises to 400. Note that multiple blood hunters in a province create unrest sequentially, so the first to hunt will have an better chance of success, cause unrest, and give following hunts on the same turn a lower chance to succeed.
  
 In order to find the final probability of a blood hunt succeeding, multiply the chance of each check succeeding together. For example, a commander blood hunting with a blood hunting level of 2 ({{path>B1}} plus a SDR) in a province with 6750 population and an unrest of 40 has a 70% × 90% × 90% = 56.7% chance of success. On the other hand, a commander with a blood hunting level of 3 in the same province would have a 100% × 90% × 90% = 81% chance of success. In order to find the final probability of a blood hunt succeeding, multiply the chance of each check succeeding together. For example, a commander blood hunting with a blood hunting level of 2 ({{path>B1}} plus a SDR) in a province with 6750 population and an unrest of 40 has a 70% × 90% × 90% = 56.7% chance of success. On the other hand, a commander with a blood hunting level of 3 in the same province would have a 100% × 90% × 90% = 81% chance of success.
  
-Probably the most significant outcome of the changes to blood hunting checks from Dominions 5 to Dominions 6 is that you now need a blood hunting level of 3 ({{path>B3}} or {{path>B2}} plus a SDR) in order to maximize blood hunting success, compared to a blood hunting level of 2 in Dominions 5.+The changes to blood hunting checks from Dominions 5 to Dominions 6 mean that you now need a blood hunting level of 3 ({{path>B3}} or {{path>B2}} plus a SDR) in order to maximize blood hunting success, compared to a blood hunting level of 2 in Dominions 5. The minimum population for maximizing blood hunting success has also increased from 5000 to 7500 population.
  
 ===== Slaves Found ===== ===== Slaves Found =====
 Following a successful blood hunt, the number of blood slaves found will be d6 + blood hunting level.  Following a successful blood hunt, the number of blood slaves found will be d6 + blood hunting level. 
  
-Magic site frequency also affects blood slaves found. Every 5above or below a magic site frequency of 50will add or subtract an average of 0.5 blood slaves.(([[http://ulm.illwinter.com/dom6/dom6manual.pdf|Dominions 6 Manual, 51-52.]])) Thus the default Early Age site frequency of 65will produce an average of 1.5 more blood slaves per successful hunt than a game with a magic site frequency of 50%. Note that in Middle Age, the default site frequency is 55%, while in Late Age it is 45%+Magic site frequency also affects blood slaves found. Every increment of 5 above or below a magic site frequency of 50 will add or subtract an average of 0.5 blood slaves.(([[http://ulm.illwinter.com/dom6/dom6manual.pdf|Dominions 6 Manual, 51-52.]])) Thus the default Early Age site frequency of 65 will produce an average of 1.5 more blood slaves per successful hunt than a game with a magic site frequency of 50. Note that in Middle Age, the default site frequency is 55, while in Late Age it is 45.
  
 [[lanka-ea|Lanka]] gains an additional slave per Turmoil [[scales|scale]] in the province, or one less per Order scale. [[lanka-ea|Lanka]] gains an additional slave per Turmoil [[scales|scale]] in the province, or one less per Order scale.
  
-The population loss from blood hunting is 10 × ((slaves found + 4)/5, rounded down).+The population loss from blood hunting is 10 × ( (slaves found + 4) / 5, rounded down).
  
 ===== Unrest ===== ===== Unrest =====
-Whether successful or not, blood hunting produces [[unrest]]. If the blood hunt succeeds then unrest in the province will increase by d(slaves × 3 + 4).  That is a random number between 1 and 3 times the number of blood slaves found, plus 4. If the blood hunter did not find and slaves then there is a d6-1 increase in unrest.+Whether successful or not, blood hunting produces [[unrest]]. If the blood hunt succeeds then unrest in the province will increase by d(slaves × 3 + 4).  That is a random number between 1 and 3 times the number of blood slaves found, plus 4. If the blood hunter did not find and slaves then there is a d6 - 1 increase in unrest.
  
 The reduction in unrest caused by units with [[reduces unrest]] tag can remove unrest before it impacts income unlike all other ways to reduce unrest. There are a limited number of units with this trait, notably [[ind-ma|Ind]]'s ??Bishop Vicomte??s and the ??Phlegran Priest??s of [[phlegra-la|LA Phlegra]]. The amount of unrest reduction needed to sustainably hunt a province without hurting its income will depend on the number and quality of the blood hunters. The reduction in unrest caused by units with [[reduces unrest]] tag can remove unrest before it impacts income unlike all other ways to reduce unrest. There are a limited number of units with this trait, notably [[ind-ma|Ind]]'s ??Bishop Vicomte??s and the ??Phlegran Priest??s of [[phlegra-la|LA Phlegra]]. The amount of unrest reduction needed to sustainably hunt a province without hurting its income will depend on the number and quality of the blood hunters.
 +
 +===== Blood Hunting Retaliation =====
 +
 +In Dominions 6, blood hunters can now be targeted by assassination events which specifically trigger on those given the "Blood hunt" command. Providing bodyguards to blood hunters can help blood hunters to survive these assassinations. These events grow less common with stronger dominion score in the province.(([[http://ulm.illwinter.com/dom6/dom6manual.pdf|Dominions 6 Manual, 52]]  "A strong dominion and belief in the god will convince the commoners that it is an honor to be sacrificed, with a dominion strength of 10, there will be almost no one refusing to be sacrificed."))
  
 ===== Bootstrapping ===== ===== Bootstrapping =====
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 Regardless of the initial method, the goal is to produce at least one level 1 blood mage by which to gather more slaves to empower yet more blood mages with. Ideally this will also involve the use of a ??Sanguine Dowsing Rod??. Regardless of the initial method, the goal is to produce at least one level 1 blood mage by which to gather more slaves to empower yet more blood mages with. Ideally this will also involve the use of a ??Sanguine Dowsing Rod??.
- 
-=====Questions and Answers===== 
- 
-  * Can you blood-hunt underwater provinces? 
-    * No. 
  
 ===== See More ===== ===== See More =====
  
 [[https://docs.google.com/spreadsheets/d/1zMGHWTKg6deY1gKLWCfT6K5pUseWpYuA52wZB9quFIA/edit?pli=1&gid=368329917#gid=368329917|Blood Hunting Analysis Dominions 6]] - spreadsheet containing a comprehensive analysis of chances of blood hunting success in different conditions, patrol strength required to manage unrest, optimal number of blood hunters per province, etc. [[https://docs.google.com/spreadsheets/d/1zMGHWTKg6deY1gKLWCfT6K5pUseWpYuA52wZB9quFIA/edit?pli=1&gid=368329917#gid=368329917|Blood Hunting Analysis Dominions 6]] - spreadsheet containing a comprehensive analysis of chances of blood hunting success in different conditions, patrol strength required to manage unrest, optimal number of blood hunters per province, etc.
dom6/blood-hunting.1760222387.txt.gz · Last modified: 2025/10/11 22:39 by wigglefig