(http://i1364.photobucket.com/albums/r734/Image_buffer/09e_prev_zpsmafwtow0.png) (http://s1364.photobucket.com/user/Image_buffer/media/09e_prev_zpsmafwtow0.png.html)(http://i1364.photobucket.com/albums/r734/Image_buffer/09e_prev2_zpshakdiq2d.png) (http://s1364.photobucket.com/user/Image_buffer/media/09e_prev2_zpshakdiq2d.png.html)
Link to NationGen:
http://koti.kapsi.fi/~elmokki/dom4/unitgen/
Link to current officious patch (0.5.0.11E, released 20150529):
http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/nationgen-for-dominions-4/page/13#1046448
Drafting seed: NG 0.5.0.11E seed #394439665 x all defaults x 100 nations
Game name: Bay12GamesRound415 (http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound415)
Map: Biddyn (http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/biddyn-849-wraparound)
Mods: Nationgen/House of Weather 1.2 (https://mega.co.nz/#!rBtVWRQb!KDS0bn5Q87yzNlZzjhE8CwU1wjCl4qAIhAmCGKHwYFU)
Era: Nationgen/MA
Disciples: No
Time allowance: 30 hours at start, presumably
Special site frequency: 50
Random event frequency: Common
Score graphs: Off
Hall of Fame: 15
Artifact forging limit : Limited
Thrones: 6x1, 3x2, 8/12
Renaming: Allowed
Research: Normal
Players:
1. E. Albright
2. Karlito
3. Darkwind3
4. Il Palazzo
5. Jilladilla
6. AlStar
7. USEC_OFFICER
Backup-ish:
lijacote
Nation selection:
Draft order:
Darkwind3 - Dobgan (-1001676910)- Il Palazzo (AI) - Qurghannia (-1206538117)
- Karlito - Luha (1103089966)
- AlStar (AI) - Lissikos (-292053580)
- E. Albright - Djedhur (-1047122704)
USEC_OFFICER - Nefton (1007769634)Jilladilla - Urumsoi (-1865227816)- Jilladilla (AI) - Shansahr (-2115897110)
- USEC_OFFICER - Veroor (-2079095603)
E. Albright - Sinam (2012634178)AlStar - Zawtep (-1367155203)Karlito - Apollpos (1991027251)Il Palazzo - Shela (321942488)- Darkwind3 - Obliheim (-2033449213)
(http://i1364.photobucket.com/albums/r734/Image_buffer/obliheim_zpsjcuw9hwe.png) (http://s1364.photobucket.com/user/Image_buffer/media/obliheim_zpsjcuw9hwe.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/Qurghannia_zpsjkpc9cjs.png) (http://s1364.photobucket.com/user/Image_buffer/media/Qurghannia_zpsjkpc9cjs.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/luha_zpsydtpgy3j.png) (http://s1364.photobucket.com/user/Image_buffer/media/luha_zpsydtpgy3j.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/lissikos_zpsg63w61gm.png) (http://s1364.photobucket.com/user/Image_buffer/media/lissikos_zpsg63w61gm.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/djedhur_zps3rdxessx.png) (http://s1364.photobucket.com/user/Image_buffer/media/djedhur_zps3rdxessx.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/veroor_zpsy19yesu8.png) (http://s1364.photobucket.com/user/Image_buffer/media/veroor_zpsy19yesu8.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/shansahr_zpsjbzjra8l.png) (http://s1364.photobucket.com/user/Image_buffer/media/shansahr_zpsjbzjra8l.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)
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.
We need to figure out how many players we want. My minimum would have been 6, my max is... say... 12, though that would be excessive, and I doubt we'll clear 10. So how many more are we looking for? My goal is to get the drafting done and have the game ready to start in a week, though I'd be okay with 10 days. I'm actually not in a massive hurry with this; given how long the games take, I'm more than a little okay with due deliberation setting things up, especially when it's complicated like NG is...
I'm looking to push out a quickfix 0.5.0.10E in the next day or two to address some data issues that came to light. Only a tiny bit of content changes, and those will be superficial I think, so the current patch is probably accurately indicative of what we'll be using.
Oh, and we might want to start thinking about era preferences. The differences aren't huge, but this shows roughly what distros are... although I made this early last week, before the 4 slaver race variants were even a gleam in my eye, so they're not listed. But aside from them:
(http://i1364.photobucket.com/albums/r734/Image_buffer/NG_zps2gojfadr.png) (http://s1364.photobucket.com/user/Image_buffer/media/NG_zps2gojfadr.png.html)
Race EA MA LA --> EA MA LA
Human 1 1 1 16.06% 17.78% 17.70%
Machakan 0.375 0.375 0.375 6.02% 6.67% 6.64%
Oriental 0.375 0.375 0.375 6.02% 6.67% 6.64%
Amazon 0.375 0.375 0.375 6.02% 6.67% 6.64%
Advanced 0.05 0.25 0.5 0.80% 4.44% 8.85%
Lizard 0.5 0.5 0.5 8.03% 8.89% 8.85%
Predator 0.2 0.2 0.2 3.21% 3.56% 3.54%
Atlantian 0.2 0.2 0.2 3.21% 3.56% 3.54%
Agarthan 0.3 0.3 0.3 4.82% 5.33% 5.31%
Hoburg 0.4 0.4 0.4 6.43% 7.11% 7.08%
Abysian 0.3 0.2 0.1 4.82% 3.56% 1.77%
Humanbred 0.05 0.1 0.2 0.80% 1.78% 3.54%
Caelian 0.25 0.25 0.25 4.02% 4.44% 4.42%
Ape 0.35 0.35 0.35 5.62% 6.22% 6.19%
Zotz 0.1 0.1 0.1 1.61% 1.78% 1.77%
Fomorian 0.6 0.2 0.1 9.64% 3.56% 1.77%
Van 0.15 0.05 0.025 2.41% 0.89% 0.44%
Sidhe 0.15 0.05 0.025 2.41% 0.89% 0.44%
Ichtyid 0.1 0.1 0.1 1.61% 1.78% 1.77%
Avvite 0.3 0.15 0.075 4.82% 2.67% 1.33%
Vaetti 0.1 0.1 0.1 1.61% 1.78% 1.77%
All right, I give you NG 0.5.0.11E (http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/nationgen-for-dominions-4/page/13#1046448) seed #394439665, Wicked Desert.
Generate this locally with all default settings, to include MA, and with 100 nations. Then go ahead and start having a look-see and figure out which ones interest you. On Sunday or Monday at the latest, I'll randomly generate a round-robin draft order, and we'll do two rounds of selection, and one round of playing spoiler and nixing the worst of our neighbors' sins.
Edit: if you absolutely must look at the nations from within Dominions right from the get-go, use the following three subsets of seeds below to generate mods of size 40, 40, and 20, which will let you review all 100 nations piecemail.
309899649
-68334605
255026894
-292053580
1048140006
1083045838
1986567828
-728114798
-1750876564
2087264981
-1723313480
1103089966
-2127837322
-1753264286
1203566168
-111411634
1007769634
-1498959607
1904723935
-258747876
173456317
-1367155203
1931882649
-1806147795
-1773100935
-1633897806
-1997207159
-894361665
1817025117
-296334396
-343746182
2012634178
641622396
-883213801
763322451
-26413543
-1645789335
1609782590
1539834799
2106432161
1438015465
-2135633888
804647085
308126321
-2115897110
321942488
-2033449213
333455587
506232244
-462674723
-1154490023
302639059
668750174
-56748446
-1791324460
319521702
-94917502
-136491009
279106032
1181774734
1991027251
-1616746095
1334573202
-943513077
-967266257
691904861
-337534627
2002346420
1596040785
-1206538117
1662648900
-807046601
1409724744
1372914033
1136493663
-1633431139
-847944563
2095131933
-626276094
-759276078
-1001676910
-1865227816
2097376267
721521252
1325238839
56793304
-468510852
1468575371
700081281
77643222
-401621943
1808969576
-924705395
-1047122704
-709557135
-50296175
-1815550526
-19649840
-1884138926
-2079095603
309899649
-68334605
255026894
-292053580
1048140006
1083045838
1986567828
-728114798
-1750876564
2087264981
-1723313480
1103089966
-2127837322
-1753264286
1203566168
-111411634
1007769634
-1498959607
1904723935
-258747876
173456317
-1367155203
1931882649
-1806147795
-1773100935
-1633897806
-1997207159
-894361665
1817025117
-296334396
-343746182
2012634178
641622396
-883213801
763322451
-26413543
-1645789335
1609782590
1539834799
2106432161
1438015465
-2135633888
804647085
308126321
-2115897110
321942488
-2033449213
333455587
506232244
-462674723
-1154490023
302639059
668750174
-56748446
-1791324460
319521702
-94917502
-136491009
279106032
1181774734
1991027251
-1616746095
1334573202
-943513077
-967266257
691904861
-337534627
2002346420
1596040785
-1206538117
1662648900
-807046601
1409724744
1372914033
1136493663
-1633431139
-847944563
2095131933
-626276094
-759276078
-1001676910
-1865227816
2097376267
721521252
1325238839
56793304
-468510852
1468575371
700081281
77643222
-401621943
1808969576
-924705395
-1047122704
-709557135
-50296175
-1815550526
-19649840
-1884138926
-2079095603
That's a list of only the nation seeds. Take a fraction of that list and paste it into the box in the NationGen options tab to generate a mod with only a fraction of the nations.
On an unrelated note, for a more casual nationgen experience in the future we could come up with some kind of hashing scheme to transform say, our usernames, into nation seeds and then immediately try to have a game with whatever terrible results emerge.
All righty then! I've pulled a random sequence of 7 from random.org for our draft order. Here it is, done up round-robin style:
Darkwind3 - Dobgan (-1001676910)- Il Palazzo - Qurghannia (-1206538117)
- Karlito - Luha (1103089966)
- AlStar - Lissikos (-292053580)
- E. Albright - Djedhur (-1047122704)
USEC_OFFICER - Nefton (1007769634)Jilladilla - Urumsoi (-1865227816)- Jilladilla - Shansahr (-2115897110)
- USEC_OFFICER - Veroor (-2079095603)
E. Albright - Sinam (2012634178)AlStar - Zawtep (-1367155203)Karlito - Apollpos (1991027251)Il Palazzo - Shela (321942488)- Darkwind3 - Obliheim (-2033449213)
Once everyone has picked their two favorite nations, everyone will nix one of the two nations chosen by the next person on the list. So:
Darkwind3 nixes Il PalazzoIl Palazzo nixes KarlitoKarlito nixes AlStarAlStar nixes E. AlbrightE. Albright nixes USEC_OFFICERUSEC_OFFICER nixes JilladillaJilladilla nixes Darkwind3
(The nixing can happen all at once since sequence isn't necessarily important, although I suppose it could be, hehehe...)
(http://i1364.photobucket.com/albums/r734/Image_buffer/obliheim_zpsjcuw9hwe.png) (http://s1364.photobucket.com/user/Image_buffer/media/obliheim_zpsjcuw9hwe.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/Qurghannia_zpsjkpc9cjs.png) (http://s1364.photobucket.com/user/Image_buffer/media/Qurghannia_zpsjkpc9cjs.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/luha_zpsydtpgy3j.png) (http://s1364.photobucket.com/user/Image_buffer/media/luha_zpsydtpgy3j.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/lissikos_zpsg63w61gm.png) (http://s1364.photobucket.com/user/Image_buffer/media/lissikos_zpsg63w61gm.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/djedhur_zps3rdxessx.png) (http://s1364.photobucket.com/user/Image_buffer/media/djedhur_zps3rdxessx.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/veroor_zpsy19yesu8.png) (http://s1364.photobucket.com/user/Image_buffer/media/veroor_zpsy19yesu8.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/shansahr_zpsjbzjra8l.png) (http://s1364.photobucket.com/user/Image_buffer/media/shansahr_zpsjbzjra8l.png.html)
No sacred troops at all? You mean for whatever reason you didn't see Sinam's recruit-anywhere glamour tiger-cavalry? Must be because they're stealthy.
(http://i1364.photobucket.com/albums/r734/Image_buffer/nightblade_zpsugx3kiyx.png) (http://s1364.photobucket.com/user/Image_buffer/media/nightblade_zpsugx3kiyx.png.html)
In case anyone's curious, here was the rest of my list (with my notes):
Abaluouti - heat1. MM2 Spider Cav in full plate (50g33r), alicorn mounted sacred w 3 attacks, pretty much everyone else is MM1 - high resource cost. MM3 Assassin with a Machaka Spear. 1F3A3N3B Hero. Cheap mages good for recruiting Corpse Men.
Konluundi - heat2. MM1 14g30r sacred. Lots of javalins. unarmored 40g4r Spider Cav. Cheap mages. Mounted giant lancers w javalins. 1MM full plate machaka spear assassin.
Ungburg - starts at cold3. Mages summon s3 fire elementals at battle start. Hobbits, so slow and weak. Crossbows. Hog Warriors seem pretty good - 25g10r.
Urumsoi - ignores drain. Demonbred/Pale One. Demons in plate 30g28r. 2 sacred troops - 2 attacks/no armor (28hp), 1 battleaxe and bronze (37hp).
Nefton - heat2. Many troops have 3 attacks. Croc Cav (1MM, 30g10r). Giant Bear Cav (2MM, 65g32r). MM2 Giant Assassins with throwing axes. No shields.
Phealinn - cold resist, death recruit?, mostly glass cannon troops - expensive, resource heavy troops. Cheap mages good for recruiting Corpse Men. Sacred troops don't seem too good.
Luha - 80! gold, !73! resources for sacred (sailing, water breathing, amphibious). Kite shields on a lot of the troops.
Lothgamer - arblast sacreds. Hobbits. !Slow. Cheap troops, except for the flying cav. Blood Nation.
Saxmar - Sac Fellow is a good sitesearcher, but only MM1. Troops fairly expenisve, fairly good.
Per-baedj - heat3. MM1 Sacred. Fossil Giant riders, with giants that stick around (bring undead leadership). MM2 Naked Abysians with hats and shields, MM1 with armor.
Vanbach - expensive mages. Spider riders with chain. MM2 Sacred troops w 2 axes who turn into boars - not as strong as you'd expect.
Lumbuique - heat1. very expensive mages StR + 1 very cheap (40g). 2 sacreds - both cap only. flying/machaka spear 40g6r, 1MM 105g28r plate/lifestealing + throwing axe. Unarmored spider riders. Old Hero (3 HP!)
Ashavsvaz - flyers. sacred archers (cap only). Most troops in plate (cheap gold, expensive! resources). death recruit? Not very impressed by their troops.
Indbal - MM1 sacred troops. Most troops resource heavy. Decent survivability, not very good killing power. Chakrams are surprisingly crap ranged weapons.
And as a bonus, I took note that Palalm had 1S1D MV3 Assassins, but never got around to checking out what the rest of the roster looked like.
Luha - Slow start, but recruit-anywhere most everything, esp. giants *
Nefton - Has potential, has problems - cumbersome and cappy **
Mextlan - Has potential, has problems - seems like it'd sputter against humans**
Unburg - Has potential, has problems - feels eratic **
Akaku - Decentralized but mediocre ***
Urumsasaha - Drain, moderate variety, weak roster ***
Konluundi - Not tied to cap, reasonable roster/variety **
Sinam - As vile as expected - RA ape pony-tigers, mystics, 25% A4s *
Macgard - Strong mages, weak roster, centralized **
Elmtium - nasty RA sacred, air elementals *1/2
Sag an Iar - Strong D, mostly decentralized **
Bolengar - RA sacreds, shallow diversity/roster **
Hut-herytep - Decentralized, flying assassins, broad but erratic diversity **
Celmomia - Solid ogre nation, good diversity, RA sacreds *1/2
Oliebheim - Solid roster, all Van, centralized **
Hut-heryedj - Solid ldr, mages; RA sacred; meh roster **
Ichvia - Good roster, mages, ldr, RA sacred, low diversity *1/2
Garyadu - narrow roster; drain, totally decentralized, good but narrow mages *1/2
Jagkar Log - centralized, middling roster, low diversity, obscene N mages *1/2
Ceria - Strong O troops, strong mages, bit centralized **
Mylth - Strong mages, very diverse, centralized *1/2
Vanbach - Cappy mages, decent diversity, nasty RA sacred *1/2
Hierkasion - Strong cap mages, low div, decent RA sacred, no cheap labrat **
Djedhur - Disgusting cap-only zerkers and high F/B *
Veroor - Very strong cappy mages, air elementals *1/2
The differences between *, *1/2, and ** are kinda blurry, not least because I only added *1/2 partway through. All these are fairly impressionistic, and bad luck while playing 1-10 turns with those that I actually tried briefly might have soured me on good nations (or the inverse may have charmed me with bad ones).
It seems as if nobody else noticed Dobgan (or posted about noticing it, anyways; I certainly wanted to keep all my tier 1 choices secret). I'm astonished, honestly.
Before I write a bit about my top choices, I'd like to note that nobody picked any of my Tier 1 choices. This leads me to believe I was looking for very different things than everyone else. I might have simply been searching differently, though.
Dobgan: [redacted until Jilladilla makes a choice]
Obliheim: [redacted until Jilladilla makes a choice]
Mextlan: Solid troops (?), RA E2A2 for shenanigans, amphibious mages (albeit not amazing paths at W2F1); also, muuch are cool
Hierkasion: attack 13 defence 18 RA sacred, very good mages, blood access, sailing (but not on any good leaders)
Sgar an Iar: solid troops, RA D2s, a little bit of blood too
Ichvia: phenomenal RA mages (60g S1W1 + W3 w/ Deep One shape), RA sacred
Ceria: predators with flails + Strength of Giants, RA D3 mages (!), blood magic
Celmomia: solid troops, RA S1D (!!), good crosspaths in capital
Ungburg: good mages, but hoburgs; didn't have a chance to test hoburg expansion
Nefton: RA A3, everything else is gravy
Ashavsvaz: skellingtons, flying, classic caelian thunderspam
Tjaet: predators with flails, blood magic, Abysians
Shela: cap-only thugs, van cavalry, amusingly-duplicated mages (?)
Sinam: thunderspam, RA mystic-style mages
Sir'tis: RA skelespam, cheap sacreds
Nayudjsu: solid troops, blood magic
Cissis: RA D2s and horrors
There were nine other nations I examined (including Lissikos) and am not going to bother to write up. They would be Tier 4, and I'm sure you can see my enthusiasm for this list waning as I went down from Tier 1 to Tier 3.
Looking back on it, maybe my #2 choice should have been Ashavsvaz? Nearly the same sort of dilemma there as here (both nations to choose between sharing one ludicrously annoying feature, albeit the feature(s) differs between Ashavsvaz and Obliheim).
First, I examined specifically the nations with reanimation and ponymans. Then, I just opened up the mod inspector and started looking for exceptional troops or path combinations. Some of the specific things I looked for were:
- Rain of Stones casters with A2 (for Cloud Trapeze)
- Mystic-style mages, because they tend to be both cheap and effective
- nations with interesting communion potential, e.g. Ichvia, Celmomia
- giant nations with communions, for shenanigans
- forgebonus (although I didn't much like most of the nations that had one)
- High-attack/defense troops and RA sacreds
- RA sacreds in general
- Predator lizards with flails
I am irrationally enamored of predator lizards with flails. 9 attacks per square! Strength of Giants! You can't tell me that's not cool! I think it might not work out so well in practice though.
I'll note that my impressions of troop strength aren't based on anything more than gut feelings; I didn't get a chance to test more than a few nations, and none extensively. I tested Mextlan's troops, for example, just enough to determine that recruiting 40 of the 12g6r muuch and throwing them at heavy cavalry without orders does nothing.
You sure aren't making this easy on me Darkwind... Vanir capable of spamming turn 1 Rain of Stones or Fomorians who have some ludicrously powerful cap-only mages? This will take time I feel...
I have a hard time picking my favorite between the two myself!
I do want to note, Jilladilla, you might want to check Dobgan's national traits and priests. If you haven't and you're having trouble making a choice right now, I suspect that will make it easier. Just in the interests of fairness; I don't want to skate by with a nation because the person eliminating the other one didn't have all the information.
Finally, Il Palazzo, I think I will nix Shela. I am a generous man, and Master Smith Sidhe Lords with Astral sound fun in the worst sort of way. Enjoy your clockwork infantry! I don't understand the appeal.
Dobgan is out. You're stuck with Obliheim.
To be honest, this is what my choice would have been. Dobgan was my #1 choice. They are, no joke, the best nation out of this entire pool. I will fight you if you claim otherwise. Of course, this lets me gush about them without worrying about giving away my secrets!
(http://i.imgur.com/cTBlqzh.jpg) (http://imgur.com/cTBlqzh)
The Prince of the Sixth Whirlwind is a recruitable SC. All of them can cast Ironskin/Stoneskin. The A2s can cast Mistform, the D3s get to phoenix Pyre + Soul Vortex (always a treat), and the E2s, though less immediately abusable, can cast Rain of Stones turn 1. The F3s, well, they can't all be winners. (They are all sacred though.) They're amphibious, sailors, recuperate, and get 10 lightning resistance and 5 cold resistance out of the box, before path bonuses. And MR 20 out of the box, which is Void Being territory and past what pretenders get. These make the nation. They are beautiful. But that's not all!
(http://i.imgur.com/lvMpKsB.jpg) (http://imgur.com/lvMpKsB)
This guy is A2D1. The D1 doesn't matter much, except that it allows you to get Corpse Constructs. Corpse Constructs are excellent heavy-duty chaff for a very, very low cost, and you're going to want Construction anyways to get the items that really let you spam them. But the A2 is interesting - that's a hallmark for Thunderstrike spam. But you have no A3s to cast Storm!
(http://i.imgur.com/FKDNu1M.jpg) (http://imgur.com/FKDNu1M)
Forge a Crystal Matrix, and now you do. But where do the communions come from?
(http://i.imgur.com/mYw59Qx.jpg) (http://imgur.com/mYw59Qx)
Oh. Yes, that is a giant Witch Hunter for about 2/3 of the cost of a Witch Hunter, with recuperate. You can recruit these everywhere and they're not the cheapest communion fodder, but you only need two to storm, and they have good combat magic paths. Overall, you have your choice of thunderspam, Falling Fires (and other miscellaneous Fire spell) spam, Astral shenanigans, or Crystal Matrix shenanigans with Death, Air or Earth (from your cap-only mages), and all sorts of exciting crosspaths thereof.
But wait! There's more! Their priests reanimate! Your temples cost 200 extra gold, but that just means your infinite hordes of the dead are about 33% smaller (assuming you're spending the same amount on extra temples for indie priests), and 33% of too damn large to deal with is still too damn large to deal with, especially on top of the Fire Storms, thunderstrike spam, and Cloud Trapeze-ing SCs. You can also easily cast Solar Eclipse, and Darkness is in reach if you want it.
And wait! There's more! They get a 50g labrat, too. Not that you'll ever want to recruit one over your F2S1 turbocommunion fodder or A2D1 thunderspammers. They are an option, though.
Don't go yet! There's more! They have a troop roster which I have honestly never looked at. Who cares? Look at those mages again. Look, and weep, for you shall never find such beauty again. I guess you get a recruitable Fomorian King-chassis sacred and a bunch of decent human and Fomorian troops, but the mages are the draw. And they're one hell of a draw!
e: i guess they don't get blood magic for lategame though
(http://i1364.photobucket.com/albums/r734/Image_buffer/obliheim_zpsjcuw9hwe.png) (http://s1364.photobucket.com/user/Image_buffer/media/obliheim_zpsjcuw9hwe.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/Qurghannia_zpsjkpc9cjs.png) (http://s1364.photobucket.com/user/Image_buffer/media/Qurghannia_zpsjkpc9cjs.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/luha_zpsydtpgy3j.png) (http://s1364.photobucket.com/user/Image_buffer/media/luha_zpsydtpgy3j.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/lissikos_zpsg63w61gm.png) (http://s1364.photobucket.com/user/Image_buffer/media/lissikos_zpsg63w61gm.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/djedhur_zps3rdxessx.png) (http://s1364.photobucket.com/user/Image_buffer/media/djedhur_zps3rdxessx.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/veroor_zpsy19yesu8.png) (http://s1364.photobucket.com/user/Image_buffer/media/veroor_zpsy19yesu8.png.html)
(http://i1364.photobucket.com/albums/r734/Image_buffer/shansahr_zpsjbzjra8l.png) (http://s1364.photobucket.com/user/Image_buffer/media/shansahr_zpsjbzjra8l.png.html)
Your nations. I'll trundle off and generate the mod from slightly-polished-but-not-seedbreaking data and graphics; if you're paranoid, you can generate your own copy to keep me honest, but I'd advise to use the "official" one for your fluff-writing so as to not make me pull my hair out reassembling everything.
-2033449213
-1206538117
1103089966
-292053580
-1047122704
-2079095603
-2115897110
=
House of Weather v1.0 (https://mega.co.nz/#!CFVB0YIY!7qx6nATzDrteCy0bQIJSc-fQoyTP0hz7JvVVAJsnD4s)
8 or 9 out of 12 sounds good to me.... probably siding towards 8, so that the game doesn't fall into a stalemate.
(human) Forest Archer of Lissikos -> Lissikos Archer
The archers of Lissikos wield precise composite bows which allow them to rain down arrows on their foes. They also carry a heavy falchion, should the enemy get too close. They are most at home in the forest.
(lizard) Light Warrior of Lissikos -> Lissikos Gladiator
The smaller lizards of Lissikos rely on their speed rather than the heavy armor of their larger kin. In addition to their fierce bite, they carry a spear and an entangling net which can be used to hinder their opponents. They can move through swamps with ease, and do not fear poison.
(human) Light Warrior of Lissikos -> Lissikos Cutthroat
The cutthroats of Lissikos use their short wakizashi for close quarters fighting, to behead defeated opponents, and sometimes to commit seppuku. They wear leather armor and carry small bucklers for defense.
(lizard) Trident Warrior of Lissikos -> Lissikos Impaler
The large lizards of Lissikos wear scale mail armor over their naturally scaly skins for extra protection. The impalers use long tridents to spear their prey and have strong jaws and teeth to tear flesh. They can move through swamps with ease, and do not fear poison.
(lizard) Warrior of Lissikos -> Lissikos Bludgeoner
The large lizards of Lissikos wear scale mail armor over their naturally scaly skins for extra protection. The bludgeoners use heavy flails which can counter enemy shields and attack twice with each swing in addition to their powerful bite. They can move through swamps with ease, and do not fear poison.
(lizard) Trident Warrior of Lissikos -> Lissikos Porcupine
Lissikos porcupines wear full scale mail armor over their naturally scaly skins for additional protection. Like impalers, they use long tridents and sharp teeth to butcher their enemies. They can move through swamps with ease, and do not fear poison.
(human) Cavalry of Lissikos -> Lissikos Horseman
The horsemen of Lissikos ride battle-trained stallions. They are armed with a devastating long lance which is used to charge their enemies, as well as a heavy falchion for close-quarters fighting. The horse itself will also deliver fearsome kicks to aid its rider. Horsemen wear scale mail armor and carry small bucklers for defense.
(lizard) Temple Aspirant
These sacred giant lizards wear heavy chain mail and iron caps over their exceptionally tough hides. They carry the same falchions as Lissikosian human warriors, although their great strength allows them to swing far more powerful blows. Their massive jaws are capable of tearing a man apart. They carry shields for defense. They are masters of siege warfare, and each aspirant is worth 5 normal men. They can move through swamps with ease, and do not fear poison.
Follower of the Cult
Followers of the Cult of Lissikos are tasked with the lesser duties that more senior mages find beneath them, such as hunting for blood slaves and raising skeletons. All members of the Cult of Lissikos have had their scales treated with a special shellac which turns aside mundane weapons.
Lord of the Cult
Lords of the Cult of Lissikos comprise a very large number of individuals, with magic power that ranges from little more than that of a follower, to nearly as powerful as a vessel. All members of the Cult of Lissikos have had their scales treated with a special shellac which turns aside mundane weapons.
Vessel of the Cult
Vessels of the Cult of Lissikos are the elder elite. They have dedicated over a century of their lives to the Cult, and as a result are powerful blood mages, with additional knowledge in the secrets of water, death, or nature magic. All members of the Cult of Lissikos have had their scales treated with a special shellac which turns aside mundane weapons.
Hero
This cultist is exceptionally talented at the forge, and as a result is able to create magic weapons without wasting as many gems or as much blood. He is one of the most skilled cultists in his knowledge of blood magic. His years by the fires of the forge have melted off the shellac which normally protects cult members.
The .dm with my changes is here (https://www.dropbox.com/s/p9hpsuuxaka3pyz/nationgen_house_of_weather.dm?dl=0).
Why would being able to survive without water be a useful trait in a humid climate?
I like your rather frank discussions about the usefulness of some of your commanders. :P
edit: (warning, comments on grammar/spelling):
Original: "Traditionally the apes of Veroor fight completely naked, either to prove their brave or due to the fact that Veroor has be involved in no major wars or skirmishes for many decades. As such the warbred were hired to fight for Veroor after the disappearance of the Pantokrator, since they are much better fighters. However a few apes from the old military still fight, using their great strength to toss entangling harpoons before rushing into melee to die horribly."
My suggestion: "Traditionally, the apes of Veroor fight completely naked, either to prove their bravery, or due to the fact that Veror hasn't been involved in a major war, or even a skirmish, for many decades. With the disappearance of the Pantokrator, Warbred mercenaries have been hired to fight for Veroor, as they are much better fighters. However, there are still a few brave apes that volunteer for the military, where they use their great strength to throw entangling harpoons... before rushing into melee combat to die horribly."