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Thread: DoM Gameplay Mechanics and Features Overview (upd: 24/12/2013)

  1. #281
    webba84's Avatar Artifex
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    Default Re: DoM Gameplay Mechanics and Features Overview (upd: 24/12/2013)

    Those are chief cities, places of historic or social importance. The main gameplay advantage is that you can build everything there, rather than having to choose to specialize with a financial, military or administration policy. You can also retrain mercenaries there, and in the latest builds some of them allow the training of recruitable generals too.

  2. #282
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: DoM Gameplay Mechanics and Features Overview (upd: 24/12/2013)

    The blue banners mark chief cities - cities which act as a focal point for the culture of that area. Such cities have the capacity to be developed more widely than other settlements and also carry other benefits to the owner.

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  3. #283

    Default Re: DoM Gameplay Mechanics and Features Overview (upd: 24/12/2013)

    Hello!
    I have a small question, what effect does religion have in this mod?
    Thank you for this wonderful Mod.

  4. #284

    Default Re: DoM Gameplay Mechanics and Features Overview (upd: 24/12/2013)

    The religions of BI have been replaced by 3 "alignments": Ways of the West (for factions like Rohan and the Reunited Kingdom, and the Elves/Dwarves, as well as some others), Ways of Darkness (for factions like Harad, the Easterlings, and a few others), and the Ways of the Shadow Cult (primarily for Adunabar, but other factions - Harad, Rhun, and Dunland - can convert to this alignment as well).

    Each province in the mod is naturally inclined toward one or more of these alignments. Each faction can build developments that increase these alignments to convert the local population. Some factions can choose which alignment to build towards.

    For the most part, religion/alignment works the same as it does in BI: If you conquer a province with a different alignment from your own, there may be lots of unrest and even rebellion. But alignment is more important than that for some factions (the ones that can go Cultic) - if, say, Harad has more Shadow Cult temples throughout its empire than Ways of Darkness developments, Harad's unit roster will switch over to a Cultic one, granting some Cult-only units and removing some of their native units.
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  5. #285

    Default Re: DoM Gameplay Mechanics and Features Overview (upd: 24/12/2013)

    Thanks.

  6. #286

    Default Re: DoM Gameplay Mechanics and Features Overview (upd: 24/12/2013)

    have a slight problem. when i launch the FATW DoM shortcut i get a notification that says " is not a valid Win32 Application."

    ive gotten this same notifaction on another mod as well so id love to finally fix this problem. for what its worth the directory of the mod is on a copy of rome tw gold on my desktop inside the (bi) folder. thank you for any assistance

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