We've been getting SOOOO many questions recently. Which is really nice but we can't really keep up with it all. It's been a long time since the Grand Preview and a lot of people are taking that as the gospel for what the mod is going to be like. Things have changed a lot since then- pretty important things too like factions!
Anyway, here is a list of a lot of basics that we will try and keep you updated on. But mainly just shut up and read
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FEATURES
Our Grand Campaign is the main feature of DotS enabling players to experience the Middle Ages in the most authentic and atmospheric way the engine can allow
- Titles & Offices
Settlement/faction leader titles & state offices, roughly 350 all-new titles including those of all major and minor Militarised Monastic Orders. Many of these are triggered only by specific buildings, or certain conditions, others belong specifically to a certain faction transition.- Historical Ancillaries
No more generic 'scholar', 'biographer', 'astrologer' and all thatin your retinue. Now you will have actual historical characters and artefacts in your characters' RPG 'sack'. These will appear in the time and regions they appeared historically and effect everything from faction standing to tax income and loyalty. They include peoples and documents such as Ptolemy of Lucca, Codex Cumanicus, Christine de Pisan, Geoffrey Chaucer, St Birgitta, Donatello...etc. Well over 500 all-new historical ancillaries. Considering the average lifespan of the individual historical character was 30 years (60 turns) and an object never dies, then you will have hundreds of people and objects during the campaign. Gotta collect 'em all!
- Civil War A dynamic new system of rebellions that combines scripting and traits. Civil wars are not like your normal appearance of rebels, in Dominion- these large scale rebellions represent the actual historical problems a medieval king faced- the enemy within! If your Faction leader is lacking in proper authority and one of your nobles has greater authroity and low enough loyalt he will slowly begin to conspire against you. Worse than that- he will start to influence your other nobles to join his cause- BEFORE the rebellion finally breaks out! You will have to keep an eye on your own generals and control the politics of your own faction and its nobles, balancing power as best you can. A general's rise in titles or command can easily upset that balance and lead to toppling your faction leader and breaking your kingdom apart.
- Claimed Regions Multiple claims on a single region, even if a region is rebel, attacking a region that is historically claimed by another faction (even one you are at peace with) can start a war. Be careful how you expand your faction's realms!
- Hundreds of PSFs Permanent Stone Forts, you've seen these in game as the kind of camps your generals can build along with watchtowers. In Dominion your generals will no longer be able to build forts, but all across the map there will be HUNDREDS of permanent Stone Forts (castles, villages and towns) which we have pre-placed and these represent all the historical places (cities and some major castles) we didn't have room for in the hard-coded limit of 199 settlements. These can be sieged, garrisonned and even produce titles and income for your generals! Indestructible forts with custom strat map appearance and custom battlemaps
- Permanent PSF Garrison A trait fires on an occupying army once it attacks a PSF to immobilise a few units to keep them settled as a garrison, this will also double allowing a set income from the 'fort' which represents the historical types of trade and tax income that city produced historically. Basically the nearest you can get to extra settlements.
- Advanced Family Trees Accurate large-scale family trees of ruling families in 1080, many dating back over 100 years including many branches of related noble houses representing the complex relationships of a king with his own rival nobility.
- Historical Armies Accurate placement and composition of standing armies and garrisons in 1080
- Historical Region/Settlement Names Accurate names of all regions and their capitals, that change according to which faction controls them.
- 500 all new historical Units 500 new unit entries (total overhaul of vanilla) using a mix of vanilla skins and models, with the best cooperative mods and our own excellent units (made by Sumskilz, Pacco, Leif_Eriksson)
- Historical Name Lists Accurate name lists in vernacular languages and orthography
- Faction Transitions Allowing factions to "transit" to another incarnation or another faction overcoming hard-coded limit of factions
- Anti-king / Anti-pope the mighty HRE gets its COMEUPPANCE!
- All units generals Making all units generals with traits, loyalty and other stats, strengths and weaknesses
- Advanced historical Tech Tree New and accurate tech-tree allowing for historical development of regions
- Dynamic government System Numerous government system options such as three types of government: homeland, autonomy, colony to allow for more realistic control of your regions. As well as many other unique systems such as representing Italian republics and communes, Spanish Reconquista and German 'Drang noch Osten'.
- 199 Historical Regions Accurate borders, capitals, PSFs and their positions and other features of regions.
- Historical Geography Features Accurate geography to allow for more strategic gameplay and to force use of historical ways and approaches
- Totally new, authentic, dynamic soundtrack First mod to use faction unique tracks, and a completely authentic medieval soundtrack
- Over 60 original cinematic events Completely replacing all old in-game cut-scenes
- Duels script for NE & CE cultures, your own generals will fight each other for honour or just out of pure greed
- Princess dowries Now when a princess is offered for marriage, politics are involved! If you want to marry off your princess into another faction you will have to pay for the honour. Depending on the size of your purse you will pay a varying amount to the host faction you are marrying into. This price varies with your treasury, but the poorer your faction is the more it will have to pay. This reflects the situation of small weaker factions having to financially 'convince' the man's faction that they are worthy enough. If you are receiving an offer of marriage from a princess, the greater your wealth the greater the dowry paid to you will be- again this reflects the respect that the princess's faction holds for the power of your faction.
- BBB trait integration Blood, Broads & Bastards will be the foundation for many of the traits in our first build of the mod. Allowing us to easily apply many of the realistic and complex aspects of medieval life.
- Units and buildings covering over 20 different militarised monastic Orders
- 7 unique one-off Condottieri mercenary units. Generals with traits, once they die they are gone from the campaign. They cover the following condottieri: La Compagnia del Cappelletto, La Compagnia Bianca del Falco, La Compagnia della Stella, La Grande Compagnia, La Compagnia degli Inglesi, Compañía de Luis de Navarra, Companyia Catalana d'Orient
- State Funerals when a great general dies you will have to pay for an expensive state funeral to glorify his life, the population will be happy and inspired. If you refuse the hero a great funeral, your population will resent you.
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Factions
Native In-game Name (English Name)
- Aragón (Aragon)
- Hayer (Armenians)
- Czechy (Bohemia)
- Rhomanía (Romans: Roman Empire)
- Ulus Qipchaq (Kypchaq Peoples)
- Danmark (Denmark)
- Misr (Egypt)
- Englalond (England)
- France (France)
- Sakartvelo (Georgia)
- Imperium Romanum Sacrum (Holy Roman Empire)
- Magyarország (Hungary)
- Rus' (Ruthenia)
- Lietuva (Lithuania)
- Comuni Liberi (Free Communes: Milan, Genoa)
- Maghrib (Maghreb)
- Noregr (Norway)
- Novgorod (Novgorod)
- Patrimonium Sancti Petri (unplayable) (Patrimony of Saint Peter: Papal States)
- Comuni Toscani (Communes of Toscany: Pisa, Florence)
- Polska (Poland)
- Portugal (Portugal)
- Alba (Scotland)
- Aryanam (Persia)
- Sicilia (Sicily)
- Minor Factions (unplayable)
- Castilla (Castile)
- Swerike (Sweden)
- Sham (Syria)
- Anadolu Selçuklularý (Anatolian Seljuks)
- Venexia (Venice)
Faction Name: Transition(s)
(first transition is always starting transition)
- Aragon: Kingdom of Aragon, Crown of Aragon
- Armenians: Principality of Armenia, Armenian Kingdom of Cilicia, Kingdom of Cyprus
- Bohemia: Principality of Bohemia, Kingdom of Bohemia, Hussite
- Romans (Roman Empire): Roman Empire
- Kypchak Peoples: Kuman-Qipchaq Confederacy, Mongol Empire, Golden Horde
- Denmark: Kingdom of Denmark, Kalmar Union
- Egypt: Fatimid Dynasty, Ayyubid Dynasty, Mamluk Dynasty
- England: Kingdom of England
- France: Kingdom of France
- Georgia: Kingdom of Georgia
- Holy Roman Empire: Holy Roman Empire
- Hungary: Kingdom of Hungary
- Ruthenia: Kievan Rus, Principality of Vladimir-Suzdal, Principality of Muscovy
- Lithuania: Duchy of Lithuania, Grand Duchy of Lithuania, Polish-Lithuanian Union
- Free Communes: Lombard League, Republic of Genoa
- Maghreb: Almoravid Dynasty, Almohad Dynasty, Marinid Dynasty
- Norway: Kingdom of Norway, Kalmar Union
- Novgorod: Republic of Novgorod
- Patrimonium of Saint Peter (Papal States): -
- Communes of Tuscany: Republic of Pisa, Republic of Florence
- Poland: Principality of Poland, Kingdom of Poland, Polish-Lithuanian Union
- Portugal: County of Portugal, Kingdom of Portugal, Exploration Power
- Scotland: Kingdom of Scotland
- Persia: Seljuq Empire, Il-Khanate, Timurids
- Sicily: County of Sicily, Kingdom of Sicily
- Minor Factions: -
- Castille: Leon-Castille Union
- Sweden: Kingdom of Sweden, Kalmar Union
- Syria: Uqaylid Dynasty, Zengid Dynasty, Koyunlu Empire
- Anatolian Seljuks: Sultanate of Rum, Ottoman Empire
- Venice: Republic of Venice





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