Dominions 6

Dominions 6

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Magical Potential
   
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11 月 26 日 下午 3:03
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Magical Potential

描述
Have you ever played a nation that really wants one sort of gem, but all you get is something else?


This mod lets your mages find the gems they want. Each turn there is an 8% chance in each of your provinces to find a site called Latent Magical Potential (although it doesn't let you have another in that province till the first one is gone). When you do, send a mage that has a path score of at least 2, and get them to site search there. They will (via an event) find a site that produces gems for their strong path, instead of the Latent Magical Potential.

If they have two paths that are both strong, then the gem site would be in the priority order death > nature > air > earth > astral > water > fire > glamour > blood, with death having the highest priority. if you don't like that tiebreak order, make sure the path you want is higher than the one you don't want.

Note: Blood is, as always, slightly special. To compensate for one blood slave per turn being worse than one gem per turn, when you use a blood mage to realize the latent magical potential, you also get around 500 extra population in the province and a few blood slaves straight away.

Should be compatible with Dominions Enhanced.
5 条留言
anaris 12 月 3 日 下午 7:07 
i didn't notice that actually. b2 is a fairly high entry barrier, you're right. i was thinking of going from the vanilla blood site to b1 and then to b2 using this, but having to get to b2 first is a lot slower
suijin12345 11 月 30 日 下午 1:33 
To Embarec: I believe it still only costs 80 to empower to level 2, even for Blood. The first 50 are the problem, but that's what bootstrapping is meant to overcome in the first place. Once you get your first empowerment the next 30 are much easier (even better if you luck into an indie), after which you can then free up your main Blood mage (and other commanders you might have been using for inefficient hunting) by getting a steady trickle going. This is also great for Blood Pretenders for similar reasons, lessening the need for mass blood hunters to function.

To Anaris: Most Blood nations don't need the boost late game, no, but this has a lot of potential in the early game, when money is tight and mages are needed for research. Not to mention that not every 'Blood nation' has access to spammable Blood hunters. For example, the Jotun nations and their Vaetti successors tend to have a rough time getting their blood economy going due to expensive hunters, unreliable randoms, or both.
Embarec 11 月 29 日 下午 3:38 
Just to check you noticed you'd still need a blood 2 mage, without ANYthing higher then 1, to get a blood site right? I kinda think by then if you've managed to get a non-blood nation to that point they deserve it.
anaris 11 月 28 日 下午 6:22 
blood slaves per turn are more powerful than gems for certain purposes and uses. You can't afford big spells off one a turn - but you can bootstrap into blood much more easily if you can get 4-5 a turn, which is very possible here. Blood nations don't care about a few extra blood slaves a turn, but scout-hunting nations and indie blood mages can be multiplied into being a blood nation relatively fast
suijin12345 11 月 27 日 下午 4:13 
I feel like the blood buff is a bit unnecessary; one of blood's biggest advantages is being completely unreliant on sites in the first place. If anything, being able to free up blood hunters by generating permanent sites seems quite good for a path than tends to completely outscale the competition in the lategame already.