Dominions 6

Dominions 6

Rebirth
19 条留言
ÆtherNomad  [作者] 2024 年 6 月 18 日 下午 5:12 
That's a good idea, I'll implement this in next update.
crawlers 2024 年 6 月 9 日 上午 10:25 
There is a new mod command (sombre's warhammer mod uses it) that allows changing the title given at the messages screen from "an unexpected event in provname" to something else. Have you considered using it for this mod to separate out the spam of growth asphodel and la rlyeh get from the other events?
Andrej_S. 2024 年 2 月 7 日 上午 7:02 
Then will waiting!
ÆtherNomad  [作者] 2024 年 2 月 4 日 上午 4:08 
Hellenika will take months for me to convert to dom 6
Andrej_S. 2024 年 2 月 3 日 下午 2:16 
Where is hellenika? Also i done Pallene nation for it🤣
crawlers 2024 年 1 月 27 日 上午 9:07 
Thank you for the change.
Phenian 2024 年 1 月 27 日 上午 9:03 
If this did convert wasteland provinces to other types, wouldn't it be fine if it was random? Of the terrain dependent spells, most are cave or wasteland. Other than forest I don't think there's a plains spell. Terrain type doesn't matter much, does it?
Molay 2024 年 1 月 23 日 上午 4:06 
It's a good change I think, it avoids weird edge cases and the flat income was never the main attraction of the mod anyway, it was always the population. This is good I'd say!
ÆtherNomad  [作者] 2024 年 1 月 23 日 上午 2:06 
Just released v1.01 which no longer reduces province income in addition to population.
crawlers 2024 年 1 月 22 日 下午 6:40 
Ok, some math, a 100% chance to gain 350 pop (10 candles) while losing 10% pop per turn stabilizes at 3.5k pop. This is plenty for farming lots of permanent income, and even without that asphodel's land stabilizing at that rate is a significant buff for them (which might not be a bad thing if they wind up being too weak as a nation). If you include the permanent income farm, then it gets really wild (if you will pardon the pun).
ÆtherNomad  [作者] 2024 年 1 月 22 日 下午 6:12 
No, because the income increase only occurs over 1000 pop. Being a popkill nation, Asphodel will soon reach pop under 1000 and no longer trigger that bonus.
Draken 2024 年 1 月 22 日 下午 2:53 
MA Asphodel with it's popkill and growth might also have this issue.
crawlers 2024 年 1 月 21 日 下午 5:18 
It could probably work with popkill units like harvester of sorrows, rephaites, plague doctors, etc
King Terry The Terrible 2024 年 1 月 20 日 下午 12:31 
the income can really start to ramp up if you popkill with temperature instead of death scales. had this happen to me every turn almost every province under my controll gaining +1 income
crawlers 2024 年 1 月 19 日 下午 8:54 
To an extent I feel it is a matter of principle and logic getting in the way of enjoyment, not just a small gameplay mechanic.
Molay 2024 年 1 月 19 日 下午 7:36 
what a fascinating discussion! While not being a true mechanical problem, i.e. being very low impact, the permanent income is indeed a weird addition when one thinks about it, and not necessary to fulfill the function of the mod. Then again, it is so minor that it being left in there won't cause any issues as such either - neither would removing it though. I'm curious to see what will become of it, I've used this mod seemingly forever without giving this a second thought up to now
crawlers 2024 年 1 月 19 日 下午 7:04 
In the previous version of the mod I saw, it resulted in provinces with creeped up income disproportionate to their population. If these places then get popkilled again, then grow a second time, they can get even more income (say through pillaging or popkill dominion moving in for a while). That version had 150 pop gain and 1 permanent income, though here it seems to be 350 pop and only for 1k pop 1 permanent income so the magnitude is smaller.

Some of it is personal dislike that the place gains permanent income that never goes away that is not proportionate to the population there. A long-time settled province of 5k pop would get less income than a desolate wasteland that recently got resettled to. If both of these are burnt to the ground and turned into a wasteland, the resettled one will make more money than the other one even though there are zero people in it. Both of these situations I would rather like to avoid since they seem illogical to me.
ÆtherNomad  [作者] 2024 年 1 月 19 日 下午 5:03 
I'll think about it. While I wish to make everyone happy, I think it'd be best if there was only one main version of Rebirth around. Regarding the permanent income gain, what bothers you so much about it? The fact that it occurs only above 1000 pop means it shouldn't be possible to exploit it. Either you popkill and stay below 1000 pop, never triggering it, or you have pop growth and it triggers only a small number of times until you reach 5000 pop. Additionally, since it's only 1 extra income whenever it triggers, I believe its effect is very subtle, not very impactful at all. That being said, the reason I'm writing all this is that I'm open to listening to your thoughts on the matter, so please explain your thinking. Hopefully you'll also understand my side of it and reconsider whether this aspect of the mod is really a problem or not.
crawlers 2024 年 1 月 19 日 下午 1:09 
Can we have a version without the permanent income gain? That was the main reason I did not use this in dom5.