Dominions 6
Normalized Capital Population Growth
1–8 из 8
Обновление: 8 ноя в 20:10
автор: Criptfeind

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.

Обновление: 28 дек. 2024 г. в 10:48
автор: Criptfeind

Quickfix to bring fertile muds back into line with the new base cave population growth modifier.

Обновление: 2 мая. 2024 г. в 11:58
автор: Criptfeind

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

Обновление: 30 мар. 2024 г. в 18:03
автор: Criptfeind

1.1.1 No mechanical changes. Simply changed the "art" "assets".

Обновление: 21 мар. 2024 г. в 1:33
автор: Criptfeind

Quickfix moving all events to rarity 5 instead of rarity 0

Обновление: 21 мар. 2024 г. в 1:26
автор: Criptfeind

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

Обновление: 21 мар. 2024 г. в 0:37
автор: Criptfeind

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

Обновление: 20 мар. 2024 г. в 9:45
автор: Criptfeind