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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, Foul Vapors, 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 nation Lightless Lanterns, making you fast at research.
Race | Military | Magic Access | Priests | Buildings |
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Prefers +2 Lizards: MR(11-14) cold-blooded swimming swamp survival poison resistance(5-10) | Poison resistant troops Heavy infantry Sacred animals Powerful death mages Undead hordes and thugs | 4 (Rare 5) 2 (Rare 3) 1 (Rare 2) 1 (Rare 2) 1 Summable 3*, 3* *Can't be summoned natively | Powerful(3) Undead Reanimator-Priests | Standard Forts(Citadel) |
add the site pics
The Temple Marsh | Empoisoners Guild |
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Enables recruitment of: Keeper of the Tombs, Tomb Guard. Generates 13 per turn. | Enables recruitment of: Poison Slinger Empoisoner. |
All national commanders and units have at least MR 12, cold-blooded, swimming, swamp survival and poison resistance(5-10).
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.
intro
Img | Unit Name | —-SpecialAttributes—- | Comments |
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Hierodule 30 1 1 | 1 Sacred Poison resistance(7) Female | Cheaper than indie priests. Like all C'tis national troops, comes with poison resistant. Otherwise unremarkable. | |
Commander of C'tis 40 15 1 | Poison resistance(7) | Cheap 60Ld comand. Overshadowed by Lizard lords in many situations. | |
Lizard Lord 70 21 1 | Poison resistance(7) | 80 leadership for only 1 command point. The moderately high leadership value makes accessible line formations. | |
High Priest of C'tis 80 1 2 | 2 Sacred Poison resistance(7) Temple trainer: Sacred Serpent Prophet Shape: Lizard King | A lvl2 priest 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. |
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Keeper of the Tombs 100 1 2 Capital Only | 111 9 Sacred Poison resistance(6) | 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. |
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Reborn 125 1 2 | 11100% 9 Sacred Poison resistance(6) | 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 Corpse Candle, Bane Fire Dart, or Shadow Blast/Horde of Skeletons. |
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Empoisoner 90 6 2 Capital Only | 11 9 Poison resistance(15) Stealthy(55) Assassin(2) | Assassin-mages that can make short work of many commanders, with just a gem to cast Horde of Skeletons or Swarm. 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. |
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Lizard King 230 5 4 | 3 Sacred Old Age(60/50) Poison resistance(7) Prophet Shape: Lizard King | 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 Fanaticism. There is also a special Lizard King prophet shape with a scepter and a fancy blue gown. The fact that they aren't capital only is wonderful. |
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Sauromancer 285 1 4 | 1311100% 10% 15 Sacred Poison resistance(8) wasteland survival | 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 |
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Militia 7 2 5 | 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. |
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Light Infantry 10 5 11 | 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 Strength of Giants, Marble Warriors, or Fire Arrows |
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Heavy Infantry 10 15 11 | 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. | |
City Guard 10 10 11 | 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. | |
Falchioneer 13 17 18 | Ambidextrous(2) Poison resistance(7) | 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. | |
Desert Ranger 13 16 18 Wasteland Rec Only | patrol bonus(2) Poison resistance(6) wasteland survival | Light Infantry in medium armour and a high damage falchion. Better protected Flaming Arrows option and more of a threat in melee. Also has a patrol bonus to better patrol away unrest and catch stealthy raiders. |
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Tomb Guard 19 21 28 Capital Only | Sacred Poison resistance(6) wasteland survival | 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. |
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Poison Slinger 25 6 32 Capital Only | 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 Serpent | Sacred Poison resistance(5) Standard(1) Animal | 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 Regeneration and Iron Warriors is a boon. |
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Tomb Wyrm | Sacred Poison resistance(25) Cold resistance(15) undead Inanimate need-not-eat spirit-sight | 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. |
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Tomb Chariot | Poison resistance(25) Cold resistance(15) undead need-not-eat spirit-sight unsurroundable(1) Pierce-resistant mindless Inanimate Never Heals trample mounted | 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 ?
Img | Unit Name | —-SpecialAttributes—- | Comments |
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Uru'gallu - Lizard Hero | Poison resistance(5) | Def | |
Udum'ukinna - Reassembled Prince | 2 Sacred inspirational(1) immortal unsurroundable (1) Trample undead inanimate Need-not-eat spirit-sight reanimator-priest Poison resistance(25) Cold resistance(15) pierce-resistant mounted | ||
Ekishnugal - First King | 34 11 Sacred inspirational(2) undead inanimate Need-not-eat spirit-sight reanimator-priest Poison resistance(25) Cold resistance(15) pierce-resistant |
Enchant: +5 - Flaming Arrow, Hord of Skeletons
Construction:+3 -
Conjuration:+3 -
Evocation:+3 -
Pride of Lions: 2 Conj 3 10 (summon 10+ Great Lion). An unimpressive spell for turning N gems into chaff.
Sacred Crocodile: 22 Conj 4 3 (summon 1 Sacred Crocodile). 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.
Contact Couatl: 11 Conj 7 40 (summon 1 Couatl). 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 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.
Contact Scorpion Man:11 Conj 8 12 (summon 1 Scorpion Man). 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.
Revive Grave Consort: Enchantment 0, 1 10 (1 Grave Consort). Like Tomb Priests and Tomb Kings, Grave Consorts are reanimator priests; able to produce skeletons for free with their turns. A Grave Consort can be summoned early and prophetized for an early infusion of Tomb Wyrms or Tomb Chariots
Revive Tomb Priest: Enchantment 0, 2 16 (1 Tomb Priest). Reanimator Priests. The more efficient way to mass Tomb Wyrms.
Revive Tomb King: Enchantment 0, 3 23 (1 Tomb King). 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.
Protection of the Grave: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.
Protection of the Grave:2 Grant additional MR for 10 squares.
Royal Protection: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.
Power of the Grave:1 Grant additional Speed and Atk Skill to one Square of Undead.
Royal Power:3 Grant additional Speed and Atk Skill to Five Squares of Undead.
Power of the Reborn King: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 Skull Staff and Skullface 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 Flame Spirit for the two boosters. Getting 5 (6 in combat) and Fire Kings. Fire is pure damage to unleash on armies not prepared for it.
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 but Summon Spectre can 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 spam Fire Elementals and put Flaming Arrows 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 Earth Boots, 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: Magma Eruption, Iron Bane, Marble Warriors) Also, cast the spell Fields of the Dead.
Sauromancer magic randoms:
Troop Buffs: Wooden Warriors, Army of Giants, Mass Protection, Flaming Arrows, Strength of Giants, Iron Warriors
Chaff Summoning: Horde of Skeletons, Swarm, Creeping Doom, Summon Fire Elemental
AOE: Enfeeble, Vortex of Unlife, Astral Fires, Falling Fires, Fire Cloud, Cloud of Death, Magma Eruption, Gifts from Heaven
Battlefield Globals: Foul Vapors, Howl, Darkness, Rigor Mortis, Relief, Plague, Life after Death, Undead Mastery, Fields of the Dead, Curse of Stones.
Area Fatigue or Immobilization: Shadow Blast, Stellar Cascades, Maws of the Earth
Area Morale Reduction: Panic, Terror
Single Target Elimination: Curse of the Frog Prince, Charm, Disintegrate, Nether Bolt, Nether Darts, Astral Geyser, Bane Fire
Thug/SC Self Buffs: Soul Vortex, Invulnerability, Temper Flesh, Skeletal Body
C'tis are masters of High-level Death magic (C'tis will get Well of Misery, and surprise attack with Stygian Paths), Twiceborning their mages, and having immortal Wraith Lord and Lich 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 the Reanimation spell. Can also produce Longdead Archers, 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 (Transmute Fire), or mass-produce Terracotta Soldiers, alternative addition to you skeletons
Blight / Black Death - set back to your enemy money.
Summons Infantry- Revive Wights/Legion of Wights, Construct Manikin, Pale Riders, Reanimate Archers, Terracotta Army
Immortal Summons - Call Wraith Lord, Lichcraft, Curse of Blood(with Blood Empowerment)
Summons Other- Tartarian Gate, Summon Spectre, King of Banefires,
Amulet of the Dead Makes your Reanimator Priest more efficient.
Mage items: Clam of Pearls, Black Bow of Botulf, Amulet of Resilience, Coral Blade, Ethereal Crossbow, Ring of Regeneration, Skull Mentor/Lightless Lantern, Slave Matrix/Crystal Matrix
Thug Items: Vine Shield, Coral Blade/Duskdagger, Axe of Hate, Doom Glaive, Boots of Quickness, Robe of Invulnerability, Shadow Brand, Evening Star, Carmine Cleaver
Fear Thug Items: Horror Helmet, Spirit Mask, Skull Standard, Implementor Axe,
Assassin Items: Handful of Acorns
Interesting Items: Effigy of War, Shademail Haubergeon, Helmet of Heroes
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.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
</WRAP></WRAP>
By Zan
https://www.youtube.com/watch?v=f7gUuPNONws
guide page on steam??
forum thread or AAR
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |