Wild West
Wild West introduces 6 new nations, across each age, that draw from the mythology & history of the North American continent. Play as tribes of mythological creatures or interloping colonies. All nations can be played in Middle Age with an included submod.
If you have mod compatibility issues, try loading Wild West last. You can also use or edit static/prior versions of Wild West. These, including the Dominions 5 version, are available at moddb.com/mods/wild-west-dominions-5-nation-pack
- 6 Nations with dynamic playstyles.
- Settlers & Colonizadores – a new approach to construction.
- ~200 Units including Mounts & National Summons.
- 24 Pretenders.
- 40 National Spells.
- 13 National Magic Items.
- 3 Mercenary Bands that will add a little Western flavour to other nations’ playthroughs.
Qlovis is a nation of proto-sasquatches and neolithic beasts from the far West. They were magically frozen aeons ago, below a glacial mountain. In one part, Qlovis is inspired by the discovery sites of North America’s earliest human beings – and their ecosystems. In another, it is inspired by the Pacific Northwest’s historic warfare and mythological sas’qet. EA Qlovis has large, strong troops and monstrous cavalry. They wield stone weapons and wear armour of wood or bone. They are led by juggernaut sas’qet wizards, who ride or summon yet more monsters. These are very powerful, but an expensive investment.
Tuhuya is an inter-tribal alliance of Centaurs, Harpees and amphibious Horned Snakes, who were carried into the far West when primordial Pangaea split in twain. EA & MA Tuhuya is inspired by the cross-pollination of certain mythological tropes and experiences of resistance amongst the West’s indigenous peoples. Tuhuya’s units are largely recruitable without forts, with some depending on specific terrain. Their mages are powerful shamans and elusive animal witches, with access to communions and other magical tricks. Their armies tend to be ranged, fast and stealthy, with the exception of powerful, monstrous Bitaurs.
Salem is a nation of puritans settling the rediscovered West. MA & LA Salem are inspired by the Puritans, both the Massachusetts settlers and the New Model Army. References to the Salem witch trials are furnished with references to similarly popular tales of horror. Salem has access to Settlers. These units will instantly create a single palisade, bringing civ-style building mechanics to Dominions. Salem recruits professional soldiers and sacred militias, backed by blood and air mages. In the Middle Age, they can sail and will eventually be joined by psychic monstrosities. In the Late Age, they make use of horse and have acquired Ulmish hirelings.
Tayberon is a human colony of the rediscovered West, that is largely populated by allied or subjugated Centaurs and Harpees. LA Tayberon is inspired by the history of Taos, which was subject to a Spanish colonisation embroiled in a mercurial, three-way war with the Apache and Commanche. Tayberon can access some Tuhuyan units under the right conditions but plays very differently. It depends on well equipped rather than stealthy armies, backed by human mages and priests. It has Colonizadores settlers, a dominion that spreads in a unique, centralised manner, and a vast pretender selection.
- Nation ID Numbers (vanilla mod): 171-176
- Nation ID Numbers (All-MA mod): 471-476
- Unit ID Numbers: 7551-7573
- Item ID Numbers: 851-866
- Weapon ID Numbers: 1950-1996
- Armor ID Numbers: 952-967
- Nametype ID Numbers: 251-260
- Site ID Numbers: 2825
- Spell ID Numbers: N/A
- Event Enchantment ID Numbers: 821-826
- Monster Tag Numbers: 82971-82975
Many thanks to Red_Rob, who kindly contributed D.E. pretenders and related sprites.