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dominion [2021/02/21 22:19] nuke [Scales] |
dominion [2022/08/13 10:48] fdb [Nation Specific Dominion Effects] typo fix (caelum -> mictlan) |
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====== Dominion ====== | ====== Dominion ====== | ||
- | Dominion represents | + | Dominion represents |
- | ===== Generating Dominion ===== | + | <WRAP column 40px centeralign> |
- | Dominion | + | ==== Generating |
- | ===== Spreading | + | Dominion |
- | When a new candle | + | |
- | * If the province is neutral dominion (regardless | + | |
- | * If the province is friendly dominion there is a chance | + | |
- | * If the above roll fails, a random neighboring province | + | |
- | * If the province | + | |
- | It is more difficult for dominion | + | ==== Spreading Dominion ==== |
+ | When a temple check succeeds, and a point of dominion | ||
+ | * If the province has neutral | ||
+ | * If the province has friendly dominion, there is a (30 - (3 * level of dominion currently in province))% chance that it gains a point of dominion. | ||
+ | * If neither of the above happen, a random neighboring province is selected | ||
+ | * If the province has hostile dominion, | ||
- | This sort of dominion spread happens late in the turn -- notably, after combat. | + | If at any point during this process a point of dominion is successfully placed, the process ends, and the next temple check is rolled, potentially starting the process again, until all temple checks are rolled and resolved. |
- | ===== Preaching | + | |
- | Dominions | + | It is more difficult for dominion to spread from land-> |
+ | |||
+ | This sort of dominion spread happens late in the turn; notably, after combat. | ||
+ | |||
+ | ==== Preaching ==== | ||
+ | Dominion | ||
Example: A level 1 priest is preaching in a province that has -4 dominion (that is, an enemy has 4 | Example: A level 1 priest is preaching in a province that has -4 dominion (that is, an enemy has 4 | ||
- | dominion there). | + | dominion there). |
- | dominion from -4 to -3) is 10%. If he were preaching in a province with neutral or friendly dominion, | + | dominion from -4 to -3) is 10%. If they were preaching in a province with neutral or friendly dominion, |
- | he would have a 30% chance of increasing dominion. If there were a friendly temple in the province, | + | they would have a 30% chance of increasing dominion. If there was a friendly temple in the province, |
- | his chance would be 15% (in the -4 dominion) and 45% (in neutral or friendly dominion). | + | their chance would be 15% in -4 dominion, and 45% in neutral or friendly dominion. |
+ | |||
+ | [[Inquisitor|Inquisitors]] get bonuses when preaching within hostile dominion. Their holy levels count as double for purposes of preaching under these circumstances. | ||
+ | |||
+ | If the dominion in a province is at or above 2x a priest' | ||
+ | |||
+ | Preaching-related dominion spread happens //before// combat. This can be very relevant in [[siege|besieged]] forts, with both sides preaching in the province, trying to get their dominion in the province, in order to gain its benefits during a [[fort storming]] or siege break. | ||
+ | |||
+ | ==== Blood Sacrifices ==== | ||
+ | Several nations are also able to spread dominion through blood sacrifices. To conduct a blood sacrifice, a priest of an appropriate nation must be given a number of [[blood slaves]], as though they were going to bring them into combat, and then ordered to ' | ||
- | [[Inquisitor]]s preaching get bonuses when within hostile dominion. Their priest level will count as double for purposes | + | ==== Other ways of changing |
- | If the dominion in a province is as high or higher than 2x the priest | + | Apart from the above methods: |
+ | * Commanders with the [[heretic]] tag or a ??Stone Idol?? have a [20% * heretic | ||
+ | * The ?? | ||
+ | * [[Random events]] can change dominion | ||
- | Preaching-related dominion spread happens //before// combat. This can be very relevant in besieged forts where both sides can be preaching in the same province trying to control dominion. | ||
===== General Dominion Effects ===== | ===== General Dominion Effects ===== | ||
- | * Armies fighting within friendly domain get +1 Morale | + | * Armies fighting within friendly domain get +1 [[Morale]] |
* Armies fighting in hostile domain get -1 Morale | * Armies fighting in hostile domain get -1 Morale | ||
- | * Pretenders and Prophets gain hit points, strength, and magic resistance based on friendly dominion strength and lose the same when fighting in hostile dominions. | + | * Pretenders and Prophets gain [[hit points]], [[strength]], and [[magic resistance]] based on friendly dominion strength and lose the same when fighting in hostile dominions: +/- 1 Str, 0.5 magic resistance and 10% hit points per candle. Hit points cannot be reduced to less than 10% of the total. |
- | * * +/- 1 Str, 0.5 magic resist, | + | * Higher dominion in a province increases the rate at which its [[scales]] shift to match the associated |
- | * Higher dominion in a province increases the rate at which its scales shift to match your nation' | + | * [[Victory]]/[[Defeat]]: If a pretender has no more dominion anywhere on the map they are eliminated from the game. |
- | * Victory/ | + | |
- | ===== Scales | + | ==== Scales ==== |
Provinces within a nation' | Provinces within a nation' | ||
- | If a player' | + | If a player' |
- | ===== Nation Specific | + | ===== Nation Specific |
- | **Arcoscephale | + | <WRAP box round> |
+ | <WRAP column right 210px centeralign> | ||
Arcoscephale will scry on all provinces under its dominion. The information gained from this will be | Arcoscephale will scry on all provinces under its dominion. The information gained from this will be | ||
- | available to disciple players as well and is more accurate than normal scouting reports. | + | available to disciple players as well, and is more accurate than normal scouting reports.</ |
- | **Mictlan, Reign of Blood (early era), | + | <WRAP box round> |
- | Mictlan, Blood and Rain (late era)** | + | <WRAP column right 140px centeralign> |
- | May blood sacrifice. Also has dying dominion, | + | In the Early Age and Late Age, Mictlan |
- | like other nations. The dying dominion | + | |
- | **Yomi | + | <WRAP box round> |
- | The dominion of this nation follows some special rules. Oni are wild, ugly, and | + | <WRAP column right 70px centeralign> |
- | mischievous demons that thrive when the land is in turmoil. | + | Oni will appear in all temples that are inside Yomi’s dominion. |
- | inside Yomi’s dominion. | + | |
- | temples. The strength of the Yomi dominion itself does not affect this, as long as it is at least 1. The | + | |
- | location of the temple determines what type of Oni might appear – mountains | + | |
- | to get the most powerful types. Cold or Warm provinces often result in the Ao-oni or Aka-oni that | + | |
- | thrive in that type of climate. Temples in temperate | + | |
- | get the least powerful | + | |
- | Oni if they are in a province with Turmoil scales or Unrest. These Oni are only of the least powerful | + | |
- | type. Yomi’s dominion is not required for this. | + | |
- | **R' | + | <WRAP box round> |
- | Spreads | + | <WRAP column right 70px centeralign> |
- | also happen in lands owned by disciple players and the disciple players will be slightly protected from | + | LA R' |
- | madness just like humans in R'lyeh. This protection is far from adequate however and being a disciple | + | |
- | a R'lyeh god will not be easy. | + | |
- | **Ermor, Ashen Empire (middle era)** | + | <WRAP box round> |
+ | <WRAP column right 70px centeralign> | ||
The dead will rise to server Ermor and the living will die so they can rise later on. These effects will also | The dead will rise to server Ermor and the living will die so they can rise later on. These effects will also | ||
take place for disciple players and the undead will obey the disciples when they appear there. The | take place for disciple players and the undead will obey the disciples when they appear there. The | ||
disciple players start with full population in their realm, but it will die quickly and undead will rise | disciple players start with full population in their realm, but it will die quickly and undead will rise | ||
instead. Being a disciple of Ermor will not be easy. Ermor’s dominion also sense any unburied corpses | instead. Being a disciple of Ermor will not be easy. Ermor’s dominion also sense any unburied corpses | ||
- | in the provinces it covers. | + | in the provinces it covers. |
- | **Asphodel, Carrion Woods (middle era)** | + | <WRAP box round> |
+ | <WRAP column right 70px centeralign> | ||
The living will die and be animated by vines and roots to serve in the war against the world. Manikins | The living will die and be animated by vines and roots to serve in the war against the world. Manikins | ||
will rise from the corpses of humans, animals, satyrs, harpies, minotaurs, and other creatures animated | will rise from the corpses of humans, animals, satyrs, harpies, minotaurs, and other creatures animated | ||
by the vines and the malign will of the God of the Vengeful Woods. Disciples will also get this effect | by the vines and the malign will of the God of the Vengeful Woods. Disciples will also get this effect | ||
- | and their population will soon be killed. Being a disciple to Asphodel will not be easy. | + | and their population will soon be killed. Being a disciple to Asphodel will not be easy. </ |
- | **C' | + | <WRAP box round> |
+ | <WRAP column right 70px centeralign> | ||
The dominion of C'tis will cause heavy rain that lasts for months at a time and turn the land into soggy | The dominion of C'tis will cause heavy rain that lasts for months at a time and turn the land into soggy | ||
wetlands. Mosquitoes will thrive and so will diseases. All warm-blooded beings without the swamp | wetlands. Mosquitoes will thrive and so will diseases. All warm-blooded beings without the swamp | ||
Line 93: | Line 101: | ||
instead. Disciples are affected in the same way as enemies, but their sacred troops are immune. | instead. Disciples are affected in the same way as enemies, but their sacred troops are immune. | ||
Underwater provinces are not affected, so it would be possible to have a underwater disciple without | Underwater provinces are not affected, so it would be possible to have a underwater disciple without | ||
- | facing a ruined economy and a dying army. | + | facing a ruined economy and a dying army.</ |
- | **Agartha, Golem Cult (middle era)** | + | <WRAP box round> |
+ | <WRAP column right 70px centeralign> | ||
Constructs will have increased hit points in this dominion. It will help disciple players as well as | Constructs will have increased hit points in this dominion. It will help disciple players as well as | ||
- | enemies should they have any constructs. | + | enemies should they have any constructs. |
- | **Caelum, | + | <WRAP box round> |
- | **Caelum, | + | <WRAP column right 210px centeralign> |
- | **Jotunheim, Iron Woods (middle era)**, | + | **[[caelum-ea|EA |
- | **Niefelheim, | + | |
Spreads cold just outside of its dominion, too. It will have a 10% chance of changing the cold scale | Spreads cold just outside of its dominion, too. It will have a 10% chance of changing the cold scale | ||
- | colder for each scale level it is currently away from maximum cold. Maximum cold is 1 for (Early) | + | colder for each scale level it is currently away from maximum cold. Maximum cold is 1 for EA |
- | Caelum | + | Caelum, Jotunheim |
- | the cold level chosen for that nation in pretender creation. Works just like usual when this nation is God. | + | the cold level chosen for that nation in pretender creation. Works just like usual when this nation is God.</ |
- | **Abysia, Children of the Flame (early era)**, | + | <WRAP box round> |
- | **Abysia, Blood and Fire (middle era)**, | + | <WRAP column right 140px centeralign> |
Spreads heat just outside of its dominion too. Works just like usual when this nation is God. It will have | Spreads heat just outside of its dominion too. Works just like usual when this nation is God. It will have | ||
a 10% chance of changing the heat scale hotter for each scale level it is currently away from maximum | a 10% chance of changing the heat scale hotter for each scale level it is currently away from maximum | ||
- | heat. Maximum heat is 3 for (Early) | + | heat. Maximum heat is 3 for EA Abysia and 2 for MA Abysia. |
- | **Marverni, | + | <WRAP box round> |
- | **Sauromatia, | + | <WRAP column 280px right centeralign> |
- | **Abysia (all eras)**, | + | **[[marverni-ea|Marverni]], [[sauromatia-ea|Sauromatia]], [[pangaea-ea|EA Pangaea]], [[mictlan-ea|EA]], [[mictlan-ma|MA]] & [[mictlan-la|LA Mictlan]], [[abysia-ea|EA]], [[abysia-ma|MA]] & [[abysia-la|LA Abysia]], [[vanheim-ea|EA]] & [[vanheim-ma|MA |
- | **Pangaea, Age of Revelry (early era)**, | + | |
- | **Vanheim, Age of Vanir (early era)**, | + | |
- | **Vanheim, | + | |
- | **Helheim, | + | |
- | **Hinnom, | + | |
- | **Berytos, | + | |
- | **Marignon, | + | |
- | **Midgård, Age of Men (late era)**, | + | |
- | **Gath, Last of the Giants (early era)**, | + | |
May blood sacrifice to increase dominion. This ability is not transferred to disciple nations. Disciple | May blood sacrifice to increase dominion. This ability is not transferred to disciple nations. Disciple | ||
nations with this ability can still use it. These nations do not have dying dominion. Note that Marverni | nations with this ability can still use it. These nations do not have dying dominion. Note that Marverni | ||
- | does not have any blood mages, so it will have very hard time finding blood slaves. | + | does not have any blood mages, so it will have very hard time finding blood slaves. |
+ | </ | ||
- | **Phaeacia, Dark Ships (middle era)** | + | <WRAP box round> |
+ | <WRAP column right 70px centeralign> | ||
All Phaeacia’s commanders can sail (see Sailing ability, p. 59) if both the origin and destination | All Phaeacia’s commanders can sail (see Sailing ability, p. 59) if both the origin and destination | ||
provinces are in friendly dominion. The Dark Vessels ability cannot be transferred to other nations. | provinces are in friendly dominion. The Dark Vessels ability cannot be transferred to other nations. | ||
Disciples do not benefit from the Dark Vessels. If Phaeacia is ruled by a disciple, it can still use its Dark | Disciples do not benefit from the Dark Vessels. If Phaeacia is ruled by a disciple, it can still use its Dark | ||
- | Vessels in all lands under their pretender’s dominion. | + | Vessels in all lands under their pretender’s dominion.</ |
- | **Therodoros (early era)** | + | <WRAP box round> |
+ | <WRAP column right 70px centeralign> | ||
Population will die off slowly but surely under the dominion of Therodoros. Friendly forts under this | Population will die off slowly but surely under the dominion of Therodoros. Friendly forts under this | ||
dominion will generate ghosts that will help the Pretender God. In disciple game this will also affect the | dominion will generate ghosts that will help the Pretender God. In disciple game this will also affect the | ||
- | disciples. | + | disciples.</ |
- | **Mekone | + | <WRAP box round> |
+ | <WRAP column right 70px centeralign> | ||
The dominion of Mekone is extra efficient at suppressing other faiths. When trying to remove the enemy | The dominion of Mekone is extra efficient at suppressing other faiths. When trying to remove the enemy | ||
- | dominion, the maximum strength of Mekone is counted as one higher than it really is. | + | dominion, the maximum strength of Mekone is counted as one higher than it really is.</ |
- | **Phlegra | + | <WRAP box round> |
+ | <WRAP column right 140px centeralign> | ||
All provinces under the dominion of Phlegra will have their unrest increased every turn. Higher | All provinces under the dominion of Phlegra will have their unrest increased every turn. Higher | ||
dominion strength in the province yields a greater increase in unrest. In a disciple game this will only | dominion strength in the province yields a greater increase in unrest. In a disciple game this will only | ||
have an effect if Phlegra is the Pretender God and then it will affect the disciples as well. Being a | have an effect if Phlegra is the Pretender God and then it will affect the disciples as well. Being a | ||
- | disciple of Phlegra will be difficult. | + | disciple of Phlegra will be difficult.</ |
- | + | ||
- | ===== Mictlan ===== | + | |
- | The nations of [[mictlan-ea|Early-Age Mictlan]] and [[mictlan-la|Late-Age Mictlan]] are exceptions to many of the rules governing dominion spread. | + | |
- | Mictlan' | ||
- | effective as a normal pretender. The only way for Mictlan to spread dominion (aside from the pretender) | ||
- | is to conduct blood sacrifices (see below). Several other nations have also used blood sacrifices at | ||
- | various times in their history, and thus are also able to spread dominion through blood sacrifices. | ||
- | However, their pretenders, prophets, home provinces, and temples function normally; for these nations, | ||
- | blood sacrifices are in addition to normal dominion spread. | ||
- | To conduct a blood sacrifice, a priest of the appropriate nation can sacrifice a number | ||
- | of blood slaves up to and including his priest level. The province he occupies must contain a temple. For | ||
- | each blood slave thus sacrificed, one temple check (described below) is generated. Thus, blood | ||
- | sacrifices can be a powerful method of spreading dominion. |