Dominions 6

Dominions 6

Normalized Capital Population Growth
Näytetään 1–8 / 8
Päivitys: 8.11. klo 20.10
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1.3: Added the ability to start in non forest cave cave types and non deep sea sea types, as only those two types are bugged. Highland start nations will be forced to start in highlands and given a population site, please mention any that I missed! Somewhat breaks compatablity with R&M but I'm not sure if there's an elegant solution to the issues caused by the game not being able to tell what's a highlands and what's a mountain.

Päivitys: 28.12.2024 klo 10.48
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Quickfix to bring fertile muds back into line with the new base cave population growth modifier.

Päivitys: 2.5.2024 klo 11.58
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Changelog:
Normalizedpopgrowth 1.1.1>1.2
No message on site creation
Swamps now nation agnostic
Site removed if province terrain type changed (Lost Land not working for currently unknown reason, however since that kills all the population anyway it seems to not matter)
Cave capitals are transformed into caves (from crystal/mushroom/drip caves) and given a site now
Deep sea capitals are transformed into sea provinces
Not compatable with ongoing games (probably) so added as a new mod file

Normalizedpopgrowthriverandmoutain 1.0>1.1
No message on site creation
Events happen turn 0 instead of turn 1
Not compatablewith ongoing games (probably) so added as anew mod file

Päivitys: 30.3.2024 klo 18.03
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1.1.1 No mechanical changes. Simply changed the "art" "assets".

Päivitys: 21.3.2024 klo 1.33
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Quickfix moving all events to rarity 5 instead of rarity 0

Päivitys: 21.3.2024 klo 1.26
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R&M 1.0: Added a seperate mod that adds sites to normalize the population growth from rivers and moutains in the capital.

Päivitys: 21.3.2024 klo 0.37
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1.1: Added site to EA C'tis, as they start in a marsh as well.

Päivitys: 20.3.2024 klo 9.45
tekijältä Criptfeind