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ctis-ma [2022/04/11 11:23]
nunda [Commanders] prophet shapes
ctis-ma [2023/03/20 23:07] (current)
sesleri typos
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 C'tis is a very fun and interesting nation to play. If you like lizards who raise hordes of undead, then C'tis is for you. They have plenty of death access and high-level priests for smiting beings of death as well. Most of C'tis's units and commanders can swim, so those pesky rivers are no problem (although they lack the ability to enter sea provinces). C'tis's mages are pretty versatile, cost-efficient for their power, and can fill the gaps in your lines with skeletons' hordes. They pack some strong basic troops such as the falchioneer and the slave runner, slave warrior, and elite warrior in terms of troops. They all have devastating multi attacks that chew through indies making expansion easier they also have natural protection and poison resist. This paired with your natural access to nature, water, and death access can be a quite brutal combination. C'tis is a very fun and interesting nation to play. If you like lizards who raise hordes of undead, then C'tis is for you. They have plenty of death access and high-level priests for smiting beings of death as well. Most of C'tis's units and commanders can swim, so those pesky rivers are no problem (although they lack the ability to enter sea provinces). C'tis's mages are pretty versatile, cost-efficient for their power, and can fill the gaps in your lines with skeletons' hordes. They pack some strong basic troops such as the falchioneer and the slave runner, slave warrior, and elite warrior in terms of troops. They all have devastating multi attacks that chew through indies making expansion easier they also have natural protection and poison resist. This paired with your natural access to nature, water, and death access can be a quite brutal combination.
  
-A lot of C'tis's problems from the Early Age had been Fixed. Not only does it now has decent sacreds, but It has also shifted its focus a little from Death to become the masters of biological warfare. It has become **??Foul Vapors??: the nation**. The Premiere Marshmasters have the easest time casting it, and the new slingers can throw poison clouds for your early game. Even the Dominion has become weaponized, Inflicting disease on invaders and ruining their economy as it pushes into their territory. +A lot of C'tis's problems from the Early Age had been Fixed. Not only does it now has decent sacreds, but It has also shifted its focus a little from Death to become the masters of biological warfare. It has become **??Foul Vapors??: the nation**. The Premiere Marshmasters have the easiest time casting it, and the new slingers can throw poison clouds for your early game. Even the Dominion has become weaponized, Inflicting disease on invaders and ruining their economy as it pushes into their territory. 
  
-Although MA C'tis is not considered **The Top Ter**, it is now a threat to be considered Early game and late.+Although MA C'tis is not considered **The Top Tier**, it is now a threat to be considered Early game and late.
  
  
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 ^  Race                                                                                                                                                                                                                                                                                                                            ^  Military                                                                                                                      Magic Access                                                                                                                                                                                                                                                                                                                        Priests        ^  Buildings      ^ ^  Race                                                                                                                                                                                                                                                                                                                            ^  Military                                                                                                                      Magic Access                                                                                                                                                                                                                                                                                                                        Priests        ^  Buildings      ^
-| Prefers {{heat}}+2\\ **Lizards:**\\ [[Magic Resistance|MR]](11-14)\\ {{:abilities:cold_blooded.png?20&nolink}} [[cold-blooded]]\\ {{:abilities:swimming.png?20&nolink}} [[swimming]]\\ {{:abilities:swamp_survival.png?20&nolink}}[[swamp survival]]  \\ {{:abilities:resist_poison.png?20&nolink}} [[poison resistance]](5-10)  | Near Poison Immune troops\\ Heavy Infantry\\ Slave Warriors\\ Sacred Animals\\ Powerful Death Mages\\ Undead Hords and Thugs  | {{:misc:magic:death.png?20&nolink}} Death (3, Rare 4)\\ {{:misc:magic:nature.png?20&nolink}} Nature (3, Rare 4)\\ {{:misc:magic:astral.png?20&nolink}} Astrial (1, Rare 2)\\ {{:misc:magic:water.png?20&nolink}} Water (2, Rare 3)\\ \\ Summable {{:misc:magic:nature.png?20&nolink}} (3), {{:misc:magic:astral.png?20&nolink}}(3)  |  Powerful(Lv3)  |  Standard Forts |+| Prefers {{heat}}+2\\ **Lizards:**\\ [[Magic Resistance|MR]](11-14)\\ {{:abilities:cold_blooded.png?20&nolink}} [[cold-blooded]]\\ {{:abilities:swimming.png?20&nolink}} [[swimming]]\\ {{:abilities:swamp_survival.png?20&nolink}}[[swamp survival]]  \\ {{:abilities:resist_poison.png?20&nolink}} [[poison resistance]](5-10)  | Near Poison Immune troops\\ Heavy Infantry\\ Slave Warriors\\ Sacred Animals\\ Powerful Death Mages\\ Undead Hords and Thugs  | {{:misc:magic:death.png?20&nolink}} Death (3, Rare 4)\\ {{:misc:magic:nature.png?20&nolink}} Nature (3, Rare 4)\\ {{:misc:magic:astral.png?20&nolink}} Astral (1, Rare 2)\\ {{:misc:magic:water.png?20&nolink}} Water (2, Rare 3)\\ \\ Summable {{:misc:magic:nature.png?20&nolink}} (3), {{:misc:magic:astral.png?20&nolink}}(3)  |  Powerful(Lv3)  |  Standard Forts |
  
 Within provinces influenced by this Dominion, Your income is increased by 1 percent per level of Dominion, and the income of enemy provinces is reduced by 5 percent per level of Dominion. Unless cold-blooded or have the swamp survival special ability, units inside the Dominion will suffer from disease. Your God and all your sacred units are immune to this effect. Underwater provinces and units in them are not affected by the Dominion's Effect.  Within provinces influenced by this Dominion, Your income is increased by 1 percent per level of Dominion, and the income of enemy provinces is reduced by 5 percent per level of Dominion. Unless cold-blooded or have the swamp survival special ability, units inside the Dominion will suffer from disease. Your God and all your sacred units are immune to this effect. Underwater provinces and units in them are not affected by the Dominion's Effect. 
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 | {{:nations:ma:ctis:commanderofctis.png?25&nolink }}   | **??Commander of C'tis??**\\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                   | {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](7)                                                                                                                                                               | Cheap 60Ld Comand that is resistant to your poison and miasma. Overshadowed by Lizard lords in many situations.                                                                                                                                                                                                                                                                                                                                                                              | | {{:nations:ma:ctis:commanderofctis.png?25&nolink }}   | **??Commander of C'tis??**\\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                   | {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](7)                                                                                                                                                               | Cheap 60Ld Comand that is resistant to your poison and miasma. Overshadowed by Lizard lords in many situations.                                                                                                                                                                                                                                                                                                                                                                              |
 | {{:nations:ma:ctis:lizard_lord.png?25&nolink }}       | **??Lizard Lord??**\\ {{gold}} 70\\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                          | {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](7)                                                                                                                                                               | Your better, more expensive, 80Ld Leader who offers formations and only takes 1 commander point to recruit.                                                                                                                                                                                                                                                                                                                                                                                  | | {{:nations:ma:ctis:lizard_lord.png?25&nolink }}       | **??Lizard Lord??**\\ {{gold}} 70\\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                          | {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](7)                                                                                                                                                               | Your better, more expensive, 80Ld Leader who offers formations and only takes 1 commander point to recruit.                                                                                                                                                                                                                                                                                                                                                                                  |
-| {{:nations:ma:ctis:highpriestofctis.png?25&nolink }}  | **??High Priest of C'tis??**\\ {{gold}} 80\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                  | {{path>H2}} \\ {{:abilities:sacred.png?20&nolink}}[[Sacred]]\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](7)\\ {{:abilities:temple_trainer.png?20&nolink}}[[Temple trainer]]: ??Sacred Serpent?? \\ [[Prophet Shape]]: ??Lizard King#328??           | 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.                                                                                                                                                                                                                                                                                         |+| {{:nations:ma:ctis:highpriestofctis.png?25&nolink }}  | **??High Priest of C'tis??**\\ {{gold}} 80\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                  | {{path>H2}} \\ {{:abilities:sacred.png?20&nolink}}[[Sacred]]\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](7)\\ {{:abilities:temple_trainer.png?20&nolink}}[[Temple trainer]]: ??Sacred Serpent?? \\ [[Prophet Shape]]: ??Lizard King#328??           | 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.                                                                                                                                                                                                                                                                                         |
 | {{:nations:ma:ctis:shaman.png?25&nolink }}            | **??Shaman??**\\ {{gold}} 90\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                                | {{path>S1N1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}}[[Sacred]]\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](5)\\ [[Prophet Shape]]: ??Shaman#321??                        | C'tis' second battle mage. Shamans are cheap and can cast astral buffs such as ??Luck?? and ??Body Ethereal?? and\\ set up [[communions]] for big astral spells or ??Soul Slay??s and ??Charm??s. If you are fighting astral nations, keeping Shamans in your armies can save your astral Marshmasters from [[magic duel|magic duels]]. \\ \\ Very efficient researchers in magic dominion too thanks to their low cost, sacred status for half upkeep, and utility in combat in an emergency. \\ \\ Has a prophet shape with slightly higher leadership, but otherwise no boost other than the usual holy magic.    | | {{:nations:ma:ctis:shaman.png?25&nolink }}            | **??Shaman??**\\ {{gold}} 90\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                                | {{path>S1N1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}}[[Sacred]]\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](5)\\ [[Prophet Shape]]: ??Shaman#321??                        | C'tis' second battle mage. Shamans are cheap and can cast astral buffs such as ??Luck?? and ??Body Ethereal?? and\\ set up [[communions]] for big astral spells or ??Soul Slay??s and ??Charm??s. If you are fighting astral nations, keeping Shamans in your armies can save your astral Marshmasters from [[magic duel|magic duels]]. \\ \\ Very efficient researchers in magic dominion too thanks to their low cost, sacred status for half upkeep, and utility in combat in an emergency. \\ \\ Has a prophet shape with slightly higher leadership, but otherwise no boost other than the usual holy magic.    |
-| {{:nations:ma:ctis:marshmaster.png?25&nolink }}       | **??Marshmaster??**\\ {{gold}} 235\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                          | {{path>W1D2N2,100%WSDN,10%WSDN}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](10)                                                                                   with the coming of the swamp, the sauromancer traded a point Death to be spamable at only 2 commander points and be better Water and Nature Mages.\\ Still definitely the workhorse mage, for Labs and battles. They can put down many important spells, including ??Foul Vapors??, ??Horde of Skeletons?? and ??Shadow Blast??, and battle enchantments. They'​re also prime candidates to [[Twiceborn]] if you want to preserve a lucky random or just want some insurance on your mages. +| {{:nations:ma:ctis:marshmaster.png?25&nolink }}       | **??Marshmaster??**\\ {{gold}} 235\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                          | {{path>W1D2N2,100%WSDN,10%WSDN}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](10)                                                                                   With the coming of the swamp, the sauromancer traded a point Death to be spammable at only 2 commander points and be better Water and Nature Mages.\\ Still definitely the workhorse mage, for Labs and battles. They can put down many important spells, including ??Foul Vapors??, ??Horde of Skeletons?? and ??Shadow Blast??, and battle enchantments. They'​re also prime candidates to [[Twiceborn]] if you want to preserve a lucky random or just want some insurance on your mages. 
-| {{:nations:ma:ctis:empoisoner.png?25&nolink }}        | **??Empoisoner??**  \\ {{gold}} 90 \\ {{:misc:gui:resources.png?15&nolink}} 6\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only      | {{path>D1N1}} \\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](15)\\ {{:abilities:stealthy.png?15&nolink}}[[Stealthy]] 55 \\ {{:abilities:assassin.png?20&nolink}}[[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.                                                                                                                                                                |+| {{:nations:ma:ctis:empoisoner.png?25&nolink }}        | **??Empoisoner??**  \\ {{gold}} 90 \\ {{:misc:gui:resources.png?15&nolink}} 6\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only      | {{path>D1N1}}  {{:misc:gui:research.png?15&nolink}} 9 \\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]](15)\\ {{:abilities:stealthy.png?15&nolink}}[[Stealthy]] 55 \\ {{:abilities:assassin.png?20&nolink}}[[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 there's not much competition in the capital to recruit other mages.                                                                                                                                                                |
 | {{:nations:ea:ctis:lizard_king.png?25&nolink }}       | **??Lizard King#177??** \\ {{gold}} 230\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4                                                     | {{path>H3}} \\ {{:abilities:sacred.png?20&nolink}}[[Sacred]] \\ {{:abilities:old_age.png?20&nolink}}[[Old Age]](60/50)\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]] 7\\ [[Prophet Shape]]: ??Lizard King#328??  | 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 {{path>H4}}, which can be useful for both [[banish|banishing]] and ??Fanaticism??. There is also a special ??Lizard King#328?? [[prophet shape]] with a sceptre and a fancy blue gown. The fact that they aren't capital only is wonderful.            | | {{:nations:ea:ctis:lizard_king.png?25&nolink }}       | **??Lizard King#177??** \\ {{gold}} 230\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4                                                     | {{path>H3}} \\ {{:abilities:sacred.png?20&nolink}}[[Sacred]] \\ {{:abilities:old_age.png?20&nolink}}[[Old Age]](60/50)\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]] 7\\ [[Prophet Shape]]: ??Lizard King#328??  | 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 {{path>H4}}, which can be useful for both [[banish|banishing]] and ??Fanaticism??. There is also a special ??Lizard King#328?? [[prophet shape]] with a sceptre and a fancy blue gown. The fact that they aren't capital only is wonderful.            |
-| {{:nations:ma:ctis:sobek_general.png?25&nolink }}     | **??Sobek General??** \\ {{gold}} 140\\ {{:misc:gui:resources.png?15&nolink}} 28 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?20&nolink}}[[Sacred]] \\ {{:abilities:taskmaster.png?20&nolink}}[[taskmaster]](1)\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]] 8                                                    | A light thug and anit-thug chassis sadly limited by being cap only. \\ Start of with high Prot, HP, Str, MR, and two attacks makes the Sobek General a pretty solid chassis even though they lack magic for self buffing.  \\ Give him less cumbersome armour and a magic weapon like a ??Thorn Staff?? and fluff him up with ??Blessing?? and ??Body Ethereal?? or even ??Enlarge??, ??Mossbody??, ??Quickness??, and/or ??Regeneration?? and you can have a really good time.              |+| {{:nations:ma:ctis:sobek_general.png?25&nolink }}     | **??Sobek General??** \\ {{gold}} 140\\ {{:misc:gui:resources.png?15&nolink}} 28 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?20&nolink}}[[Sacred]] \\ {{:abilities:taskmaster.png?20&nolink}}[[taskmaster]](1)\\ {{:abilities:resist_poison.png?20&nolink}}[[Poison resistance]] 8                                                    | A light thug and anti-thug chassis sadly limited by being cap only. Gives an equally good morale bonus to the slave lizards as the ??Lizard King#177??. \\ \\ Start of with high Prot, HP, Str, MR, and two attacks makes the Sobek General a pretty solid chassis even though they lack magic for self buffing.  \\ Give him less cumbersome armour and a magic weapon like a ??Thorn Staff?? and fluff him up with ??Blessing?? and ??Body Ethereal?? or even ??Enlarge??, ??Mossbody??, ??Quickness??, and/or ??Regeneration?? and you can have a really good time.              |
  
  
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 An unimpressive spell for turning N gems into chaff.  An unimpressive spell for turning N gems into chaff. 
  
-**??Sacred Crocodile??:** {{path>N2W2}} Conj 4 {{gems>3N}} (summon 1 {{:nations:ea:ctis:sacred_crocodile.png?nolink}} ??Sacred Crocodile??).  +**??Sacred Crocodile??:** {{path>N2W2}} Conj 4 {{gems>3N}} (summon 1 {{:nations:ea:ctis:sacred_crocodile.png?nolink}} ??Sacred Crocodile#2186??). Big, slow and sacred attack animals. 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. 
-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. +
  
 **??Summon Monster Toads??:** {{path>N2}} Conj 5 {{gems>8N}} (summon 3 {{:nations:ea:ctis:monster_toad.png?nolink}} ??Monster Toad??).  **??Summon Monster Toads??:** {{path>N2}} Conj 5 {{gems>8N}} (summon 3 {{:nations:ea:ctis:monster_toad.png?nolink}} ??Monster Toad??). 
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 **??Contact Couatl#362??:**  {{path>N1S1}} Conj 7 {{gems>40N}} (summon 1 {{:nations:ea:ctis:couatl.png?nolink}} ??Couatl??).  **??Contact Couatl#362??:**  {{path>N1S1}} Conj 7 {{gems>40N}} (summon 1 {{:nations:ea:ctis:couatl.png?nolink}} ??Couatl??). 
-Cost a lot of gems but any Shaman can summon this strong Flying Astral and Nature mage. Even at {{gems>40N}} they are a good deal. +Cost a lot of gems but any ??Shaman?? can summon this strong [[Flying]] [[Astral]] and [[Nature]] mage. Even at {{gems>40N}} they are a good deal. 
  
 **??Contact Scorpion Man??:**{{path>E1F1}} Conj 8 {{gems>12E}} (summon 1 {{:nations:ea:ctis:scorpion_man.png?nolink}} ??Scorpion Man??).  **??Contact Scorpion Man??:**{{path>E1F1}} Conj 8 {{gems>12E}} (summon 1 {{:nations:ea:ctis:scorpion_man.png?nolink}} ??Scorpion Man??). 
ctis-ma.1649676212.txt.gz · Last modified: 2022/04/11 11:23 by nunda