As the name implies, the independents comprise stationary factions with no affiliation to a god or nation. At the beginning of a game, all provinces except for the players' starting provinces are populated by independent forces, though these are not visible on the first turn. This makes "blind" first turn expanding (into an unknown independent force) a potentially risky move. Independent provinces never have any province defense, nor do they regain troops that have been killed. The independent types that spawn at the beginning of the game are representative of the units that will be present in a player's province defense in that province, as well as what they are able to recruit, unless they're Undead or Phantasmal.
Throne provinces are guarded by stronger independents, with higher throne levels having stronger guardians and possibly neutral Pretender chassis. While not limited to thrones, stronger independents may spawn with random magic items and gems, meaning that taking such provinces is often more complicated than the larger quantitity of chaff they have. Note that mages in Throne provinces do regain their gems after each battle.
Barring upkeep, independent forces are subject to the same checks that any player army is: underlying disease or horror marking magic sites will afflict them, as will disease caused by starvation. Additionally, they experience the full effects of any magic items they might have, including items such as a spawning devils every turn. Independents do not patrol for any reason, therefore there is no risk to stealthy commanders in their provinces.
Independent forces can also be created through random events in which they will attack the controlling player's forces stationed there, and perhaps take back control of the province. Should they beat patrolling forces in a fort, independents will never storm a castle, no matter how long they siege it. Independent owned provinces do not experience random events. Should an independent priest bless independent sacred troops, nothing will happen (this is probably a bug).
The spells known by independent mages may be set one of two ways: many chassis have predefined research levels, and will be able to cast spells of all research schools, including modded spells, up to this level. Others have a hardcoded list which they are able to draw from. For a full list of these, see this subpage.
List common independent types on land and underwater, what pd they generate, what they allow you to recruit.
Mundane independents represent the common folk of the Dominions universe, who lack the magic of their more gifted contemporaries and instead defend their land with good old iron and steel (occasionally supported by the local wizard, if you are unlucky). They become more common in the later ages as magic wanes and the weird and wonderful independent types begin to lose their influence.
Later age mundane independents are also much more dangerous than their early age counterparts, wielding harder-hitting weapons and wearing tougher armor. For some specific examples:
From any province defended by mundane independents you will be able to recruit whatever units were defending it, and any province defense you set up will be made up of those units. You may also be able to recruit a generic sacreds.for blessing small numbers of
The rest of the independent types are those who are more in tune with magic, such as tribespeople, druids and sometimes the magical entities themselves. They are far more common in the early age, and for the most part become rarer in later ages as the overall strength of magic declines and is eclipsed by mundane technology. These "early" independents vary significantly in threat level, some being Militia-level pushovers and others capable of annihilating unprepared expansion parties. Some are quite valuable for the mage recruits they provide, which can easily give a nation access to paths it is otherwise unable to use. They generally become less common the later the age. They can be organized into several subgroups:
Provide brief descriptions of threat level and notable recruits. Images might be nice as well
Misc: these do not fit into any particular subgroup.
Force consists ofs with great swords and s with mauls, led by 2-3 s and 0-1 . Suitable terrain: plain, forest, highland, mountain, waste. Common in EA and MA, in LA they remain common in forests and wastes, becoming uncommon elsewhere. Barbarian Lords cannot be recruited in barbarian provinces.
There are two kinds of druids:
commands a squad, always accompanied by a second Woodhenge Druid with a squad or by a squad with no Druid, but rarely by both. Woodhenge Druids are common in Swamps and uncommon in Forests of all ages. Vine Men cannot be recruited, and PD is led by a basic Commander.
s, their less common cousins, always gather in groups of five. Their troops consist of s and either a few or a group plus some results of their experiments. They are found in the same terrain and have the same recruitment options and PD as their less bloody brethren, and, as such, cannot be recruited.
At times, a Druid province may be occupied by a handful ofs and a single . Recruitment/PD is identical to the previous indie type.
Come in three kinds:
First one consists ofs and s, led by 2 s, and is found uncommonly in MA and LA farms. may be recruited as well. Burgmeister Guards are not a part of PD.
Second one is just a bunch of, but they are led by a and a . Also found in farms, but this time in EA and MA. PD led by a Priest.
Third kind is a fews, and dreaded s, commanded by a , a and a . Found only in LA (in farms, as usual). Burgmeister cannot be recruited, but , s and even commander version of Hog Knight can be. PD is one such Hog Knight leading Militia and Crossbows.
, s and , all led by a single . EA Farm exclusive, and uncommon even there and then. No warriors in PD.
s and, possibly, s, led by 1-2 s. Common in swamps and forests (not so common in LA forests). Crocodiles cannot be recruited.
, s, and s, all led by s. Forest-exclusive, monkeys are common in EA, uncommon in MA and are no longer found in the wild in LA. Markatas (both kinds) are sometimes absent. Markata Archers cannot be recruited.
s and a few Caelian , led by an indie . Found only in MA Highlands, where they wait for their LA return. Soulless, certainly, cannot be recruited.
A single indie type with many variations. Found in all land terrain types, except Farms, and in all ages. Every specific variation is pretty rare, but all together they have a decent chance to be encountered. Undead provinces always have low population. Recruitment and PD consist ofs and (replaced by Cavemen in Caves). Possible variations include:
Aleading s and various standard Longdead.
A mountedleading a troop.
s and .
with a force of s and s.
A, protected by cavalry led by a , bodyguards and a bunch of .
Hatchets and spear/javelin s, led by a and a . Highlands and forests only, uncommon in LA. No Barbarian Chief recruitment.
s and s, led by 1-2 s and a . Can be found in highlands, wastes and forests. The most dangerous of the tribes, they are common only in EA forests, and become completely extinct by LA. PD led by a Head Hunter, not a Bone Reader, though both may be recruited.
s and s, led by a and a . Frequent plains, mountains and forests. Become uncommon in LA. No Barbarian Chief recruitment.
led by s. Can be commonly found in plain, mountain and waste provinces. Become uncommon in LA, except in wastes.
s and s, led by a . Inhabit swamps and forests. Dwindle in LA in the latter.
s and s, led by a . Find them on plains, mountains and in forests. Uncommon in LA.
s and s, led by a and a . The most common tribe: plains, forests, highlands, mountains and even wastes are their homes. In LA, remain common in wastes. No Barbarian Chief recruitment.
Amazons: One Priestess and one Sorceress, leading some Amazons of the corresponding clan and a handful of that clan's sacred units. Leaders often possess magic items. Least uncommon in EA. All can be recruited, PD is led by a Priestess.
, , archer s and s (who, obviously, can fly). Live on Plains and Mountains.
, , fire-resistant s and s (once again, guard your rear). Waste-exclusive.
, , boring s and s. Found in Forests and Swamps.
, , better-armored s and scary s. Never leave Highlands.
Mages: This category encompasses various human spellcasters protected by standard human troops. All these indie types have the same recruitment list:, , , , and a common . PD consists of Militia and Archers led by a Commander. As you can see, mages themselves cannot be recruited.
Either a singlewith a lieutenant , or two such Mages under a guidance of a . They lead and s, and have a few bodyguards. Can be found in Plains, Highlands and Mountains of all ages.
Either anor an , with a retinue of led by a . Initiate is also accompanied by some , while Mage is followed by one and another Commander. Found in Farms and Swamps.
Oneand his servants, both human ( leading and ) and undead ( and a squad). Found in Wastes and Caves. In the latter case, recruitment list and PD consist of Cavemen.
Either a singleplus a , s and , or two Conjurers led by a , with a mix of ring mail s and plate s, a mix of scale mail and chain mail , two Commanders and some risen . Reside in Wastes and Highlands.
Two of them, a blueand a red , a single and some weak human troops: a , s, with no shield and with one. Farms only.
Just one, actually. Also a leading some and . Only ever found in Wastes.
Caves: these independents mostly appear in caves.
Cave-dwellingare accompanied by a few and a . Common in all ages. Recruitment list and PD consists only of Bakemono-Sho and .
Highland Bakemono-Sho also have somes amidst their ranks, who can be recruited and are a part of PD. Uncommon, and no longer encountered in LA.
Aguiding some . Uncommon in MA and LA. In EA they are common in Caves and can be sometimes found in Highlands. Both Ko-Oni and Demon Priests can be recruited.
Atribe led by a . Common Cave dwellers in all ages, they are sometimes found in EA Wastes as well.
commanding some . Only common in EA.
s and a . Common in all ages.
A flock of Blood Searcher bonus.led by an unskilled indie . Common in all ages. Even without any blood magic Camazotz keep their
Somes, led by a . Common only in EA. Lords cannot be recruited. Unexpectedly, PD consists of Cavemen.
s and s plus a and a . In EA they are common, and sometimes take residence in Highlands and Wastes. In MA they are uncommon, and Cave-only. Seem to be totally extinct in LA. Indie Cynocephalians have somewhat worse equipment than their Ind-civilized brethren, but cause no unrest. Indie Shamans are non-heretical and have a wider range of crosspaths.
Sea: these independents mostly appear in the Sea. Some of them (Ichtyids and Shamblers) can be found in coastal land provinces as well. Deep Sea and Gorge have the same list of indies. Most of underwater indie types are Tritons:
s armed with nothing but knives, led by a . Uncommon in MA and LA Deep Sea, common otherwise.
Spear-wieldings, s and a couple of s. Always common in shallow Sea, but become uncommon in Deep Sea after EA. Knife Tritons can also be recruited.
s, s and, as usual, two s. Only found in MA and LA. Common in shallow Sea, uncommon in Deep Sea.
A small number ofs, accompanied by s and 2 s. Uncommon in MA and LA, not found in EA.
A fews plus some s and a single . In EA they are common, but absent in Deep Sea. Later they are uncommon, but found in all underwater provinces. Triton Guards can be recruited as well.
2s leading s. In EA they are common in all Seas, in MA they are no longer found in Deep Sea, in LA they become uncommon.
s and s, led by 2 usual s. Exclusive to EA shallow Sea, but common under these conditions.
s and 2 s. Just like Shark Tribe, common in EA everywhere, leave Deep Sea by MA, uncommon in LA.
Anleading s and s. Sometimes an joins them. Common in EA, uncommon later. PD led by a priest.
A number of significantly rarer independent types exist. Unlike the above, local recruitment province defense for these provinces will not include their natural defenders, rather another type of defender will be chosen instead. These provinces have commanders with forced names, additional magic paths, and pre-assigned items, some of which cannot be obtained through other means. There is however a chance that they will generate with additional items.
The significance of these provinces is typically in the sites they guard or the items that their defenders carry. In any case, these types of defenders are mostly more dangerous than other provinces. Notably, some rarity 5 magic sites which generate naturally have these special defenders. These are highly unusual, and it is rather likely that a map may generate without any of these sites. It has been observed that these population types can also be throne defenders if their site spawns in a throne province.
Despite some of these involving named commanders, this does not stop duplicates appearing on the same map. They may however have slightly different magic paths due to random rolls on their chassis.
|Site||Commanders||Example Units||Observed terrains||Notes|
| Bolivar's Tower of Reflections |
| Bolivar Wise, 6, , , : |
Grisman, Illusionist: 2,
| 3 |
|Plains, Highland, Mountain||The two illusionist commanders have the obfuscate ability, making this province often appear empty or with very few swordsmen or macemen.|
| Holy Crypt of Anre |
|Anre,: , ,|| 5 s |
| The Queen's Galley |
|Queen Andromea,:||10s||Sea (not deep)|
| Mine of the Cyclops |
| Arges, : , |
Brontes, Elder Cyclops: +3, ,
Steropes, Elder Cyclops: ,
| 4 s |
|Highland||The master smith.is an unforgeable two handed weapon which grants +1|
| Starke's Ice Cave |
| Starke, 3211: , , , || 1 |
|Highland||The Water and Death.is an unforgeable miscellaneous booster for|
| Surakid's Tower |
| Surakid, 243: , |
Arundel, , , ,
Elias, Longdead Legionnaire, ,
|None||Antatus, 4: , , ,,|| 2 |
|Plains||These units appear unrelated to any magic sites.|
|None|| Satina, 2433: , , |
| 22 |
1 \ 15 s
|Forest||Theis an unforgeable robe which grants +1 to all paths of sorcery. Some unusual units can be recruited from this province: , (even in EA), , and .|
| Troll Pit |
| Skallhögg, : , , , |
Villvacke, : , ,
| 5 s |
|Highland||This province has some highly unusual local recruits available:, , , . Trolls can be recruited here even without searching the province for the Troll Pit.|
| Jungle Temple |
| Ninhadi, : , |
| 10 s |
|Forest||As well as having a hidden site, one of the commanders carries Fenris' Pelt, an artifact.|
|None|| Solaris, : , , Sun Helm, |
| 17 s |
|Farmland||All the Sun items carried by Solaris are unforgeable. Unusually, if this appears in EA it is still possible to recruit the(as well as s) from this province, which is otherwise very difficult in the era.|
| The Primal Forest |
| Dumuzi, 435: , , |
| 2 s |
| Desert of Ptah |
| Ptah, 335: , , , |
Nuptamon, : ,
| 3 |
|Waste||Theis an unforgeable item. If obtained it cannot be removed, but it allows its wearer to cast .|
| Halls of the Dead |
| Katafagus, 237: |
| 100 |
|Waste, Cave||These defenders have a chance to spawn where the Halls of the Dead do. The site can spawn independently of them, too. Theis an unforgeable item that cannot be removed but allows its wearer to summon mummies.|
| Catacombs |
| Mobar, 5: , |
Reaver, : ,
| 50 |
|Waste||These defenders have a chance to spawn where Catacombs do. The site can spawn without these defenders, too. Reaver's hall of fame on about turn 3 if this site is present on the map.will typically mean that he enters the|
| Cave of Ghouls |
|Gore Jaw,: , , ,||57s||Cave, Waste||These defenders have a chance to spawn where Caves of Ghouls do. The site can spawn without these defenders, too. The most important feature here is the named commander: randomly named commanders will never be named Gore Jaw.|
| Cave of Dark Rites |
|Kekon, 5|| 10 |
|Cave||These defenders have a chance to spawn where the Cave of Dark Rites does. The site can spawn without these defenders, too. These defenders look very like a more common cave independent type: the harvester of souls is the distinguishing feature. The province population will likely be very depleted due to the harvester having the reaper trait.|
| The Iron Caverns |
| Ar, 234: , , |
Eo, : ,
| 6 |
|Cave||These defenders have a chance to spawn where The Iron Caverns are. The site can spawn without these defenders, often in other terrain types.|
| The Doom Cloud |
|: ,|| 32 |
|Waste||These defenders have a chance to spawn if The Doom Cloud spawns in a waste.|
|None|| Yiaia, 1522: , , || 5 s |
|Coast||The treasure here is the.|
|None||Get-Ola,:||25s||Highland||The pocket lich is an artifact. This province has some highly unusual local recruits available:, , , .|
|Earthroot Tower (search 1)|| 8 s |
|Highland||This province has some highly unusual local recruits available:s, s, s, and most importantly the for a mere 200 gold.|
|None||Tott'ush, 13: , , , , , ,|| 1 non-commander |
|Swamp||The slave warriors have a 50% chance to not always present, making this a very easy province to take with only two shamans in it. Additionally, Tott'ush carries a large amount of gear to loot.|
|None|| Tulsa Doom, 23: , , , |
|None|| Oberführer, : , , || 14 |
|Farmland||Oberführer carries the unforgeable Shortsword, a two handed weapon which inflicts double damage to larger beings. This province allows the recruitment of, , s, and (even in EA) s.|
|None||Shark Bane,:|| 5 |
|Sea||Unique, but unremarkable.|
|None|| Ogul Voidmaster, : , |
| 5 s |
|Sea||Unique, but unremarkable.|
|None||Shul Uzuz,|| 2 s |
|Gorge, Deep Sea||Unique, but unremarkable.|
|None||Tiamat, 11||10s||Gorge, Deep Sea||Unique, but unremarkable.|
|None|| Lucidor, : |
| 5 |
|Plains, Mountain, Waste||Easily mistaken for a common light infantry province.|