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Nation Modding

Name, Era & General

New



Pre-existing Nation to Import From









Sites, Terrain, Temperature

Start Sites


Note: The island start site will only be used if the nation starts on an island




Preffered Terrain
Liked Terrain:
Unfavored Terrain
Disklied Terrain:




If no sutible island can be found, then this nation prefers to start on a coast.



AI Hints

Instructs AI to never leave the home province with the pretender.

Extra chance of AI choosing awake pretender.

Magic Used by Nation

This tells the AI what kind of magic the nation will use, and what kind of pretender it should try to build.










Required Magic Path

If this is checked, then the AI will ensure that its pretender will have at least three levels in the elsected magic path

Blessing Instructions

Chance of AI building to create more bowerful bless

Tells AI the nations sacred units are inexpenisve and expentable.

Tells AI the nations sacred units have ranged attacks.

Unit Lists & Recruitment



Starting Units and Commanders

The nation will begin the game with this unit as it's commander. This should be a unit with a leadership value of at least 40, prefrabably 80.

The commander will begin with two squads of units under its command.



The nation will begin the game with this init as a scout. This should be a unit with a stealth value of at least 10.

If the nation can recruit specific commanders from costal forts, enter their ID below.

If the nation can recruit specific units from costal forts, enter their ID below.


If the nation can recruit a unit from any provence that does not have a fort, enter its ID below.

If the nation can recruit a commander from any provence that does not have a fort enter its ID below.

Terrain Specific Recruitment

Some nations can only recruit specific units from a provence if that provence is of a specific terrain type. To set this, select which terrain the and is to be recruited from, and enter its ID in the following field.






Like the prevous, but for commanders.






Fort Recruitment

Recruitable Units







Recruitable Commanders







Underwater Recruitment (Overwater Nations Only)

Note: These units can be recruited by a ground based nation from an underwater fortress.

Recruitable Commanders







Recruitable Units







Overwater Recruitment (Underwater Nations Only)

Note: These units can be recruited by a water based nation from an land fortress

Recruitable Commanders







Recruitable Units








Heros and Multi-heros

A hero is a commander that can randomly appear to fight for a nation. Each hero is unique. Each nation can have up to 10 heroes.









Multi-heros are like heros, but they can appear multiple times per game.






Province Defense

When PD is at least 20, an extra commander will be added.

Standard unit for PD in provences with a fort. In provences that lack a fort, they appear once DP is greater then 20.

Second unit for PD in provences with a fort. In provences that lack a fort, they appear once DP is greater then 20.

Third unit for PD in provences with a fort. In provences that lack a fort, they appear once DP is greater then 20. Not often used.

Fourth unit for PD in provences with a fort. In provences that lack a fort, they appear once DP is greater then 20. Not often used.

Standard unit for DP in provences with both a fortress and a PD value of over 20.

Second unit for DP in provences with both a fortress and a PD value of over 20.

Wall Defense

Underwater Province Defense

When PD is at least 20, an extra commander will be added.

Standard unit for PD in provences with a fort. In provences that lack a fort, they appear once DP is greater then 20.

Second unit for PD in provences with a fort. In provences that lack a fort, they appear once DP is greater then 20.

Third unit for PD in provences with a fort. In provences that lack a fort, they appear once DP is greater then 20. Not often used.

Fourth unit for PD in provences with a fort. In provences that lack a fort, they appear once DP is greater then 20. Not often used.

Standard unit for DP in provences with both a fortress and a PD value of over 20.

Second unit for DP in provences with both a fortress and a PD value of over 20.

Wall Defense

Gods



Gods Avaliable

This command allows the nation to have pretenders that are not from its home realm.






These commands allow the nation to remove pretenders that it would normaly have.






Pretender does not lose any spell levels when called back.




Cheap Gods

Some nations will recive a point discount when choosing a "theamatic" pretender. For example, the Father of Monster can be chosen as a pretender by 12 nations, but only Early Era and Middle Era Oceania will recive a 20-point discount when picking him.

20 point discount:




40 point discount:




Bless Bonuses






Forts & Buildings








Some nations have temples that provide them with gems based on the dominion strength in the porvence that the temple is located in.

The nation will build this fort on their home province instead of the defualt fort for the era.

The nartion will build this fort instead of the default fort for the era.

The nation will build this fort underwater instead of the default fort for the era.

The nation will build this fort on a costal provence instead of the default fort for the era.

Increase unrest by 1dX in each provence with a fort.

Dominion


Growth/Death scale effect on gold income reduced py 50%.

Growth/Death scale effect on population growth reduced py 50%.

In areas of friendly dominion, the nation will know the location of unburied corpses.




Golems and other inanimate units of a percentage based bonues to their hit points.

Scales

Some nations' dominion will spread scales to nearbye provences.






Priests can blood sacrifice to spread dominion.

Nations is better at recalling slain pretenders

This kills a percentage of the population in a provence each month based on the nations dominion strength. The formula is:
domkill * 0.1 * dominion strength
If this value is 50, and ther are four dominion candles in a provence, then then the percentage of people it will kill is:
50 * 0.1 * 4 = 20%



Nations's dominion will automaticly reanimate undead.

The priests of some nations have a chance of summoning a guardian spirit when in combat. A value of zero will deactivate this.


Undead Reanimation



Reanimaiton Specifics

For these to have an effect, the nation must have some type of priest (either living or dead) cabable of reanimating undead.


Priests with 3 levels of holy magic can reanimate longdead horsemen.

Priests with 4 levels of holy magic can reanimate lictors.

Note: At 2 levels of holy magic, priests can soulless C’tis. At 3 they can reanimate longdead C’tis. At higher they can reanimate tomb wyrms and other creatures.

Priests will reanimate carrion beasts and manikins. Priests with more holy levels will reanimate more powerful monsters.




Result