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dom6:blood-hunting

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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. 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.

Chance 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, 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.
  • Third, an unrest check: % chance of failure = province unrest / 4.1) 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 (blood 11 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.

The changes to blood hunting checks from Dominions 5 to Dominions 6 means that you now need a blood hunting level of 3 (blood 33 or blood 22 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

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 increment of 5 above or below a magic site frequency of 50 will add or subtract an average of 0.5 blood slaves.2) 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 gains an additional slave per Turmoil scale in the province, or one less per Order scale.

The population loss from blood hunting is 10 × ((slaves found + 4) / 5, rounded down).

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's Bishop Vicomtes and the Phlegran Priests of 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.

Bootstrapping

All magic paths can be "bootstrapped" into, starting off without access to the path and empowering, boosting, and summoning your way up to reasonable access to the path. Blood is a particularly easy path to bootstrap into because anyone can hunt for blood slaves, even if poorly. This can be especially significant for nations with unique blood rituals but no native blood mages e.g. Patala, Bandar Log.

Initial bootstrapping into blood can be done through a myriad of ways:

  • Blood hunting with high blood pretender.
  • Intensive use of unskilled hunters such as scouts.
  • Purchase of blood slaves by which to empower a blood mage with.
  • Finding indies with small chances of blood, e.g. Camazotz and Garnet Sorceresses.
  • Finding indies with reliable blood access. The six sites in the game that allow reliable blood access but do not require blood to find are the Citadel of the Lore Masters (astral 22), The Council of the Sages (astral 11), The Hidden Kingdom of Elludia (astral 22), Black Tower (death 22), Blackrose Tower (death 11) and The Records of Mankind (holy 33).
  • All Zotz have innate Blood Searcher, so even the non-mage version of them can be useful for increasing blood income as empowering them in blood once gives bigger returns on that investment for blood hunting purposes compared to scouts or regular commanders.
  • Charming, or enslaving and using Gift of Reason on a hostile blood mage.
  • Various events can provide commanders with blood magic. These events all require specific sites or sets of scales, however. Specifically, the following sets of scales and sites:
    • Luck3Magic3, uncommon in a province without a lab
    • Luck2Magic1, uncommon in a province without a lab
    • Luck3Magic1, uncommon in a province with a temple
    • Turmoil1Luck2, uncommon in a province with a temple
    • Turmoil1Luck2, common in a coastal province, yields a Lore Master which may have blood
    • Turmoil1Growth2Magic2, uncommon
    • Ancient Scriptorium, which in turn generates only from an event chain
    • The Lower Throne

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.

See More

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.1760228606.txt.gz · Last modified: 2025/10/12 00:23 by wigglefig