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ctis-ma [2022/07/28 09:25]
nunda [Commanders] typos, empoisoner research number and comment
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. 
ctis-ma.1659000349.txt.gz · Last modified: 2022/07/28 09:25 by nunda