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dominion [2021/03/30 22:26]
naaira
dominion [2023/03/01 07:20] (current)
fenrir [General Dominion Effects] added the meanie candle
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 ====== Dominion ====== ====== Dominion ======
  
-Dominion represents your [[pretender]]'s religious influence over a province and the degree to which its inhabitants worship them. Be clear on one point: conquering provinces does not expand your dominion. Your armies can march across entire continents without changing the dominion in the provinces they’ve conquered. Dominion in a province is measured in candles {{misc:dominioncandle.png}}The maximum number of candles in a single province is limited by the dominion score selected when [[pretender creation|creating that pretender]]. This number will increase by one for every 5 [[temple]]s you build (or 5 per player on the team in a [[disciples]] game).+Dominion represents [[pretender|pretender's]] religious influence over a provinceand the degree to which its inhabitants worship them. Only one pretender can have dominion in a province at any one time, though this is not necessarily the owner of the province. Provinces that have a pretender's dominion will have their [[scales]] slowly shifted to match those of said pretender, and will also have a number of effects on battles that take place there. 
 + 
 +<WRAP column 40px centeralign>{{misc:dominioncandle.png}}</WRAP>The level of dominion in a province is represented by a number of candles in the details panel of that province. White candles represent your own dominion, while black candles represent the dominion of another pretender. The maximum level of dominion a pretender can have in a single province is limited by the dominion score of that pretender. The dominion score of a pretender is initially set when [[pretender creation|creating that pretender]], and increases by one for every 5 [[temple|temples]] of the pretender built (or 5 per player on the team in a [[disciples]] game).
  
 ==== Generating Dominion ==== ==== Generating Dominion ====
  
-Dominion can be generated from several sources. Primarily it is generated by your pretender, your [[capital]], your templesyour [[prophet]] and any [[thrones|thrones of ascension]] you have claimed as your own. The chance of dominion increasing from one of these sources is equal to 10times your maximum dominion. For example if your pretender was built with a dominion score of 8, and you have five temples your maximum dominion is nine and each source will have 90% chance of generating more dominion every turnFor your pretenderhe/she/it will always generate one point of dominion and then has two chances (using the previously mentioned %) at generating additional candles Thrones will get chance per level of dominion on that specific throne (to 7 depending on the throne)These percent checks are referred to in the game documentation as 'temple checks' (regardless of actual source being a temple).+Dominion can be generated from several sources. It is primarily generated by a nation's [[pretender]]its [[prophet]], its [[capital]]its [[temple|temples]]and any [[thrones|thrones of ascension]] it has claimed as its own. The chance of dominion increasing from one of these sources is [50+ 5% * dominion score]Each chance of generating dominion is called 'temple check' both in-game and in documentation, regardless of the actual sourceA nation's capitalprophet, and each of its temples each generate a single temple check. A Pretender generates one temple check that is guaranteed to succeed, and two more, standard, temple checks. Thrones generate number of temple checks ranging from 1-7depending on the specific throne. The number of temple checks a throne generates is listed at the top of its description, as "Spreads dominion (x)".
  
 ==== Spreading Dominion ==== ==== Spreading Dominion ====
-When a new candle is generated (a temple check occurs) the following process happens+When a temple check succeeds, and a point of dominion is generated, the following process determines where it is placed
-  * If the province is neutral dominion (regardless of owner) it gains one candle+  * If the province has neutral dominionit gains one point of dominion
-  * If the province is friendly dominion there is a chance to increase the number of candles in this province by one. This chance is 30- (3number of candles currently in this province). +  * If the province has friendly dominionthere is a (30 - (3 * level of dominion currently in province))% chance that it gains a point of dominion
-  * If the above roll fails, a random neighboring province is selected and this list is checked again. (See below for special sea/land rules). There is no range limitation on this. Your 'floating candle' can bounce through any number of friendly provinces before it sticks or finds a neutral/enemy one+  * If neither of the above happen, a random neighboring province is selected and this process is repeated. There is no range limitation on this. The point of dominion can bounce through any number of provinces with friendly dominion before it sticks or finds a province with neutral or hostile dominion
-  * If the province is enemy dominion there is a chance that you will reduce the enemy dominion by one. This chance is equal to 50+ (5your maximum dominion) - (5number enemy candles in province).+  * If the province has hostile dominionthere is a (50 + (5 * dom score) - (5 * hostile dominion level in province))% chance that the dominion level is decreased by one point. 
 + 
 +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. 
 + 
 +It is more difficult for dominion to spread from land->sea or from sea->land province. During the third step, if the selected province crosses the land/sea border, there is a 50% chance that another province will be selected instead.
  
-It is more difficult for dominion to spread from land->sea or from sea->land province. During the third bullet above if the randomly selected province crosses the land/sea border there is a 50% chance that another province will be selected instead.+This sort of dominion spread happens late in the turn; notably, after combat.
  
-This sort of dominion spread happens late in the turn -- notably, after combat. 
 ==== Preaching ==== ==== Preaching ====
-Dominions can also be increased in a province by having your priest units [[preach]]. A preaching commander has a chance to increase your dominion in their current province. The chance of success is 30% * your priest's level. Any candles generated by this //cannot// spread to adjacent provinces. Having a friendly temple in the province adds 0.5 levels to your priest for the purposes of preaching. (So a level 2 priest with a temple would have a 75% chance of success) If you are preaching in a province with enemy dominion, the chance is then decreased by 5% * number of hostile candles.+Dominion can also be increased in a province by having [[priest]] commanders [[preach]]. A preaching commander has a chance to increase dominion in their current province, even beyond their pretender's dominion score, by 30% * the priest'holy level. Any points of dominion generated by this //cannot// spread to adjacent provinces. Having a friendly temple in the province adds 0.5 holy levels to the priest for the purposes of preaching. If the priest is preaching in a province with enemy dominion, the chance is then decreased by 5% * level of hostile 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). His chance of successfully increasing his dominion (and thus reducing the enemy +dominion there). Their chance of successfully increasing his dominion (and thus reducing the enemy 
-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 dominionand 45% (in neutral or friendly dominion)+their chance would be 45%-20% = 25% in -4 dominionand 45% in neutral or friendly dominion. 
  
-[[Inquisitor]]s preaching get bonuses when within hostile dominion. Their priest level will count as double for purposes of preaching under these circumstances. Effectively 60% * priest level - 5% * enemy dominion level.+[[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 as high or higher than 2x the priest level (including the temple bonus of half a levelthen preaching will have no further effect in this province.+If the dominion in a province is at or above 2x priest's holy level (including the temple bonus), their preaching will have no further effect in the province. 
 + 
 +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 'Perform Blood Sacrifice'. A number of slaves equal to the priest's holy level are consumed, or fewer if the priest doesn't have that many, and an equal number of temple checks are created. 
 + 
 +==== Other ways of changing dominion ==== 
 + 
 +Apart from the above methods: 
 +  * Commanders with the [[heretic]] tag or a ??Stone Idol?? have a [20% * heretic level] chance each turn to reduce the dominion strength by 1 
 +  * The ??Juggernaut?? and several summoned commanders have a [[spread dominion|dominion spread]] ability, which generates a number of temple checks equal to its value 
 +  * [[Random events]] can change dominion level, even above maximum 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, 10% hit points per candle. Hit points cannot be reduced to less than 10% of the total. +  * Higher dominion in a province increases the rate at which its [[scales]] shift to match the associated nation's scales.  
-  * Higher dominion in a province increases the rate at which its scales shift to match your nation's scales.  +  * [[Victory]]/[[Defeat]]: If a pretender has no more dominion anywhere on the map they are eliminated from the game.
-  * Victory/Defeat: If a pretender has no more dominion anywhere on the map they are eliminated from the game.+
  
 +{{:misc:baddominioncandle.png?nolink}} <- This is what hostile dominion looks like on the map and the UI, by the way.
 ==== Scales ==== ==== Scales ====
  
 Provinces within a nation's dominion will have their [[scales|scales]] shift towards that dominion's scales configuration. More candles means the scales will be more drastically affected. Provinces within a nation's dominion will have their [[scales|scales]] shift towards that dominion's scales configuration. More candles means the scales will be more drastically affected.
  
-If a player's province has their enemy'dominion in it, the province will not benefit from the enemy'order, production, luck or magic scales. The enemy's turmoil, sloth, misfortune and drain scales will still have an effect on the province, however+If a player's province has hostile dominion in it, the province will not benefit from order, production, luck or magic scales. Turmoil, sloth, misfortune and drain scales will still have effect the province as normal
-===== Nation Specific Domain Effects ===== +===== Nation Specific Dominion Effects ===== 
-**Arcoscephale (all eras)**+<WRAP box round> 
 +<WRAP column right 210px centeralign>{{:nations:flags:ea_arcoscephale.png?nolink&64|}}{{:nations:flags:ma_arcoscephale.png?nolink&64|}}{{:nations:flags:la_arcoscephale.png?nolink&64|}}</WRAP>**[[arcoscephale-ea|EA Arcoscephale]], [[arcoscephale-ma|MA Arcoscephale]] and [[arcoscephale-la|LA Arcoscephale]]** \\
 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 welland is more accurate than normal scouting reports.</WRAP>
  
-**Mictlan, Reign of Blood (early era), +<WRAP box round> 
-Mictlan, Blood and Rain (late era)** +<WRAP column right 140px centeralign>{{:nations:flags:ea_mictlan.png?nolink&64|}}{{:nations:flags:la_mictlan.png?nolink&64|}}</WRAP>**Mictlan ([[mictlan-ea|EA Mictlan]] and [[mictlan-la|LA Mictlan]])** \\ 
-May blood sacrifice. Also has dying dominion, meaning it will not spread dominion from temples etc. +In the Early Age and Late Age, Mictlan has dying dominion. Mictlan's home provinceprophet, and temples do not spread dominion, and its pretender checks are half as effective as a normal pretender. The only way for Mictlan to spread dominion (aside from its pretender) is to conduct blood sacrifices.</WRAP>
-like other nations. The dying dominion only affects this nation regardless of being disciple or God.+
  
-**Yomi (early era)** +<WRAP box round> 
-The dominion of this nation follows some special rules. Oni are wild, ugly, and +<WRAP column right 70px centeralign>{{:nations:flags:ea_yomi.png?nolink&64|}}</WRAP>**[[yomi-ea|Yomi]]** \\ 
-mischievous demons that thrive when the land is in turmoil. Oni will appear in all temples that are +Oni will appear in all temples that are inside Yomi’s dominion. High Turmoil scales will increase the number of Oni that appear. 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 are able appear – mountainshighlands, or caves are required to get ??Amanojaku??, ??Kuro-Oni??, and ??Oni??Heat and Cold scales are required for ??Aka-Oni?? and ??Ao-Oni?? respectively. Temples in provinces that don't meet any of these requirements will only spawn ??Ko-Oni??. Oni generals also attract ??Ko-Oni?? if they are in a province with Turmoil scales or Unrest, \\ regardless of dominion\\ //Disciples to Yomi do not get this dominion feature.//</WRAP>
-inside Yomi’s dominion. A high Turmoil scale will increase the number of Oni that appear in the +
-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 or highlands are required +
-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 provinces without mountains or highlands will only +
-get the least powerful Oni. Disciples to Yomi do not get this dominion feature. Oni generals also attract +
-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'lyeh, Dreamlands (late era)** +<WRAP box round> 
-Spreads insanity to all non-void beings and madmen will emerge to help in the war. Both effects will +<WRAP column right 70px centeralign>{{:nations:flags:la_r_lyeh.png?nolink&64|}}</WRAP>**[[r-lyeh-la|LA R'lyeh]]** \\ 
-also happen in lands owned by disciple players and the disciple players will be slightly protected from +LA R'lyeh's dominion spreads insanity to all units without void sanity and freespawns madmen. Both effects will also happen in lands owned by disciples. Units without void sanity that are owned by LA R'lyeh, or one of its disciples, are slightly less likely to go insane than other such units, but are not immune.</WRAP>
-madness just like humans in R'lyeh. This protection is far from adequate however and being a disciple to +
-a R'lyeh god will not be easy+
  
-**Ermor, Ashen Empire (middle era)**+<WRAP box round> 
 +<WRAP column right 70px centeralign>{{:nations:flags:ma_ermor.png?nolink&64|}}</WRAP>**[[ermor-ma|MA Ermor]]** \\
 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. </WRAP>
  
-**Asphodel, Carrion Woods (middle era)** +<WRAP box round> 
 +<WRAP column right 70px centeralign>{{:nations:flags:ma_asphodel.png?nolink&64|}}</WRAP>**[[asphodel-ma|Asphodel]]** \\ 
 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. </WRAP>
  
-**C'tis, Miasma (middle era)**+<WRAP box round> 
 +<WRAP column right 70px centeralign>{{:nations:flags:ma_ctis.png?nolink&64|}}</WRAP>**[[c-tis-ma|MA C'tis]]** \\
 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
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 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.</WRAP>
  
-**Agartha, Golem Cult (middle era)**+<WRAP box round> 
 +<WRAP column right 70px centeralign>{{:nations:flags:ma_agartha.png?nolink&64|}}</WRAP>**[[agartha-ma|MA Agartha]]** \\
 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. </WRAP>
  
-**Caelum, Eagle Kings (early era)**, +<WRAP box round> 
-**Caelum, Reign of the Seraphim (middle era)**, +<WRAP column right 210px centeralign>{{:nations:flags:ea_caelum.png?nolink&64|}}{{:nations:flags:ma_caelum.png?nolink&64|}} \\ {{:nations:flags:ea_niefelheim.png?nolink&64|}}{{:nations:flags:ma_jotunheim.png?nolink&64|}}{{:nations:flags:la_vaettiheim.png?nolink&64|}}</WRAP> 
-**Jotunheim, Iron Woods (middle era)**,  +**[[caelum-ea|EA Caelum]][[caelum-ma|MA Caelum]][[niefelheim-ea|Niefelheim]][[jotunheim-ma|Jotunheim]] and [[vaettiheim-la|Vaettiheim]]** \\
-**Niefelheim, Sons of Winter (early era)**, +
 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 and Jotunheim, 2 for (Middle) Caelum, and 3 for Niefelheim. The maximum cold is limited by +CaelumJotunheim and Vaettiheim, 2 for MA Caelum, and 3 for Niefelheim. The maximum cold is limited by 
-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.</WRAP>
  
-**Abysia, Children of the Flame (early era)**,  +<WRAP box round> 
-**Abysia, Blood and Fire (middle era)**+<WRAP column right 140px centeralign>{{:nations:flags:ea_abysia.png?nolink&64|}}{{:nations:flags:ma_abysia.png?nolink&64|}}</WRAP>**[[abysia-ea|EA Abysia]] and [[abysia-ma|MA Abysia]]** \\
 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) Abysia and 2 for (Middle) Abysia. +heat. Maximum heat is 3 for EA Abysia and 2 for MA Abysia. </WRAP>
  
-**Marverni, Time of Druids (early era)**,  +<WRAP box round> 
-**Sauromatia, Amazon Queens (early era)**,  +<WRAP column 280px right centeralign>{{:nations:flags:ea_marverni.png?nolink&48|}}{{:nations:flags:ea_sauromatia.png?nolink&48|}}{{:nations:flags:ea_pangaea.png?nolink&48|}}{{:nations:flags:ea_mictlan.png?nolink&48|}}  {{:nations:flags:ea_vanheim.png?nolink&48|}} \\ {{:nations:flags:ea_helheim.png?nolink&48|}}{{:nations:flags:ea_abysia.png?nolink&48|}}{{:nations:flags:ea_hinnom.png?nolink&48|}}  {{:nations:flags:ea_berytos.png?nolink&48|}} \\ {{:nations:flags:ea_xibalba.png?nolink&48|}}{{:nations:flags:ma_mictlan.png?nolink&48|}}{{:nations:flags:ma_abysia.png?nolink&48|}} {{:nations:flags:ma_xibalba.png?nolink&48|}}{{:nations:flags:la_abysia.png?nolink&48|}} \\ {{:nations:flags:la_midgard.png?nolink&48|}}{{:nations:flags:la_marignon.png?nolink&48|}}  {{:nations:flags:la_gath.png?nolink&48|}}{{:nations:flags:la_xibalba.png?nolink&48|}}</WRAP> 
-**Abysia (all eras)**,  +**[[marverni-ea|Marverni]][[sauromatia-ea|Sauromatia]][[pangaea-ea|EA Pangaea]][[mictlan-ea|EA]] & [[mictlan-la|LA Mictlan]][[abysia-ea|EA]][[abysia-ma|MA]] & [[abysia-la|LA Abysia]][[vanheim-ea|EA]] & [[vanheim-ma|MA Vanheim]][[helheim-ea|Helheim]][[hinnom-ea|Hinnom]][[berytos-ea|Berytos]][[xibalba-ea|EA]][[xibalba-ma|MA]] & [[xibalba-la|LA Xibalba]], [[marignon-la|LA Marignon]][[midgard-la|Midgard]] and [[gath-la|Gath]]** \\
-**Pangaea, Age of Revelry (early era)** +
-**VanheimAge of Vanir (early era)** +
-**Vanheim, Arrival of Man (middle era)**,  +
-**Helheim, Dusk and Death (early era)**,  +
-**Hinnom, Sons of the Fallen (early era)**,  +
-**Berytos, Phoenix Empire (early era)** +
-**Marignon, Conquerors of the Sea (late era)**,  +
-**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. 
 +</WRAP>
  
-**Phaeacia, Dark Ships (middle era)**+<WRAP box round> 
 +<WRAP column right 70px centeralign>{{:nations:flags:ma_phaeacia.png?nolink&64|}}</WRAP>**[[phaeacia-ma|Phaeacia]]** \\
 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.</WRAP>
  
-**Therodoros (early era)**+<WRAP box round> 
 +<WRAP column right 70px centeralign>{{:nations:flags:ea_therodos.png?nolink&64|}}</WRAP>**[[therodos-ea|Therodos]]** \\
 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.</WRAP>
  
-**Mekone (early era)**+<WRAP box round> 
 +<WRAP column right 70px centeralign>{{:nations:flags:ea_mekone.png?nolink&64|}}</WRAP>**[[mekone-ea|Mekone]]** \\
 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.</WRAP>
  
-**Phlegra (middle and late era)**+<WRAP box round> 
 +<WRAP column right 140px centeralign>{{:nations:flags:ma_phlegra.png?nolink&64|}}{{:nations:flags:la_phlegra.png?nolink&64|}}</WRAP>**[[phlegra-ma|MA Phlegra]] and [[phlegra-la|LA Phlegra]]** \\
 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.</WRAP>
- +
-===== 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's home province, prophet, and temples do not spread dominion. Its pretender checks are half as 
-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.  
dominion.1617143181.txt.gz · Last modified: 2021/03/30 22:26 by naaira