The Old God has left the world and the pretenders are awakening and coming out from hiding. You start the game by designing one of the pretender gods that will compete for true ascension to godhood. The type of god can range from a magically powerful arch mage to an ancient kraken or a mystic monolith that people pray to. Your pretender controls one of over sixty different nations and with the help of that nation he will spread his word and battle the other pretenders. Dominions 3 is a turn based strategy game. You can play single- or multiplayer (1 - 23 players) with simultaneous turns. There are more than 1500 different units, 600 spells and 300 magic items in the game. The game also features a medieval musical score by Erik Ask Uppmark and Anna Rynefors, both awarded the title of Musicians of the Realm by the Swedish Zornmärkeskommiten. Dominions 3 is a highly detailed game and a 300 page pdf manual is included in the download.

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Better Independents Mod (Games : Dominions 3: The Awakening : Forum : Modding : Better Independents Mod) Locked
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Jan 24 2013 Anchor

For those interested, you can download the Better Independents mod from here.

The Better Independents mod is designed to mitigate the problem of the Dominions 3 AI recruiting hordes and hordes of cheap, low quality independent chaff units like militia, tribal units and light cavalry. This made all single player games repetitive exercises in mowing down indistinguishable mobs of cannon fodder regardless of what nation the enemy was.

The design principle with the mod was to prevent the AI from recruiting the useless units, so those units were given cost increases (both gold and resources) to such levels that recruiting them is impossible even for the highest level AI. There are three variant mods: One increases the gold cost of disabled units to 9000 gold, one increases the resource cost of disabled units to 800 resources and the third applies both changes to them. The reason for three alternatives is that when playing an astral nation, enslave mind has the potential to bankrupt the player from the massive upkeep if a mage accidentally enslaves a wrong target.

The mod file has a section of comments in the beginning, which anyone intending to use it is advised to read carefully.

Some nations have independent units in their recruitment rosters, but these nations have been modified so the units are replaced by copies of the independent units that have then been disabled. The militia with monster number 30 is only disabled via resource cost because it can be received through an event, so this prevents bankruptcy.

The current version of the Better Independents mod is (or at least was at the time of its first appearance) compatible with the CBM and Worthy Heroes mods. Try it out if you prefer to see the AI use more national units and less chaff hordes.

Note that the difference between the Better Independents (BI) and No Independents (NI) methods of improving single player must not be confused with each other. Better Independents is mod based and can be used on any map. The No Independents method disables independent poptypes on a specific map with map commands (assigning invalid poptype removes recruitable poptype from the province entirely).

Dec 6 2013 Anchor

Thankyou. Still compatible with CMB? Where is the most current NI?

Dec 19 2013 Anchor

Humm, quite a while since I checked this thread. As far as I know, the better independents is compatible with CBM, but I'm not quite sure. No Independents games are not through mod, but through maps. You need special maps for them, where the poptypes of all provinces are set to 89+, which makes them disappear after defenders have been spawned.

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