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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 Soul Contract 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
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 Priest for blessing small numbers of sacreds.
Early Independents
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 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.
Tribes:
Amazons:
Caves: these independents always appear in caves.
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 (Search 3) | Bolivar Wise, Illusionist: 6, Weightless Scale Mail, Amulet of Missile Protection, Dancing Trident Grisman, Illusionist: 2, Amulet of Missile Protection | 3 Swordsman 5 Phantasmal Warriors 3 Maceman | 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 (visible) | Anre, Eternal Knight: Flambeau, Crown of Command, Girdle of Might | 5 Eternal Knights 39 Heavy Infantry 11 Knights | Plains, Mountains | |
The Queen's Galley (search 3) | Queen Andromea, Wailing Lady: Astral Serpent | 10 Ghosts | Sea (not deep) | |
Mine of the Cyclops (visible) | Arges, Elder Cyclops: Hammer of the Mountains, Copper Plate Brontes, Elder Cyclops: +3, Hammer of the Cyclops, Girdle of Might Steropes, Elder Cyclops: Midget Masher, Dancing Shield | 4 Gigante Hoplites 3 Lochos | Highland | The Hammer of the Cyclops is an unforgeable two handed weapon which grants +1 master smith. |
Starke's Ice Cave (search 1) | Starke, Ice Druid, 3211: Vial of Frozen Tears, Ice Sword, Raw Hide Shield Jotun Herse | 1 Ghost 15 Jotun Spearman 3 Winter Wolf | Highland | The Vial of Frozen Tears is an unforgeable miscellaneous booster for Water and Death. |
Surakid's Tower (search 1) | Surakid, Spectral Mage, 243: Ring of Sorcery Arundel, Longdead Legionnaire, Enchanted Sword, Hydra Skin Armor, Horror Helmet Elias, Longdead Legionnaire, Bone Armor, Amulet of Antimagic | 15 Longdead | Highland | |
None | Antatus, Golem, 4: Marble Armor, Herald Lance, Scutata Volturnus, Crown of Command | 2 Stone Monstra 28 Living Statues | Plains | These units appear unrelated to any magic sites. |
None | Satina, Sorceress, 2433: Robe of the Sorceress, Pendant of Luck Sorceress | 22 Burgmeister Guard 1 Crusher \ 15 Earth Gnomes 1 Fall Bear | Forest | The Robe of the Sorceress is an unforgeable robe which grants +1 to all paths of sorcery. Some unusual units can be recruited from this province: Hoburg Militia, Hoburg Crossbow (even in EA), Hoburg Champion, and Burgmeister Guard. |
Troll Pit (search 2) | Skallhögg, Troll King: Elf Bane, Lead Shield, Green Dragon Scale Mail, Girdle of Might Villvacke, Vaetti: Knife of the Damned, Berserker Pelt, Slave Collar | 5 Trolls 42 Vaetti 3 Wyverns | Highland | This province has some highly unusual local recruits available: Chief, Vaetti, Wolf Rider, Troll. Trolls can be recruited here even without searching the province for the Troll Pit. |
Jungle Temple (search 2) | Ninhadi, Lamia: Fenris' Pelt, Enchanted Sword Unu'ishimma, Lamia Queen 232: Astral Serpent | 10 Horned Serpents 20 Lamias | Forest | As well as having a hidden site, one of the commanders carries Fenris' Pelt, an artifact. |
None | Solaris, Paladin: Sun Armor, Sun Sword, Sun Helm, Sun Shield Ignatius, High Priest 2 | 17 Flagellants 8 Knight of the Chalice | Farmland | All the Sun items carried by Solaris are unforgeable. Unusually, if this appears in EA it is still possible to recruit the Longbowman (as well as Knights) from this province, which is otherwise very difficult in the era. |
The Primal Forest (visible) | Dumuzi, Annunaki of Growth and Rebirth 435: Summer Sword, Vine Shield, Ivy Crown Annunaki of Love and War 534 | 2 Kithaironic Lions 50 Vine Man 5 Vine Ogres 13 Woodland Spirits | Forest | |
Desert of Ptah (visible) | Ptah, Divine Mummy 335: Sceptre of Authority, Rat Tail, Crown of Ptah, Red Dragon Scale Mail Nuptamon, Giant Mummy: Wraith Sword, Copper Plate | 3 Mummy 2 Behemoths 50 Longdead 1 Scorpion Beast | Waste | The Crown of Ptah is an unforgeable item. If obtained it cannot be removed, but it allows its wearer to cast Control the Dead. |
Halls of the Dead (search 1) | Katafagus, Master Lich 237: Crown of Katafagus Shattermouth, Bane | 100 Longdead 3 Mummy | Waste, Cave | These defenders have a chance to spawn where the Halls of the Dead do. The site can spawn independently of them, too. The Crown of Katafagus is an unforgeable item that cannot be removed but allows its wearer to summon mummies. |
Catacombs (search 1) | Mobar, Lich 5: Skull Staff, Robe of Invulnerability Reaver, Bane: Horror Helmet, Champion's Skull | 50 Soulless 100 Longdead 5 Wights | Waste | These defenders have a chance to spawn where Catacombs do. The site can spawn without these defenders, too. Reaver's Champion's Skull will typically mean that he enters the hall of fame on about turn 3 if this site is present on the map. |
Cave of Ghouls (search 2) | Gore Jaw, Ghoul: Blacksteel Tower Shield, Blacksteel Sword, Blacksteel Helmet, Blacksteel Full Plate | 57 Ghouls | 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 (search 2) | Kekon, Harvester of Sorrows 5 | 10 Fiend of Darkness 33 Shades 30 Shade Beasts | 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 (search 2) | Ar, Unfrozen Mage 234: Skull Staff, Boots of Stone, Astral Serpent Eo, Unfrozen Lord: Bone Armor, Amulet of Antimagic | 6 Unfrozen 26 Unfrozen Warriors | 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 (search 2) | Pazuzu - Lord of the Plague Wind: Bane Blade, Weightless Tower Shield | 32 Longdead 8 Storm Demons | Waste | These defenders have a chance to spawn if The Doom Cloud spawns in a waste. |
None | Yiaia, Starspawn 1522: Robe of Shadows, Ring of Sorcery, Astral Serpent Ichtyid Lord | 5 Ether Warriors 22 Ichtyid 14 Ichtyid Warriors | Coast | The treasure here is the Ring of Sorcery. |
None | Get-Ola, Chimera: Carcator the Pocket Lich | 25 Draconians | Highland | The pocket lich is an artifact. This province has some highly unusual local recruits available: Chief, Vaetti, Wolf Rider, Troll. |
Earthroot Tower (search 1) | Troll King | 8 Trolls 1 Troll Moose Knight 2 War Trolls | Highland | This province has some highly unusual local recruits available: Trolls, War Trolls, Troll Moose Knights, and most importantly the Troll King for a mere 200 gold. |
None | Tott'ush, Shaman 13: Vine Whip, Totem Shield, Horned Helmet, Hydra Skin Armor, Boots of Long Strides, Cat Charm, Barkskin Amulet | 1 non-commander Shaman 25 Slave Warriors | 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, Shaman 23: Thorn Staff, Robe of Shadows, Snake Ring, Pendant of Luck 1 Shaman | 36 Slave Warriors | Swamp | |
None | Oberführer, Hoburg Hero: Shortsword, Blacksteel Helmet, Blacksteel Full Plate Burgmeister Hoburg Priest Horticulturist | 14 Burgmeister Guard 3 Hoburg Crossbows 16 Hog Knights | Farmland | Oberführer carries the unforgeable Shortsword, a two handed weapon which inflicts double damage to larger beings. This province allows the recruitment of Hoburg Militia, Burgmeister Guard, Hoburg Champions, and (even in EA) Hoburg Crossbows. |
None | Shark Bane, Sea King: Wave Breaker | 5 Kraken 14 Sea Trolls | Sea | Unique, but unremarkable. |
None | Ogul Voidmaster, Hydromancer: Robe of the Sea, Spell Focus 2 Initiate of the Deep 1 Sea Father | 5 Amber Clan Guards 1 Amber Clan Triton 3 Shark Knights 1 Triton Trooper | Sea | Unique, but unremarkable. |
None | Shul Uzuz, Mind Lord | 2 Shamblers 10 Slave Trolls | Gorge, Deep Sea | Unique, but unremarkable. |
None | Tiamat, Wyrm 11 | 10 Sea Serpents | Gorge, Deep Sea | Unique, but unremarkable. |
None | Lucidor, Adept of Pyriphlegeton: Fire Brand Commander: Ring of Fire Priest Warlord | 5 Abysian Infantry 20 Light Infantry 1 Salamander | Plains, Mountain, Waste | Easily mistaken for a common light infantry province. |