Link to NationGen: https://github.com/elmokki/nationgen/releases/tag/0.6.9
Proposed rules: Admin takes your user name, applies some small uniform transformation (so we "keep it fresh", though seeds will effectively vary radically from the last round as it stands), and feeds it into a (publicly available) online hashing application to generate a nation seed. Nation seed is applied to a custom NationGen data setup weighted such that everyone plays hoburgs. You play with whatever grotesque nation results therefrom.
Settings:
Game name: Bay12GamesRound419 (http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound419)
Map: Shahrivar (http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/shahrivar-dom4-version-16812)
Mods: NationGen 0.6.9 (https://github.com/elmokki/nationgen/releases/tag/0.6.9) with hoburg chances altered/NationGen: Raging Village (https://mega.nz/#!DRtE1ZTJ!Kg-XdHJGUT9WbSkgR9_jL6mrv1pAUHGUzq8iZ0Y-3pw)
Era: EA (with LA-genned nations)
Disciples: No
Time allowance: 30 hours at start, presumably
Special site frequency: 35
Random event frequency: Common
Story events: On (and may the RNG have mercy on our souls)
Score graphs: Off
Hall of Fame: 15
Artifact forging limit : Limited
Thrones: 11/20 - all lvl 1
Renaming: Allowed
Research: Normal
Masochists & Guinea Pigs:
Jilladilla: Obmar
Boksi Hellheart: Kundorf
IWishIWereSarah: Korrelhorst
EucreJack: Noirbach
PrimusRibbus: Ciburg
Il Palazzo: Ersomark
Elfeater: Omark
AlStar: Sweoitmer
BFEL: Scheiwald
E. Albright: Uganwald
Mini Cheeetar: Sorzig
bulborbish: Simbaburg
(http://i1364.photobucket.com/albums/r734/Image_buffer/LA_zpsansptxhj.png) (http://s1364.photobucket.com/user/Image_buffer/media/LA_zpsansptxhj.png.html)
Dom3:
1 (http://www.bay12forums.com/smf/index.php?topic=44348.msg849721#msg849721), 2 (http://www.bay12forums.com/smf/index.php?topic=46012.msg908706#msg908706), 3 (http://www.bay12forums.com/smf/index.php?topic=60235.msg1357467#msg1357467), 4 (http://www.bay12forums.com/smf/index.php?topic=63361.0), 5 (http://www.bay12forums.com/smf/index.php?topic=65222.0), 6 (http://www.bay12forums.com/smf/index.php?topic=72919.msg1797235#msg1797235), 7&7.5 (http://www.bay12forums.com/smf/index.php?topic=103575.0), 8 (http://www.bay12forums.com/smf/index.php?topic=112126.0), 9 (http://www.bay12forums.com/smf/index.php?topic=115427.0), 10 (http://www.bay12forums.com/smf/index.php?topic=118516.0), 11 (http://www.bay12forums.com/smf/index.php?topic=120941.0), 12 (http://www.bay12forums.com/smf/index.php?topic=124958.0), 13 (http://www.bay12forums.com/smf/index.php?topic=125655.0), 14 (http://www.bay12forums.com/smf/index.php?topic=125670.0), 15 (http://www.bay12forums.com/smf/index.php?topic=128797.0)
Dom4:
4.01 (http://www.bay12forums.com/smf/index.php?topic=133320.msg4768287), 4.02 (http://www.bay12forums.com/smf/index.php?topic=134792.0), 4.03 (http://www.bay12forums.com/smf/index.php?topic=137585.0), 4.04 (http://www.bay12forums.com/smf/index.php?topic=137631.0), 4.05 (http://www.bay12forums.com/smf/index.php?topic=138108.0), 4.06 (http://www.bay12forums.com/smf/index.php?topic=138950.0), 4.07 (http://www.bay12forums.com/smf/index.php?topic=139129.0), 4.08 (http://www.bay12forums.com/smf/index.php?topic=141429.0), 4.09 (http://www.bay12forums.com/smf/index.php?topic=141858.0), 4.10 (http://www.bay12forums.com/smf/index.php?topic=144007.msg5680284#msg5680284), 4.11B (http://www.bay12forums.com/smf/index.php?topic=144635.msg5723281#msg5723281), 4.12 (http://www.bay12forums.com/smf/index.php?topic=145874.msg5822835#msg5822835), 4.13 (http://www.bay12forums.com/smf/index.php?topic=146830.0), 4.14 (http://www.bay12forums.com/smf/index.php?topic=147069.0), 4.15 (http://www.bay12forums.com/smf/index.php?topic=150972.0), 4.16 (http://www.bay12forums.com/smf/index.php?topic=151174.0), 4.15 (http://www.bay12forums.com/smf/index.php?topic=150972.0), 4.17 (http://www.bay12forums.com/smf/index.php?topic=153013.0), 4.18 (http://www.bay12forums.com/smf/index.php?topic=153926.0)
Dominions 4 is an indy turn-based fantasy war game of epic proportions. Dominions: Priests, Prophets and Pretenders was released in 2002, followed by Dominions II: The Ascension Wars, and Dominions 3: The Awakening in 2006. Gameplay has not fundamentally changed since the first entry, but each new version has noticeably refined the GUI, added greater depth and complexity, markedly improved the game's modability, and generally made the gaming experience significantly better.
The player assumes the role of a pretender god, rising from slumber to take up the recently vacated throne of the Pantokrator (or All-Ruler). This invariably involves climbing there over the dead bodies of other wannabe gods and their countless followers.
The nations of the world each support one of the pretenders as their One and True God that shall no doubt lead them to glory everlasting. They are highly varied and defy the typical fantasy cliches. Instead they had been designed after some of the many myths and fables from the history of mankind. Shambling Atlanteans, undead legions of Ermor, frozen giants of Niefelheim, bloodthirsty demons of Lanka, steelclad armies of Ulm, Sauromatian amazons and their hydras, flying hosts of Caelum - over 60 nations to choose from.
The beings claiming the godly mantle are diverse themselves. Crooked crones and divine giants, sages and mages, liches and vampires, dragons and krakens. Apart from the physical form, the players can design their gods' magical powers, the blessings that they can bestow upon the chosen few, and the qualities that believing in them inspires in the common folk. Would you have your god bring good fortune and bountiful crops to the faithful, but be magically weak? Or would you rather make your god into a killing machine able to take on armies, but inspiring little awe? The pretender design system is excellent, and together with the multitude of nation choices is able to accommodate a wide range of strategies.
The game sports a very robust magic system, with literally hundreds of spells, ranging from in-battle lightning bolts to world altering doom bringers. Only in Dominions can you flaunt your divine destiny by hanging a second sun in the sky, draping the world in perpetual storms, or sending devils to incite enemy soldiers against their commanders.
Every unit in the sometimes hundreds-strong armies has got individual, and evolving stats, including age, battle wounds and experience. They can starve and fall victim to disease. They can be cursed and hunted by trans-dimensional horrors. Lots of things can happen to each individual unit, most of them unpleasant.
From the strategic map, commanders, mages, heroes, priests, magical beasts and pretender gods can be equipped with magical items and sent to do battle in person, assassinate or seduce enemy commanders, spy and instigate unrest, enchant armies in battle or wreak havoc among enemy ranks. Or, they can be kept at home and work on improving magical knowledge, build fortifications, summon magic beings, raise undead, forge items imbued with arcane forces, scour provinces in the search of blood slaves, preach god's glory, patrol provinces for troublemakers, search for magic sites hidden in the wild, and more.
The turns happen simultaneously, so the battles are resolved automatically, according to the preselected orders for troop formations and commanders. Here's a youtube video of a large-ish battle to pique your interest. Courtesy of Lorak.
Should you desire to know more about the game, go and visit the website (http://www.illwinter.com/dom4/index.html) (or go to the publisher's page here (http://www.desura.com/games/dominions-4-thrones-of-ascensions)). You'll notice that the price tag is not pintsized (though it's much lower than Dominions 3 was), but as many of us can attest, the game is well worth it.
- First of all, you need to download any non-standard map and mod we're using (links will be provided if we decide to use one), and put the files into the map and mod folders of your dom4 installation respectively.
- Then go to the options menu and enable the mod.
- Next use the pretender creation tool in the game tools menu to create a pretender and send the file(to be found in your /dominions4/savedgames/newlords; named <your_nation_era_number.2h>, where number is most likely "0" if it's the only pretender you've created so far for this nation.) to "pretenders [at ] llamaserver [dot ] net" with the game name as the subject.
Game name will most likely be "Bay12GamesRound402".
You'll be receiving .trn files from llama server, which you should put into a {dom4dir}/savedgames/{whatevernameyouwant}/
After finishing your moves, a new .2h file will appear in that folder, which you should send to the same address from which you've received your .trn file.
Regarding the rules of conduct:
- No exploits please. Examples of exploits are siegeing a fort infinitely with a string of scouts; sending other players crap items to fill their magic item pool and make them waste gems; anything else you can think of that doesn't feel like it was meant to be a feature. If not sure, ask.
- Trade agreements are sacred. Once you decided to exchange some gems/items/gold, you MUST fulfill your side of the agreement.
- No constrains on diplomacy. You can attack anyone you want, with or without warning. It would be, however, in good taste not to rush another player at the very begining of the game. We're all trying to have a good time playing this.
- Use forum PMs for diplomacy. The in-game messaging system is seriously flawed(unacceptably slow, and parts of messages tend to dissapear)
- If you want to boast/moan about your progress(or lack thereof) in game, feel free to use this thread to post your screenshots, stories and whatnot.
- It's bad etiquette to repeatedly stale/go AI without consulting other players. If you lose interest or ability to play, do try to get in touch with us. Usually a sub can be arranged and it's better than AI/inattentive player.
Useful links:
Dom4 forums on Desura (http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum)
Link to Edi's Dom4 Database (http://www.llamaserver.net/edi/dom4/dom4_db/dom4_db_403.zip)
An archived snapshot of the Dom3 wiki (http://web.archive.org/web/20130118162532/http://dom3.servegame.com/wiki/Main_Page): Yes, it's still relevant, and it hasn't been replaced yet, so... It has loads of useful information, including strategy guides. Keep in mind that while a lot of this information is still very useful and valid, a lot of it is entirely out-of-date.
Llama Server (http://llamaserver.net/): the automatic hosting server for our game.
Llama Server's map and mod browser (http://www.llamaserver.net/createDom4Game.cgi) (Yes, it's not really a browser, but you can browse the maps and mods here)
Dom4 Mod Inspector (http://larzm42.github.io/dom4inspector/) Very useful. You can browse all the nations, items, spells and sites in the game with it.
(http://i.imgur.com/vwMin.gif)
Nation 103: Kamburg (EA) looks nice - they've got a perfect astral minion:
Junior Tangled Firestarter (Hoburg), 55g, 1r, Pestle, Robes. 1F 1S.
Which can boost any of their larger mages who all have astral, as well as a mix of blood, nature, and fire.
Nation 108: Cumburg (EA)'s Night Stalkers sound interesting: 35g, 1r, Quarterstaff, Leather Cuirass, Leather Cap. Capital only, Sacred, werewolf, berserkhigh and Infantry sacred.
Bit pricey, and cap-only hurts them a lot, though.
Nation 109: Lumbuburg (EA) has (if I'm reading this correctly), a mage mounted on a caveman, which sounds exceptionally useless. Apprentice of the Foreboding Typhoons (Hoburg - caveman), 70g, 1r, Club, Club. 1N.
Nation 110: Portburg (EA) has the potential to get crazy - can reanimate the dead, and have priests all the way up to 3H - cheap too - and none are slow to recruit!
Pilgrim (Hoburg), 30g, 1r, Bamboo Rod, Robes. 1H.
Priest (Hoburg), 65g, 1r, Bamboo Rod, Robes. 2H.
High Priest (Hoburg), 110g, 1r, Robes. 3H.
Nation 100: Fifurt (MA) looks like a strong contender to rule the seas: Atlantian Trident Infantry (Atlantian - shambler), 20g, 15r, Trident, Sharkskin Armor, Coral Cap, Lobster Carapace Shield.
Nation 110: Marizendorf (MA) should be a good astral nation with its cheap 1S mage, although I don't find its secondary picks of nature, earth, and water as strong as Kamburg (EA)s.
Nation 111: Simbaburg (MA) - I have no idea what this means:
Frog Tamer (Hoburg), 65g, 5r, Falchion, Full Leather Armor, Leather Cap, Iron Shield. Capital only, is able to tame frogs., Sick and Fire resistant.
Didn't see anything (just browsing through the text, mind you) that stood out to me in LA.
Overall, I'd say that EA has the most interesting nations, while LA has the most boring.
I'll give my vote to play with EA, with the hope that I get Kamburg or Portburg, as I feel like those could both become monsters.
edit: Ah, a mage who IS a caveman could be quite a bit more useful than a mage Hoburg riding one.
(http://i1364.photobucket.com/albums/r734/Image_buffer/EA_zpsxziz70h3.png) (http://s1364.photobucket.com/user/Image_buffer/media/EA_zpsxziz70h3.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/MA_zpstdcet0in.png) (http://s1364.photobucket.com/user/Image_buffer/media/MA_zpstdcet0in.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/LA_zpsansptxhj.png) (http://s1364.photobucket.com/user/Image_buffer/media/LA_zpsansptxhj.png.html)
Cowardly...yes...reveal your true Hoburg nature to me...I KNEW ALL ALONG
EJ's guide to subverting Hoburgs in the Early Era (totally not an effort to undermine voting for the Early Era, even though 3 nations are basically non-hoburg from Day One):
How I would subvert Hoburg Society
OR How Hoburgs Admit Defeat...
Early Age:
*Ismia - Just recruit Pale ones
Shidopipburg - Moon Scions can be recruited every turn and have Death 2 - Replace all hoburg armies with undead AND Van Commanders
Uddria - Uddrian Peers can be recruited every turn and are Nature 2 thus can replace Hoburgs with Animals
Kamburg - Blood and Nature, so Devils and Animals
Cihulotmark - Human Commander, Rose Ascendants can become Jaguars (better than hoborg), Nature means Animal Replacements and I don't even need hoburgs to lead them into battle!
*Nordorf - Clockworks recruitable as both soldiers and commanders and Clockwork Militia are humanoid shaped and thus better than hoburg versions, blood for Devil replacements
Cunfurt - Nature for animals
Ocolhorst - Cavemen commanders, nature for animals, Level 3 fire, water or earth opens up other summons
Cumburg - Actually, with a name like that, I'd probably just use all hoburgs. They deserve it. But I could summon animals for some customers.
*Lumbuburg - Most likely the most noble nation, with its Van and Machaka soldiers, Caveman commanders, and blood and nature for even more non-hoborg forces (but doesn't need it, actually)
Portburg - Death for undead, nature for animals, blood for devils. And so much death that undead commanders for all armies means hoburgs can just be my research slaves. SLAVES I TELL YOU.
Lumluberg - Machaka sacreds, so I can actually consider a bless and not have it help any worthless hoburg. Nature for animals, blood for devils
Ironically, the traditional Hoburg magic of Nature is the very means of subverting their military forces: If they have nature, they can summon Animals in one way or other to replace Hoburgs as troopers. How much that actually subverts the use of Hoburgs is up for interpretation.
EJ's Guide to Subverting MA Hoburgs (Totally not needed, as there is enough Clockworks to stop calling it a Hoburg Mod and start calling it a Clockwork mod. Oh, and 2 nations aren't even Hoburg with its living troops and commanders)
How to Subvert Hoburgs in the Middle Ages
OR
How Hoburgs don't deserve to be even Serfs in your realm
*Fifurt - Just recruit Atlanteans
Shidopipburg - Fomorian commanders could likely become Fomorian Thugs
Korrelhorst - They have realized their intrinsic Hoburg suckiness and created Woodland Falchioneers, HUMAN Constructs. And they can recruit Sirrush occasionally.
Scheimark - Another hoburg realm that creates Human Clockworks, because hoburgs are not meant to exist
Ciburg - Human commanders, Nature for animal troops, enough Air for flying support summons
Ersomark - Human clockworks, Blood for devils and fire with blood for Better devils
Omark - More Human Clockworks, and a larger Clockwork straight from the Mechwarrior Franchise. Please tell me he's not piloted by a Hoburg...
Sweoitmer - Human Clockwork soldiers and Cavemen commanders
Midnoiberg - Aha, they betray themselves with Nature magic! Also Death magic is hidden, but I SEE ALL!
*Uganwald - Probably my favorite nation, they have Ape Soldiers and Machaka Elite and Sacred troops, with Ape Commanders and Caveman Mages
Marizendorf - Clockwork Humans again
Simbaburg - Machaka Sacreds, Nature/Death/Blood, emphasis on Nature
Well, that might bias the above a bit. I may need to see if those humanoid clockworks realms have blood, death, or nature magic to subvert their hoburginess with summons. Or enough elemental magic to summon enough quantity of other stuff.
Below is the Late Age summary, not taking into account Clockwork and Big Hoburg shenanigans. Probably the worst era of the three due to its rampant Hoburg infestations. We should totally not play the Late Era under any circumstances:
How to Subvert Hoburg influence in the Late Age
OR
How Humans came to dominate Hoburgs through Technology and Not Sucking
*Obmar - Just recruit Lizardmen
Kundorf - Gundam Extreme Sacreds (aka Giant Clockwork w/japanese theme), Monkey Mages WITH drain so stupid Hoburg mages can't use magic as well, as righful punishment for being Hoburgs, only the hoburg mage that kills his brethren (aka a blood mage) is immune
Korrelhorst - Singe Sirrush recruitable half the time plus Clockworm Humans. Death magic, Nature magic, and their highest mage can better himself by becoming a Giant Spider.
Noirbach - Blood for the Blood Gods!
Ciburg - Human Mages, Stinky Hoburg mage that can better himself by changing into a Bear, tiny blood, lots of nature, and enough air for winged reinforcements
Ersomark - Human clockwork soldiers, Blood for devils, always with Fire for better devils
Omark - Clockwork humans and Clockwork mecha, Death and Blood
Sweoitmer - Clockwork human soldiers and Cavemen commanders, famous nature and blood
Scheiwald - Clockwork Samurai Humans, Nature and some death
Uganwald - Machaka sacred and elite, Cavemen priest and mage, blood and nature
Sorzig - Clockwork human, Mecha, and a Nature possibly death or blood mage that finds Hoburgs existence to be Heretical to the point of adopting Jaguar form
Simbaburg - Machaka Sacred, nature, some blood and death
Revised Middle Age summary, omitting Clockworks, which I still think are too prevalent in that era regardless especially because of who is piloting them. Come out and fight to my face, cowardly Hoburg!
*Fifurt - Just recruit Atlanteans
Shidopipburg - Fomorian commanders could likely become Fomorian Thugs
Korrelhorst - They can recruit Sirrush
occasionally. Plus Nature/Death.
Scheimark - Fire-Blood and some nature
Ciburg - Human commanders, Nature for animal troops, enough Air for flying support summons
Ersomark - Human clockworks, Blood for devils and fire with blood for Better devils
Omark - Death Blood
Sweoitmer - Cavemen commanders, blood and nature
Midnoiberg - Aha, they betray themselves with Nature magic! Also Death magic is hidden, but I SEE ALL!
*Uganwald - Probably my favorite nation, they have Ape Soldiers and Machaka Elite and Sacred troops, with Ape Commanders and Caveman Mages
Marizendorf - Oh GOD, they only have tiny bits of Nature, and regular tiny bits of Water, and Earth. Guess their pretender is going to have to corrupt this one...
Simbaburg - Machaka Sacreds, Nature/Death/Blood, emphasis on Nature
I think it's time for COOL RENAMING STRATS.
I like to think I'm in the lead in the "unit not part of a larger theme" category, but I was blessed by an extremely fortuitous random event in that regard. However, that might just be overconfidence on my part.
(http://i1364.photobucket.com/albums/r734/Image_buffer/LBM_zps6wcyajmu.png)
What did that sacred look like?
From page one of the thread:
(http://i1364.photobucket.com/albums/r734/Image_buffer/LA_zpsansptxhj.png) (http://s1364.photobucket.com/user/Image_buffer/media/LA_zpsansptxhj.png.html)