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ages [2021/08/13 21:19] reign_of_error [The Middle Age] flavour |
ages [2021/09/10 14:33] (current) fenrir |
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==== Features ==== | ==== Features ==== | ||
- | * Magic sites are more common by default, though this can be changed in the game settings. | + | * Magic sites are more common |
- | * Population levels are lower. Specifically, | + | * Population levels are lower. Specifically, |
- | * Independent populations are less advanced and may use bronze equipment, but exotic types are more common. You will never find knights or crossbows, though you may find hoplites, cataphracts and war elephants. Amazons, barbarians, lizards, Zotz, Pale Ones, Ichtyids, Fir Bolg or even Trolls are more likely. Many of these will allow you to recruit some sort of weak shaman or priest, or various specialized units. | + | * Independent populations are less advanced and may use bronze equipment, but exotic types are more common. You will never find knights or crossbows, though you may find hoplites, cataphracts and war elephants. Amazons, barbarians, lizards, Zotz, Pale Ones, Ichtyids, Fir Bolg or even Trolls are more likely. Many of these will allow you to recruit some sort of weak shaman or priest, or various specialized units. On the other hand, Independent Scouts are pretty rare compared to in other Ages. |
- | * Certain mercenary companies and random events do not occur in the Early Era. | + | * Certain mercenary companies |
==== Nations ==== | ==== Nations ==== | ||
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As with every era, there are nations which go against the general trend. | As with every era, there are nations which go against the general trend. | ||
+ | |||
+ | A short summary of each nation can be found [[nations-ea|here]]. | ||
=====The Middle Age===== | =====The Middle Age===== | ||
- | In the middle age, many nations are slowly accepting the rise of humanity. Magical and mythical beings are rarer, and are increasingly a fading elite leading masses of humans. Magic is slowly fading, and while there are still great wizards, they are increasingly rare. Cities and towns have become larger, economies have grown, and troops are better equipped. | + | In the middle age, many nations are slowly accepting the rise of humanity. Magical and mythical beings are rarer, and are increasingly a fading elite leading masses of humans. Magic is slowly fading, and while there are still great wizards, they are increasingly rare. Many nations have come to rely on [[communions|communions]] of mages to cast the most powerful spells. Cities and towns have become larger, economies have grown, and troops are better equipped. |
+ | |||
+ | A short summary of each nation can be found [[nations-ma|here]]. | ||
=====The Late Age===== | =====The Late Age===== | ||
- | FIXME flavor/ | + | The late ages (LA) is an era of steel, gold and blood. Magic has waned and the mages that remain are dabbling scholars rather than innate masters of their elements. The mystical beings of earlier eras have largely receded into legend and memory and heavily armed human troops dominate the battlefield. With the fading of magic, many nations have turned to making pacts with demons. |
+ | |||
+ | ==== Characteristics ==== | ||
The Late Ages are characterised by: | The Late Ages are characterised by: | ||
- | * High population numbers in provinces leading to high gold income and many blood hunting opportunities. | + | * High population numbers |
- | * Many nations | + | * Magic sites are rarer than in the Middle Ages (roughly 20% rarer) and Early Ages (roughly 33% rarer) by default, and Blood Hunting is proportionally less fruitful (though |
- | * (on default settings) Low amounts of magic sites, therefore also low gem income | + | * Many nations have access to Blood Hunters |
* Mages tending to have lower maximum path level, but wider different path access. | * Mages tending to have lower maximum path level, but wider different path access. | ||
* Crossbows everywhere, I am not joking. | * Crossbows everywhere, I am not joking. | ||
- | * Tribes are rather rare as indie pop types, getting a N1 mage recruitment from them can not be guaranteed. On the other hand scouts | + | * Tribes are rather rare as indie pop types (especially compared to in EA , getting a N1 mage recruitment from them can not be guaranteed. On the other hand, Independent Scouts |
* R'lyeh is the only true underwater nation remaining. | * R'lyeh is the only true underwater nation remaining. | ||
- | * High level forts, citadels | + | * Citadels |
+ | A short summary of each nation can be found [[nations-la|here]]. |