The Celestial Empire of T'ien Ch'i is ancient. Since the founding of the Empire, peace has reigned and a Bureaucracy of great efficiency has evolved. Ministers and officials chosen by skill rather than birth govern the Empire. The Emperor and his family are considered divine, but are not involved in the administration. The cavalry of T'ien Ch'i is well known and the infantry is varied and versatile. The eunuchs who run the Bureaucracy are able to conscript troops for the defense of provinces as part of the taxes due to the Emperor. A magic tradition called The Way is practiced by hermits and scholars in the kingdom. Prominent Masters of the Way come to the Heavenly Gate in the capital to be ordained as Celestial Masters. These mage-priests can summon heavenly beings from the Celestial Sphere to serve the Empire.
"T'ien Ch'i is obviously influenced by China…. Chinese history is rich and there is plenty to draw upon. Daoism and its five elements, inner alchemy, and quest for longevity inspired the Masters of the Way as did the T'ien Shih—celestial master—of institutional Daoism convert into the Celestial Master of T'ien Ch'i. Heroes come in plenty in the Chinese tales and the Seven Immortals are all interesting figures. Sun Wukong and his friends are perhaps even more so. There is plenty of stuff to expand on should I or a merry modder find the time. Finally, T'ien Ch'i has been inspired by movies from Hong Kong, China, and Korea" – Illwinter
If you are considering picking this nation to play, what should you know?
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings | 
|---|---|---|---|---|
|  3 (Rare 4)  2 (Rare 3)  2 (Rare 3)  2 (Rare 3)  2 (Rare 3)  2 (Rare 3)  2 (Rare 3)  2 | Heroes  1  1  2  3  2  2  2  2 Summons  1  3  150%      50%      25%      (req.  2) | Cavalry Heavy Infantry Archers Crossbows Conscription |  Fortune Teller  Spring Power  Alchemy  Immortal Heroes |  Standard Fortresses | 
Capitol Gems: 1 1
1 1
1 2
2 
Order Limit + 1 
Misfortune Limit + 1
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Scout  35  4  1 |  Stealthy (50)  Mountain Survival  Forest Survival | This is your default scout. It is faster, cheaper, and quicker to recruit than the Imperial Consort. | 
|   | Imperial Consort  95  1  2 |  Stealthy (70)  Spy | The Imperial Consort takes two commander points, which makes it a rather sub-par scout hire. You do, however, start with one for free. Consider recruiting Imperial Consorts only if you need them for their spying abilities, like instilling unrest or stealing score graphs. | 
|   | Eunuch  45  5  1 |  Defence Organizer  Patrol Bonus (15)  Tax Collector | Do not sleep on this castrated fellow. Eunuchs are a great choice if you have an extra commander point. You should be using them to build forts in the early game as they passively increase the defense of provinces. Eunuchs can also ferry troops, and in a pinch, lead them into battle. It's handy to have a few around your border forts. | 
|   | General  110  52  1 |  Skilled Rider (2)  Mobile Archer | Your default battle general. A great prophet chassis with a lot of map move. They even have a bow for taking pot shots. | 
|   | Armored Steppe Horse |  Animal | It's a horse of course. | 
|   | Ceremonial Master  65  3  1 |  1  Sacred  Fortune Teller (10) | Your Temple builder. Good to recruit a few of these and have them follow armies. They're also fortune tellers. | 
|   | Minister of Rituals  100  5  2 |  2  Sacred  Fortune Teller (10)  Bringer of Fortune (2) | Suffers the same problem as the Imperial Consort. Two recruitment points means a whole Fort turn to recruit, not generally worth it unless it's your only option. | 
|   | Apothecary  90  2  2 |  1  7  Poison Resistance (5)  Disease Healer (1)  Supply Bonus (10) | Worth hiring one or two for disease healing purposes and animal summoning. Your Geomancers will get diseases a lot from being old. Useful to have one of these following your mage corps. | 
|   | Imperial Geomancer  90  4  2 |  1  1  9  Fortune Teller (10)  Old Age | Your bread and butter. You should be spamming these out everywhere for communions. They are cheap, recruitable in foreign forts, and fortune tellers. Rush Evocation 5 and spam Gifts from Heaven. Follow-up with Thaumaturgy 6 for a flexible Enslave Mind/Soul Slay battery. You should have a couple of communion masters in the frontlines casting Earth buffs like Stoneskin and Temper Armor to preserve your chaff. Geomancers are central to MA T'ien Ch'i's strategy. | 
|   | Minister of Magic  90  4  2 |  1100%     10%      11 | There is really no reason to hire these guys. Just recruit a Geomancer instead. | 
|   | Alchemist of the Five Elements  120  2  2 |  1  1100%     10%       9  Poison Resistance (10)  Disease Healer (1)  Supply Bonus (10)  Alchemy (25) | A better, albeit more expensive version of the Apothecary. | 
|   | Master of the Way  190  1  2 Recruit Anywhere |  1  1  1100%       9  Sacred  Need Not Eat | This is your research monkey, and a fantastic mage in a pinch. Adds Water to your communions with the random Astral. Gives you cheap access to Glamor. They're all priests too so they can be mobilized to fight an undead enemy in a pinch. | 
|   | Prince General  335  55  2  Capital Only |  Sacred  Spring Power (50)  Skilled Rider (2) | Commentary here. | 
|   | Cataphracted War Horse |  Sacred  Animal | Commentary here. | 
|   | Imperial Alchemist#1892  315  4  4  Capital Only |  1  1  1  1  2  1100%     10%       19  Poison Resistance (10)  Disease Healer (2)  Supply Bonus (20)  Alchemy (50) | Commentary here. | 
|   | Celestial Master  415  5  4  Capital Only |  1  2  1  1  1  2  1100%      10%       19  Sacred  Need Not Eat | Commentary here. | 
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Footman  10  9  9 | Commentary here. | |
|   | Footman  10  11  9 | Commentary here. | |
|   | Footman  10  11  9 | Commentary here. | |
|   | Archer  10  12  9 | Commentary here. | |
|   | Ministry Guardsman  12  14  14 |  Patrol Bonus (1) | Commentary here. | 
|   | Imperial Footman  13  20  16 | Commentary here. | |
|   | Imperial Archer  13  21  16 | Commentary here. | |
|   | Imperial Crossbowman  13  21  16 | Commentary here. | |
|   | Imperial City Guard  14  20  18 |  Patrol Bonus (2) | Commentary here. | 
|   | Imperial Guard  15  23  21 |  Bodyguard (4) | Commentary here. | 
|   | Horseman  25  17  24 |  Skilled Rider (1)  Mobile-archer | Commentary here. | 
|   | Heavy Horseman  25  27  24 |  Skilled Rider (1)  Mobile-archer | Commentary here. | 
|   | Imperial Horseman  30  40  36 |  Skilled Rider (1) | Commentary here. | 
|   | Armored Steppe Horse |  Animal | Commentary here. | 
|   | Red Guard  50  55  46  Capital Only |  Sacred  Spring Power (50)  Skilled Rider (2) | Commentary here. | 
|   | Cataphracted War Horse |  Sacred  Animal | Commentary here. | 
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Ho Hsien-Ku - Immortal |  1  2  11  Sacred  Immortal  Supply Bonus (20)  Healer (1)  Ethereal  Flying Female | Commentary here. | 
|   | Lu Tung-Pin - Immortal |  1  1  2  3  2  19  Sacred  Immortal  Ambidextrous (3)  Flying | Commentary here. | 
|   | Li T'ieh-Kuai - Master With The Iron Crutch |  2  2  2  17  Sacred  Immortal  Fear (7)  Old-Age (865\500)  Spirit Sight  Plague Carrier (5) Start Affliction (100) | Commentary here. | 
| Summon Spell | Unit | Special Attributes | Comments | 
|---|---|---|---|
| Celestial Servant (Conjuration 1)  1  1 and 1   |   Celestial Servant |  Sacred  Gluttony (3)  Magic Being  Need Not Eat  Spirit Sight | Commentary here. | 
| Ambush of Tigers (Conjuration 3)  2 and 9   |   Tiger x 15+ |  Darkvision (50%)  Undisciplined  Animal  Forest Survival | Commentary here. | 
| Herd of Buffaloes (Conjuration 3)  2 and 8   |   Buffalo x 5 + [1/2 per lvl] |  Berserker (+2)  Animal  Trample | Commentary here. | 
| Celestial Hounds (Conjuration 4)  1  1 and 2   |   Celestial Hound x 2 |  Sacred  Resist Shock (15)  Patrol Bonus (+10)  Animal  Magic Being  Flying  Need Not Eat  Spirit Sight | Commentary here. | 
| Contact Huli Jing (Conjuration 6)  2 and 30   |   Huli Jing |  1  3  150%      50%      25%       15  Stealthy (+80)  Magic Power (1)  Supply Bonus (+10)  Animal  Spy  Forest Survival Female  Shapechanger (Huli Jing) | Commentary here. | 
|   Huli Jing | -  Spy +  Mountain Survival  Shapechanger (Huli Jing) | Commentary here. | |
| Call Celestial Soldiers (Conjuration 6)  2  1 and 15   |   Celestial Soldier x 6 |  Sacred  Magic Being  Need Not Eat  Spirit Sight | Commentary here. | 
| Living Mercury (Enchantment 5)  1  1 and 6   |   Living Mercury |  Poison Resistance (25)  Poison Cloud (5)  Blind Fighter (1)  Affliction Resistance (99)  Slash Resistance  Blunt Resistance  Pierce Resistance  Magic Being  Inanimate  Amphibious  Need Not Eat  Mindless  Spirit Sight  Spiritform  Shapechange Below HP (105) (Living Mercury) | Commentary here. | 
 3
3  1 and 4
1 and 4 
  (Construction 3)
 (Construction 3)  1
1 1 and 2
1 and 2 2
2 
  (Construction 3)
 (Construction 3)  1
1 1 and 2
1 and 2 2
2 
  (Construction 3)
 (Construction 3)  1 and 4
1 and 4 
  (Construction 7)
 (Construction 7)  2
2 1 and 10
1 and 10 5
5 
 See Magic Access. These guides supplement the summaries at the top.
 2 Imperial Alchemist (1 in 4) needs a level of empowerment to potentially make the unique The Ruby Eye and another level to make a Flame Helmet.
2 Imperial Alchemist (1 in 4) needs a level of empowerment to potentially make the unique The Ruby Eye and another level to make a Flame Helmet.
Both Celestial Master and Imperial Alchemist can have  2, but an
2, but an  2 Celestial Master (1 in 5), with a
2 Celestial Master (1 in 5), with a  Astral booster may make the unique Tome of High Power. Even with it, empowerment is needed climb higher.
Astral booster may make the unique Tome of High Power. Even with it, empowerment is needed climb higher.
 3 Celestial Master (1 in 5) has an easy climb. With one easy to make
3 Celestial Master (1 in 5) has an easy climb. With one easy to make  Water booster can attempt the unique Orb of Atlantis. With
Water booster can attempt the unique Orb of Atlantis. With  Fire boosters, can make a Staff of Elemental Mastery.
Fire boosters, can make a Staff of Elemental Mastery.
Both Celestial Master and Imperial Alchemist can have  2. The
2. The  2 Imperial Alchemist (1 in 4) can attempt the unique The Tome of Gaia. With lots of boosters to get to
2 Imperial Alchemist (1 in 4) can attempt the unique The Tome of Gaia. With lots of boosters to get to  4
4 4, (and maybe an
4, (and maybe an  Air random instead of an
Air random instead of an  Earth random because
Earth random because  Air boosters are tough to get to), either can make a Staff of Elemental Mastery. Celestial Master has the right crosspaths for the unique Atlas of Creation.
Air boosters are tough to get to), either can make a Staff of Elemental Mastery. Celestial Master has the right crosspaths for the unique Atlas of Creation.
 2 Celestial Master (1 in 5) is the highest available. Celestial Masters have the right crosspaths for a Coin of Meteoritic Iron, the unique Tome of High Power, (both reasonably easy to get), the unique The Trapped Dreams of Hruvur, and the unique Atlas of Creation, (much harder).
2 Celestial Master (1 in 5) is the highest available. Celestial Masters have the right crosspaths for a Coin of Meteoritic Iron, the unique Tome of High Power, (both reasonably easy to get), the unique The Trapped Dreams of Hruvur, and the unique Atlas of Creation, (much harder).
The hero, Lu Tung-Pin - Immortal, has  3. It has the crosspaths to make the unique Tome of High Power, but, considering that the easiest
3. It has the crosspaths to make the unique Tome of High Power, but, considering that the easiest  Air booster to get is the Tome of High Power, it isn't very helpful.
Air booster to get is the Tome of High Power, it isn't very helpful.
No recruitable access. The hero, Li T'ieh-Kuai - Master With The Iron Crutch, has  2.
2.
 1
1 4 (a
4 (a  1 Celestial Master (1 in 5) with three
1 Celestial Master (1 in 5) with three  Glamour boosters), can Summon Fay Prince in Cold for
Glamour boosters), can Summon Fay Prince in Cold for  1 or cast Faerie Court in Cold for a 1 in 2 chance of
1 or cast Faerie Court in Cold for a 1 in 2 chance of  2.
2.
 3 can cast Forest Troll Tribe for at least
3 can cast Forest Troll Tribe for at least  1.
1.
 2 Imperial Alchemist (1 in 4) is the highest available and with an
2 Imperial Alchemist (1 in 4) is the highest available and with an  Earth booster, (or just use an
Earth booster, (or just use an  2 Imperial Alchemist (1 in 4)), can make the unique The Tome of Gaia. A (path>N1}} Celestial Master (1 in 5) with two
2 Imperial Alchemist (1 in 4)), can make the unique The Tome of Gaia. A (path>N1}} Celestial Master (1 in 5) with two  Nature boosters can make a Moonvine Bracelet.
Nature boosters can make a Moonvine Bracelet.
 2 Celestial Master (1 in 5), with Earth Boots and a Gossamer Veil, can make a Mirage Crystal. A
2 Celestial Master (1 in 5), with Earth Boots and a Gossamer Veil, can make a Mirage Crystal. A  1 Celestial Master, with three
1 Celestial Master, with three  Glamour boosters and a
Glamour boosters and a  Fire booster, may make the unique The Sword of Many Colors. (The third
Fire booster, may make the unique The Sword of Many Colors. (The third  Glamour booster is the difficult one to get.) The Celestial Masters also have the right crosspaths for the unique The Trapped Dreams of Hruvur, but getting all the needed boosters is rough.
Glamour booster is the difficult one to get.) The Celestial Masters also have the right crosspaths for the unique The Trapped Dreams of Hruvur, but getting all the needed boosters is rough.
 2 can Contact Hull Jing for
2 can Contact Hull Jing for  3.
3.
No national access.  5 can Awaken Treelord for a 1 in 3 chance of a stationary
5 can Awaken Treelord for a 1 in 3 chance of a stationary  1.
1.
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