{{ :nations:flags:ma_machaka.png?nolink|}} ====== MA Machaka, Reign of Sorcerors ====== ===== Lore ===== //"The Machaka of the early age is influenced by the old pen and paper RPG Powers and Perils. In the fantastic campaign setting of this game there was a nation of African stock led by great men that were released from a great sleeping city. The notion of a released race of superior men was attractive. Various myths, tales, films, and "African" fantasy concepts have been mashed together and mixed with the middle age Machaka ideas. My first idea of clans based on body parts like liver, heart, hand, head and leg, did not feel right and was replaced with animals, more fitting with the spiders of the middle age.// //The nation evolved side by side with Berytos, but it took a bit longer to finish. Creating two nations together and intertwining their history gave them both additional life. It is probably something I want to do with more new nations in the future."// - Illwinter ===== General Overview ===== Machaka has a bad reputation in this game, commonly considered one of the weaker MA factions. It has terrible-to-mediocre troops off-capital, its elites are expensive for what they bring to the table, and its cavalry is more akin to tanks or artillery than shock troops. It's a [[Death]] nation with Death as its weakest path (and no guaranteed Death [[gem]] income), an [[Earth]] nation whose guaranteed Earth mages are only found in the capital, and an Assassination nation whose assassins are (again) only found in the capital. However, Machaka isn't a total pushover. Though it lacks [[Communions]], its mages are quite capable in their own right. All of its mages have Fire & Death, a strong crosspath for [[Evocation|Evocations]] that isn't shut down by the elemental resistances, and most have Nature for improving their Precision. Its capital mages are hard to kill, boasting spider forms with 25-50 extra HP in the reserve. The mounts of its cavalry will stick around in battle. Lastly, Machaka has just enough Earth to make its Hoplites work, unlike most other nations relying on tight frontlines guarding magic "cannons". ===== National Features ===== ^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | Prefer {{heat}} +2\\ **Fast Humans:** \\ +2 MM vs. Regular Humans \\ +1 CS vs. Regular Humans \\ **Spiders** (Size 5 & 6) \\ **Pygmies** (Size 1) | Light Infantry with Tower Shields\\ Hoplites \\ Archers and Poison Archers\\ Spies, \\ Spider Riders | {{path>F3}} (rare 4) \\ {{path>E3}} (rare 4) \\ {{path>N3}} \\ {{path>D2}} (rare 3) | {{path>H2}} | {{:misc:gui:castle.png?30&nolink}} Standard Forts | ==== Capital Special Sites ==== ^ God Forest |^ God Mountain || | {{sites:sites_0050.png?nolink}} | **Enables recruitment of:** \\ ??Hunter Lord?? {{nations:ma:machaka:Hunter_Lord.png?30&nolink}} \\ ??Black Hunter?? {{nations:ma:machaka:Black_Hunter.png?30&nolink}} \\ ??Spider Archer?? {{nations:ma:machaka:spider_archer.png?14&nolink}}\\ \\ \\ **Produces:** \\ {{gems>2N}} per turn \\ {{gems>1F}} per turn | {{:sites:sites_0071.png?nolink}} | **Enables recruitment of:** \\ ??Black Sorcerer?? {{nations:ma:machaka:Black_Sorcerer.png?16&nolink}} \\ ??Sorceress#891?? {{nations:ma:machaka:Sorceress.png?16&nolink}} \\ ??Bane Spider?? {{nations:ma:machaka:bane_spider.png?16&nolink}} \\ ??Spider Warrior?? {{nations:ma:machaka:spider_Warrior.png?16&nolink}} \\ \\ **Produces:** \\ {{gems>2E}} per turn \\ Boost ritual range by 1 province. | ===== Units ===== ==== Commanders ==== A lot of armourless troops with few wearing plates. Those without armour have an unusually high map move of 18, something most cavalry don't have. As this is paired with {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] they can potentially move between 2 to 3 provinces a turn. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ma:machaka:machaka_scout.png?nolink}} | **??Machaka Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:mountainsurvival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Scout. | | {{:nations:ma:machaka:machaka_chief.png?nolink}} | **??Machaka Chief??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Cheap 40 leader. If a leader with low protection cost is needed (for example in early game expansion), ??Eye of the Lord?? is a more versatile choice as he can be moved to other tasks after expansion. | | {{:nations:ma:machaka:Machaka_commander.png?nolink}} | **??Machaka Commander??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 27 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | More expensive 80 ld Commander. | | {{:nations:ma:machaka:spider_lord.png?nolink}} | **??Spider Lord??**\\ {{:misc:gui:gold.png?15&nolink}} 110\\ {{:misc:gui:resources.png?15&nolink}} 26\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | [[dying shape]](??Great Spider#884??) \\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ [[Mounted]] | More expensive 80ld Commander for a mount. Cheaper than a ??Hunter Lord?? and not cap only if used as a mounted counter thug. | | {{:nations:ma:machaka:ear_of_the_lord.png?nolink}} | **??Ear of the Lord??**\\ {{:misc:gui:gold.png?15&nolink}} 90\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H1}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (60)\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ {{:abilities:spy.png?20&nolink}} [[spy]] | Sacred Spy so paying less gold over time compared to other spies. As a Spy he gives access to mundane score graphs and may be ordered to cause unrest or preach outside Machaka's borders. Can take a [[Spirit Sight]] bless to scout out [[Glamour]]ed elves in their provinces. | | {{:nations:ma:machaka:eye_of_the_lord.png?nolink}} | **??Eye of the Lord??**\\ {{:misc:gui:gold.png?15&nolink}} 65\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H1}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:patrol_bonus.png?20&nolink}} [[patrol bonus]](15)\\ {{:abilities:tax_collector.png?20&nolink}} [[tax collector]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Priest, small time leader, and decent at removing unrest and finding sneakers. \\ Tax collector makes them better at raiding if there's a chance of getting cut off from forts. | | {{:nations:ma:machaka:voice_of_the_lord.png?nolink}} | **??Voice of the Lord??**\\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H2}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Can cast ??Sermon of Courage?? and has the cheapest upkeep for a leadership 80 commander.\\ Can deal with undead spam. | | {{:nations:ma:machaka:witch_doctor.png?25&nolink}} | **??Witch Doctor??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ Forest rec+ | {{path>F1D1N1}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:ineptresearcher.png?15&nolink}} [[Inept Researcher]] (4)\\ {{:abilities:supplybonus.png?15&nolink}} [[supply bonus]] (10)\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | As Witch Doctors can be mass-produced for cheap in any labbed forest, they can provide a research boost, especially in {{magic}} +3. \\ Out of the gate the Witch Doctor is a mediocre mage, relegated to using its {{path>N1}} mainly for ??Protection?? and ??Tangle Vines??. It becomes significantly more powerful with gem use casting cost-effective spells like ??Swarm??, ??Will o' the Wisp?? and ??Corpse Candle??. \\ ??Eagle Eyes?? helps with precision on landing his spells. | | {{:nations:ma:machaka:sorcerer.png?25&nolink}} | **??Sorcerer#893??**\\ {{:misc:gui:gold.png?15&nolink}} 195\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>F1D1N2,100%FEDN}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:supplybonus.png?15&nolink}} [[supply bonus]] (20)\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | The off cap major wizard.\\ For their cost, their paths are a bit scattered, but they can still do many things with them.\\ Highest nature in the nation, up to {{path>N3}}. \\ While Black Sorcerers are Machaka's big Fire and Earth casters, Sorcerers still serve an important role as evocation blasters with ??Eagle Eyes?? to boost their accuracy and be the Devoted Death and Nature casters with boosters. \\ \\ Randoming earth may not be that useless for a Sorcerer, like Earth, Fire, Nature, some gems, and gear is the makings of an ok light thug (gold not wasted but situationally spent), and can cast ??Strength of Gaia?? or forge discounted ??Kithaironic Lion Pelt??s. | | {{:nations:ma:machaka:sorceress.png?25&nolink}} | **??Sorceress#891??**\\ {{:misc:gui:gold.png?15&nolink}} 85\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1E1D1,10%FEDN}} {{:misc:gui:research.png?15&nolink}} 11\\ [[Domion attracts units 20]](??Great Spider??)\\ [[Shapechanger|Wounded Shape]](??Great Spider#898??, 50% path reduction) \\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ [[Female]] | Early game Research power before the Witch Doctor Factorys come online.\\ Cap only researchers with respectable research points.\\ Similar paths as the Witch Doctor but trade Nature for Earth to become early game Magma casters.\\ Respectable survivability with a second shape so they can flee when their initial hp reaches zero. As an added bonus they also occasionally spawn some free spiders for chaff. | | {{:nations:ma:machaka:hunter_lord.png?25&nolink}} | **??Hunter Lord??**\\ {{:misc:gui:gold.png?15&nolink}} 140\\ {{:misc:gui:resources.png?15&nolink}} 36\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ [[Dying Shape]](??Hunter Spider#888??) \\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ [[Mounted]] | Heavily armored human thug riding a Hunter Spider.\\ Expensive but can thug with him, using Machaka's forging power and any bless point out of the pretender. Unlike the ??Black Hunter??s, the commander's spider will not stay after battle, even in troop form. | | {{:nations:ma:machaka:bane_spider.png?25&nolink}} | **??Bane Spider??**\\ {{:misc:gui:gold.png?15&nolink}} 110\\ {{:misc:gui:resources.png?15&nolink}} 38\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] 50%\\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]](50)\\ {{:abilities:assassin.png?20&nolink}}[[Assassin]](2)\\ {{:abilities:ambidextrous.png?20&nolink}}[[ambidextrous]](2)\\ {{:abilities:scale_walls.png?20&nolink}}[[scale-walls]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | A heavily armored assassin in full plate that scales walls and dual-wields bane weapons.\\ Competes with the Black Sorcerer for cap recruitment, but can produce 2 each turn. They can take down an indie commander even if dying in the attempt, but their armour speed penalty does them no favors when being barraged by a mage (especially a Death mage).\\ \\ If fighting a player, replace that Spider armor with something lighter and give them ??Boots of Long Strides?? and a pokemon Item if you want those mages to not show up for the battle the next day.\\ Alternatively you can take them with a posse of Spider Warriors for PD raiding. | | {{:nations:ma:machaka:Black_sorcerer.png?25&nolink}} | **??Black Sorcerer??**\\ {{:misc:gui:gold.png?15&nolink}} 210\\ {{:misc:gui:resources.png?15&nolink}} 6\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F2E2D1,100%FEDN,10%FEDN}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:old_age.png?20&nolink}} [[Old Age]](60/46)\\ [[Shapechanger|Wounded Shape]](??Hunter Spider#899??, 50% path reduction) \\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | An old man feebly holding a ??Bane Blade#42?? as a deterrent. Despite his advanced age, he is Machaka's master of Earth magics and is not so squishy as he transforms into a massive Hunter Spider to soak lethal damage (at cost of path reduced by half, rounding down). \\ \\ Despite Sorcerers being able to fill the role of Fire, Nature, and Death, they can't take Earth and magma from this old man.\\ A Black Sorcerer is a key component in turning the hoplites into a front line that can hold up to the pounding of other nations.\\ \\ In addition, they bring down other spells like ??Maws of the Earth??, ??Blade Wind??, and ??Magma Eruption??.\\ That they are easily able to reach Earth 3 also is an important milestone as he can make ??Dwarven Hammer??s for cheaper item construction.\\ ??Earthquake?? is quite useful as a hit & run spell as his spider form will save him from death if any armor he could have doesn't.\\ It might be a good idea to ??Twiceborn?? them if you have the gems. | ==== Troops ==== Outside of pygmies, most of Machaka's troops cost a lot of recruitment points, some also a lot of resources. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:machaka:Pygmy.png?nolink}} | **??Pygmy??**\\ {{:misc:gui:gold.png?15&nolink}} 5\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Weak but cheap size 1 archers. As a nation with Fire, Earth, and Nature paths, they can actually be a significant threat since they take point buffs super well. | | {{:nations:ea:machaka:machaka_militia.png?nolink}} | **??Machaka Militia#878??**\\ {{:misc:gui:gold.png?15&nolink}} 7\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 3 |{{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Very cheap cannon fodder. The best use is at patrol, siege chaff or as cheap throne garrisons. | | {{:nations:ma:machaka:machaka_archer.png?nolink}} | **??Machaka Archer??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Human short bow archers. \\ Better at sieging than Pygmies, but put out less arrows. | | {{:nations:ma:machaka:machaka_Warrior.png?nolink}} | **??Machaka Warrior#880??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Lion tribe indies, one of them with a javelin, the other with a stronger length 4 spear.\\ Dies easily until armor becomes completely useless on the battlefield. | | {{:nations:ma:machaka:machaka_Warrior_2.png?nolink}} | **??Machaka Warrior#1599??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | ::: | | {{:nations:ma:machaka:Machaka_hoplite.png?nolink}} | **??Machaka Hoplite??**\\ {{:misc:gui:gold.png?15&nolink}} 14\\ {{:misc:gui:resources.png?15&nolink}} 27 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18 | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]](2) \\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Durable mainline troops. These out-compete the hoplites of Arcoscephale with better defense skills and shield parry, at the cost of a flimsier shield and less head prot. They will produce 4 attacks x 15 damage per square the same as Arco's, however, it's the defense skill that carries the day along with their repelling capabilities.\\ Add in all the troop buffs including offensive variants like ??Weapons of Sharpness??, ??Strength of Giants??, and you now have an all-around unit that can fill both offensive and defensive capabilities. | | {{:nations:ma:machaka:spider_archer.png?25&nolink}} | **??Spider Archer??**\\ {{:misc:gui:gold.png?15&nolink}} 12\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 20\\ {{:misc:gui:fortress.png?20&nolink}} Capital, Forest with Lab rec+ | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Man with poison Arrows. Despite how much Recpoints they cost, can be useful having a few stacks of them in reserve. Their poison is effective at trading with thugs, Armies, and raiders without poison resistance. Both sides will be losing resources, but you're very likely to bleed a enemy player dead if they try to rush you. This is a reason Machaka can stay in a game despite its shortcomings. | | {{:nations:ma:machaka:spider_warrior.png?25&nolink}} | **??Spider Warrior??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 36\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31\\ {{:misc:gui:fortress.png?20&nolink}} Capital only | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] 50%\\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]](40)\\ {{:abilities:ambidextrous.png?20&nolink}}[[ambidextrous]](1)\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Elite plate warriors with high-quality dual wielding. Basically, a 19 prot Ulm variant with two swords, that gives up extra prot for [[Stealthy]]{{:abilities:stealthy.png?10&nolink}} and darkvision{{:abilities:Darkvision.png?15&nolink}}, how cool!\\ Expensive to make, they are effective at clearing out moderate groups of indies and pd with almost no casualties.\\ If lead by a ??Bane Spider??, they can pull off a ghetto elfing strategy and raid from the shadows. | | {{:nations:ea:machaka:spider_rider.png?nolink}} | **??Spider Rider#885??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 36 | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ [[dying shape]](??Great Spider#884??) \\ [[mounted]] | A cross of Spider Archer and Spider Knight. you will be paying a premium for naked archers and a spider. \\ You get the most use out of them by having them stand directly behind Hoplite lines as they shoot poison arrows and short-range entangling ??web??s. The spider fights after the rider dies, but leaves after the battle. | | {{:nations:ma:machaka:spider_knight.png?nolink}} | **??Spider Knight??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 26\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46 | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ [[dying shape]](??Great Spider#884??) \\ [[mounted]] | Useful even at early game expansion.\\ Not only they are well statted but slow knights units with a decently big HP pool, but their web attacks will shut down most indies and except knights.\\ Having a square with no orders will gunk up the enemy so they can't attack while they go in with their Spears and Death poison Fangs.\\ After expansion, they start a side role of specialists. Still faster than Hoplites, they specialize in messing with High Defence enemies like elves. Their poison fangs don't work well on high prot, but do very well against non-regenerating, Fire/Shock immune giants with Blood Bond and Fortitude. | | {{:nations:ma:machaka:Black_hunter.png?25&nolink}} | **??Black Hunter??**\\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 36\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ [[wounded shape]](??Hunter Spider#888??) \\ [[mounted]] | Very expensive sacreds that leave behind a Hunter Spider with more HP but less protection. Similarly to ??Zhayedan??s (and unlike the other spider riders of MA Machaka), riderless Hunter Spiders stay after the battle and can be brought back to the capital to be remounted. | ==== Heroes ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:machaka:lady_of_spiders.png?25&nolink}} \\ {{:nations:ea:machaka:great_spider.png?25&nolink}} | **??Ainra - Lady of Spiders??**\\ | {{path>F1E3D3}} {{:misc:gui:research.png?15&nolink}} 19\\ {{:abilities:Shapechanger.png?20&nolink}}[[Shapechanger]](??Great Spider#947??)\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ [[female]] | Powerful Earth and Death mage with a second spider health pool.\\ Best way to get to {{path>D4}} spells, and one boost away from ??Lich??s| | {{:nations:ea:machaka:hero.png?25&nolink}} | **??Abasi - Hero??**\\ | {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ {{:abilities:inspirational.png?15&nolink}}[[inspirational]](1) | Inspirational leader for free, may also used in minor arena battles.\\ Save for late game with morale boost items for a army that is hard to rout. | | {{:nations:ea:machaka:king_triumphant.png?25&nolink}} | **??Yasini - King Triumphant??**\\ | {{path>H3}}\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ {{:abilities:inspirational.png?15&nolink}}[[inspirational]](1)\\ {{:abilities:awe.png?15&nolink}}[[awe]](1) | Throne claimer, and a better leader then Abasi. | | {{:nations:ea:machaka:crowned_ape.png?25&nolink}} | **??Mwaka - Crowned Ape??**\\ | {{path>H1}}\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ {{:abilities:animal.png?15&nolink}}[[animal]]\\ Dominon attracts units (??Great Ape??) | Big 120 ld commander and gets some extra ape siege chaff. | | {{:nations:ea:machaka:ape_oracle.png?25&nolink}} | **??Mchumba - Ape Oracle??**\\ | {{path>N1}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:supplybonus.png?15&nolink}} [[supply bonus]] (10)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10%)\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]\\ {{:abilities:animal.png?15&nolink}}[[animal]]\\ [[Female]] | Only use is to have her sit around and prevent bad events. Worthy Heroes makes her {{path>S2N2}}. | ===== Magic ===== ==== Magic Access ==== You are a Fire, Earth, Death, and Nature nation with all your wizards paying at least a premium to have a path in at least three of them. While a better nation would pay less for a wizard that's can be Earth 2, you get a spread of 1s. This does open your wizards up to multiple crosspaths. Lots of your stronger mages come about because you can forge a lot of the boosters (ie. ??Earth Boots??, ??Dwarven Hammer??, ??Skull of Fire??, ??Flame Helmet??, ??Thistle Mace??, ??Skull Staff??). On Average you can get {{path>F5}}, {{path>E5}}, {{path>D3}}, and/or {{path>N3}} out of your Sorcerers or Black Sorcerers with items during combat. With luck and boosting you can get ??King of Banefires??, ??King of Elemental Fire?? and ??King of Elemental Earth??. ??Summon Spectre?? can break you into Water and Astral, if you get lucky it may let you go further up in them and earth. ==== National Spells ==== Machaka doesn't have anything note worthy. ***??Herd of Elephants??:** {{path>N2}} Conj 3 for 25{{:misc:magic:naturegem.png?nolink}} ({{:nations:ma:ind:elephant.png?nolink}} ??Elephant??x5 + 1/2 [lv]). Uses Nature gems instead of gold to get Elephants for expansion parties. ***??Pride of Lions??:** {{path>N2}} Conj 3 for 10{{:misc:magic:naturegem.png?nolink}} ( {{:nations:ma:ind:great_lion.png?nolink}} ??Great Lion??x10 + 1/2 [lv]). Turns nature gems into low tier killing power. Ok if your getting rushed in the early game but they don't do much after that. *Get special Reanimations. ??Longdead#2120??, ??Longdead#2121??, ??Longdead Hoplite#2122??. 2/3 of undead are fully amroed skeliees. Hoplites are the Best kind of undead as they have good gear, and fit 4 in a square ontop of magicly spamable. ====Notable Generic Magic==== ===Combat Magic=== Machaka consists of hoplite buffing and evocations. Using spells like ??Wooden Warriors??, ??Legions of Steel??, ??Strength of Giants??, and topped with ??Weapons of Sharpness?? for ??Machaka Hoplite??s Another part is evocation. You are likely to have a lot of Witch doctors and Sorceresses for researchers, in the early game they can spam ??Magma Bolts??, ??Bane Fire Dart??, ??Frighten??, ??Web??, ??Swarm?? to denture attackers as a fast-moving magic death stack. ??Eagle Eyes?? is very useful in making every Fatiguing magic missile count. You have big fire with ??Flaming Arrows?? on Pygmies, and a combo of ??Flame Ward?? then ??Heat from Hell?? and/or ??Fire Storm??. Also, some big earth spells done by the Black Sorcerors. With a ??Skull Staff??, you can skelli-spam, but definitely not so good as more dedicated Death nations, but if you going on mage only raids, having some Longdead, or ??Corpse Candles?? for interception will give you time to wipe armies. ===Ritual Magic=== In terms of good things to cast, if you can get the boosters you can't normally forge, spend gems, or make a pretender for, there are good Global enchantments. As a forging Earth nation, you are naturally going to have ??Forge of the Ancients?? letting you churn out items that were slightly out of your mages reach and at an extremely discounted price. ??Riches from the Beneath?? can also help you out if you need more gold and Resources but more often you will get recruitment point limited. Like any other nature nation, if Pangaea is not in, then also ??Mother Oak?? is up for grabs. IF you want stronger Death mages, having your lucky random mages be ??Twiceborn?? ensures they survive their first death and have a chance to give you that coveted {{path>D5}} or at least {{path>D4}} then give him a ??Skull Staff??. With ??Forge of the Ancients?? you can also get access to the boosters needed to make ??Lamia Queen??s and ??Lich??s. If you want a summoned army ??Contruct Mandragora?? is a good value for Sorcerers, with its high strength and two additional High Fatigue attacks. If you want to spam undead, if you get an early enough start down to Conj 7. ??Summon Mound Fiend?? is a natively castable spell that could net you hoards of Longdead and ??Longdead Horseman??. Despite all the forging, you do lack Heavier chassis to thug. ??King of Banfires?? and ??King of Elemental Fire?? can be used for this. ====Magic Items==== Machaka greatly relies on Earth, Fire, Death, and Nature boosters for the mages to be most effective. Having ??Skull of Fire?? and ??Fire in a Jar?? turn Wichdoctors into Fire spammers. With all the already fast-moving mages, ??Boots of the Messanger?? lets them zoom with 27 mapmove in addition to [[reinvigoration]]. ??Shademail Haubergeon?? is also an option that with the boots allows for mage raids. ===National Dicount Items=== ***??Kithaironic Lion Pelt??**: Const2, {{path>N1E1}}, {{gems>2N1E}}. A cheap, low encumbrance item gives both body and head prot. This is definitely something you would mass-produce to give to all your mages to let them survive many big evocations like ??Earthquake??. ??Dwarven Hammer??s only reduce the cost to {{gems>1N1E}}. ***??Bane Blade#40?? / ??Bane Blade#41??**: Const2, {{path>D1}}, {{gems>4D}}. Comes in one and Two-handed variants. Cheap anti-thug weapon with its [[Decay]] effect. ***??Totem Shield??**: Const4, {{path>N1S1}}, {{gems>4N4S}}. Need outside help since astral is not a national path. Causes the attacker to become [[Cursed]], will lose out to a ??Vine Shield?? in most situations. ***??Spirit Mask??**: Const4, {{path>D2N1}}, {{gems>8D4N}}. Gives some MR, and auto-cast ??Frighten??. In the midgame having a commander passively spamming a fear spell can swing a fight in your favor. =====Strategy===== [[Baalz' MA Machaka Guide The Beast of the Savanna|The Beast of the Savanna]] by Baalz ====Power Curve==== //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// * lacks a native end game * Generally regarded as a weak nation, you have the defensive tools to make them bleed for trying before they get eaten by another player but not enough national offense to punish them yourself or be a strong aggressor against the higher tier nations. ====Expansion Strategies==== //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// ====Example Pretender Builds==== //List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.// =====See More===== {{template>nationindex}} {{tag>nation stubs ma-nation}}