C’tis is a river valley surrounded by sandy deserts. Once the valley was fertile and great swamps surrounded the great river. Now the deserts spread and the swamps grow fewer and smaller each passing year. The valley is the home of an ancient sacral kingdom of lizard-like humanoids. In ancient times, the High Priests of C’tis mastered the craft of embalming to preserve the remains of their kings. Since the dawn of the kingdom, tombs have been constructed in the desert to contain the mummified kings and priests. With the Awakening of the God, the Sauromancers, great mages of death and rebirth, have re-emerged and taken the place of the Marshmasters. Through studies of ancient lore they have perfected dark rituals that awaken the kings of old to lead the stirring dead as the Lizard Kings lead the kingdom of the living. At the top of the C’tissian society is the Lizard King. The King is the highest priest of C’tis. Under the King are the High Priests and the enigmatic Sauromancers. After a great rebellion most of the carnivorous lizardmen were slain or fled to distant lands. There is a widespread fear that the predators and their Sobek masters will return as foreseen in their Seventh Book. The C’tissians are somewhat slow in movement, but have thick hides that protect them from cuts and bruises. Both lizardmen are cold-blooded and become exhausted very quickly when fighting in cold provinces. They have partial resistance to poison. The inhabitants of C’tis prefer to live in warm provinces. The Tomb Kings and Tomb Priests are able to reanimate the dead.
As with all things, Golden ages have to end.
Annoying dominion effect gone, The Swamp gone, Sobek gone, predator lizards gone, shaman communion gone, Foul Vapors gone, nature, and water access gone.
The Sauromancers return, giving you back casually recruiting a 4 mage. Unfortunately without shamans from The Swamp, large communions are much harder to assemble. The signature Nature & Water spell, , was replaced with Fire & Earth to make BaneFire spammers (Has its niche but not an army wipe like Foul Vapors).
Still can easily summon immortal thugs. LA has a greater focus on Skeli-spam, having new priest spells to buff them and can summon reanimate priest to save on death gems.
The addition of fire also grants the nations, making you fast at research.
| Prefers +2|
| Poison resistant troops|
Powerful death mages
Undead hordes and thugs
| 4 (Rare 5)|
2 (Rare 3)
1 (Rare 2)
1 (Rare 2)
Summable 3*, 3*
*Can't be summoned natively
add the site pics
|The Temple Marsh||Empoisoners Guild|
| Enables recruitment of:|
Generates 13 per turn.
| Enables recruitment of:
Beware - Despite having some poison resistance, they are still susceptible and may die from too much accumulated poison. This is not usually a problem, as your enemies will typically die from it faster than you, but do not mistake your resistance for immunity.
|Cheaper than indie priests. Like all C'tis national troops, comes with poison resistant. Otherwise unremarkable.|
|Poison resistance(7)||Cheap 60Ld comand. Overshadowed by Lizard lords in many situations.|
|Poison resistance(7)||80 leadership for only 1 command point. The moderately high leadership value makes accessible line formations.|
| 2 |
| A lvl2 Preist that can lead a some troops.
Can spend a turn in a temple to train a sacred serpent for free.
This is probably a good use of their time even without a big bless for the snakes.
| 111 9|
| The early game research monkeys. Efficient in terms of upkeep, but being cap-only means the Sauromancers will typically take precedence.
Good as an early-game researcher, banefire caster, and potentially useful for blessing sacreds.
| 11100% 9|
| These are your primary researchers. They are less efficient than the Keepers of the Tombs, but can be recruited in any fort, provided adequate infrastructure. The Reborn recruit faster than sauromancers, so these are an option if you need a large number of spellcasters, quickly.
Depending on the randoms, they can cast , , or / .
| 11 |
| Assassin-mages that can make short work of many commanders, with just a gem to cast
Useful both to defend your forts while researching, and to lay traps.
After expansion recruit nothing but these from your capital because you can never have enough of these high quality assassins.
Also now your only access to minor nature magic.
| 3 |
| With leadership 120, Lizard Kings are excellent, albeit expensive, army leaders.
They can also claim thrones, and are strong preachers where your dominion falters.
Appointing a Lizard King as your prophet brings it to 4, which can be useful for both banishing and .
There is also a special prophet shape with a scepter and a fancy blue gown.
The fact that they aren't capital only is wonderful.
| 1311100%+10% 15|
| With the swamp gone, they return to being a recruitable Death 4, but trade Nature and Water for Fire and Earth.
Being sacred requires more infrastructure but reduces the upkeep cost long-term.
As your only recruitable unit with a chance of Astral, Your communions will be small.
Fire randoms are good at raining evocations, and Earth can buff your army but both require boosters.
Have above-average protection for their resources cost. They don't have the very good Moral for their price.
|Sprite||Unit Name||Special Attributes||Comments|
|Poison resistance(7)|| Indie Militia with better MR, resistant to your own poison but with no armor other than their own scales.
Useful as cheap chaff, particularly for cracking forts but will die in drove during battles so keep them out of harm's way if you can.
|Poison resistance(7)|| Indie Light Infantry with better MR, resistant to your own poison. No armor except for a shield means that they die in droves but the javelins are nice at least.
The low resource cost makes them easy to mass, making them a good choice for area-buffs like , , or Fire Arrows
|Poison resistance(7)||Heavy Infantry and well armored with 16 prot even before being buffed with bark skin. The trade off for this is that they have some heavy encumbrance but they are still the best blockers around for EA C'tis and still only cost 10g.|
| Poison resistance(7) |
castle defence bonus(1)
|Fairly standard medium infantry with better prot, better MR, resistant to your own poison and miasma. Easier to mass then Heavy Infantry thanks to their lower resource cost and can hold lines almost as well. They have a castle defence bonus but that is a pretty minor boon because C'tis has plenty of magical ways to make taking forts hell for the attackers. Still nice to have a way to turn Gold into even more Siege Defense.|
| Ambidextrous(2) |
|Armored like city guard but with helmets and with a pair of falchions instead of a shield and spear. Great damage output and attack density. A great blend of killing power and durability without breaking the bank. Be aware that they tire out quickly.|
Wasteland Rec Only
| patrol bonus(2) |
| Light Infantry in medium armour and a high damage falchion.
Better protected option and more of a threat in melee.
Also has a patrol bonus to better patrol away unrest and catch stealthy raiders.
| Sacred |
| Heavy Infantry with more armour, better stats, higher damage weapon and sacred status to boot all at a very reasonable cost. Only held back by being capital only but are probably worth the 19g even with only a small bless.
Do Be aware that they have a very high encumbrance.
|Poison resistance(8)||Expensive and recpoint intensive but they more than make up for their cost by producing poison clouds with each shot! Worth making lots of them. They can damage your own troops on occasion but to a much lesser degree than they hurt enemies.|
| Sacred |
| Produced for free in each temple by having a High Priest train them. They boost the morale of the squads they are attached to and can serve as decent troops in their own right with high attack skill and powerful poison if not much prot so their HP gets cut through quickly. They move quickly so they tend to run ahead of their squad mates and get killed so it is best to mix them in with slightly faster troops such as falchioneers.
By late game you should be able to crank out a pretty decent number of these each turn to leverage any bless you have. Casting and is a boon.
| Sacred |
| The undead version of the Sacred Serpent. Possesses lower defense, but has a much higher maximum HP, making it a suitable blocker.
Higher HP, Str, and Atk Skill in exchanged for Mortal poison, and need a 16 or 23 Death gem summon over a Fort turn priest to recruit.
Can be damaged by dispel, but being sacred undead, the Tomb Wyrm can leverage the cheaper bless, Reanimating Flesh, over the much more expensive Regeneration. That said, a typical holy-1 priest may have trouble overcoming their 16 magic resistance.
| Poison resistance(25)|
| A return from the early Age.
Trampling cavalry, specializing in smashing through predominate humans guarding the rear and running over squishy mages.
A Tomb King can resurrect 2-3 of these per turn.
any breakout hits that might sway someone towards luck or away from it ?
| Poison resistance(5)||Def|
| 34 11|
Enchant: +5 - Flaming Arrow, Hord of Skeletons
2 Conj 3 10 (summon 10+ ). An unimpressive spell for turning N gems into chaff.:
22 Conj 4 3 (summon 1 ). LA-Ctis lacks water mages, so can't natively cast it. Big slow heavy attack animal. A lot of their attributes make them fantastic Soul slay magnets to take the pressure off your mages. Not amazing in combat but still sacred slabs of HP so not too bad either.:
11 Conj 7 40 (summon 1 40 they are a good deal. With the loss of lizard shamans, you need a pretender or an indy (probably empowered) to cast it. Bringing powerful nature magic to fights is extremely valuable as a nation without native access to nature. ). Cost a lot of gems but any pretender with a dip in two paths can summon this strong Flying Astral and Nature mage. Even at:
11 Conj 8 12 (summon 1 ). Comes too late to be useful. A really good unit, but is not cheap in the gem starved late age and neither are earth random sauromancer turns to do the casting.:
1 10 (1 ). Like s and s, Grave Consorts are reanimator priests; able to produce skeletons for free with their turns. A can be summoned early and prophetized for an early infusion of s or Tomb Chariots: Enchantment 0,
2 16 (1 ). Reanimator Priests. The more efficient way to mass s.: Enchantment 0,
3 23 (1 ). The best way to convert death gems into permanent skeletons and are able to produce higher quality undead such as Tomb Wyrms and Tomb Chariots. Holy 3 to boot.: Enchantment 0,
1 Grant additional MR to one Square of Undead. As an undead hoard nation, the ability to shrug off the plentiful undead mulching spell is helpful.:
2 Grant additional MR for 10 squares.:
3 Grant additional MR to all undead currently on the battlefield. Must be cast again if you wish to protect skeletons summoned after the initial cast.:
1 Grant additional Speed and Atk Skill to one Square of Undead.:
3 Grant additional Speed and Atk Skill to Five Squares of Undead.:
4 Grant additional Speed and Atk Skill to all undead currently on the battlefield.:
Can spam 4 mages from any province with full infrastructure. Can Forging a and for 6, or even a 7 with a lucky 10%.
Late age Ctis has poor cross-path access overall, but the easiest is Fire. A Sauromancer can easily make the booster as a Fire/Death caster, Summoning 5 (6 in combat) and Fire Kings. Fire is pure damage to unleash on armies not prepared for it.for the two boosters. Getting
You only have 1s in Earth, Nature, Astral. Needing a pretender or empowerment to forge and summon units to increase and diversify your access. For example, You can't natively summon Coutatl but they only need 11 and 40 to get back that old C'tis Astral and Nature powerhouse.
An investment butcan break you into Water and forge Earth, Water, and Astral boosters if you get lucky on paths.
C'tis's magic strategy had taken a major reworking from earlier eras. They are still a skeli-spam nation, but now with a focus on evocation instead of poison. C'tis has Fire so it can now spams and put on its javelins. you also have cold resistance spells to counter enemies that try to sleep you out, in addition to the Fire Resistance/Heat From Hell combo.
It also has prolific access to bane fire, inflicting Decay during an age were the majority of units have human lifespans.
If you mass forge, you have good earth access for army buffs and destroying heavy armour of the late age(you have nat prot from scales while enemy becomes naked). (ex: , , ) Also, cast the spell .
Sauromancer magic randoms:
Troop Buffs:, , , , ,
Chaff Summoning:, , ,
AOE:, , , , , , ,
Battlefield Globals:, , , , , , , Undead Mastery, , Curse of Stones.
Area Fatigue or Immobilization:, ,
Area Morale Reduction:,
Single Target Elimination:, , , , , ,
Thug/SC Self Buffs:, , ,
C'tis are masters of High-level Death magic (C'tis will get, and surprise attack with ), ing their mages, and having immortal and thugs. LA Replaced Nature with limited Fire Rituals and has some things for earth and astral.
LA Can spend their Death gems on undead reanimator-priests that are more efficient at creating a skelli-stacks than spending gems on thespell. Can also produce s, giving an army a range threat, especially with decay killing a portion of the enemy even if they win (especially if they are targetable like giants or calvary).
Fire-Earth Cosspaths grants a way to turn gems into gold (), or mass-produce s, alternative addition to you skeletons
/ - set back to your enemy money.
Summons Infantry-/ , , , ,
Immortal Summons -, , (with Blood Empowerment)
Summons Other-, , ,
Makes your Reanimator Priest more efficient.
Mage items:, , , , , , / , /
Thug Items:, / , , , , , , ,
Fear Thug Items:, , , ,
Interesting Items:, ,
What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
what is the first big research rush, what is the first big power spike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for
How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR