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dom6:c-tis-ea

EA C'tis, Lizard Kings

Lore

C'tis is a swampy river valley surrounded by sandy deserts. In the fertile valley a sacral kingdom of lizard-like humanoids has formed. The kingdom is ancient by human standards and its wisdom and magical knowledge is great. At the top of the society is the Lizard King and his Royal Heirs. The king is the highest priest of C'tis. Under the king are the High Priests with their sacred serpents and the enigmatic Sauromancers, great mages of death and rebirth. The lizards are herbivores, but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C'tissians are somewhat slow in movement, but have thick hides that protect them from cuts and bruises. Both lizard races 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

"C'tis is a nation of lizardmen under Egyptian and to some extent Mesopotamian influence. Sacred priest kings, pyramids, swamps, and flooding rivers surrounded by deserts are all elements of these cultures. Sacred priest kings celebrating hieros-gamos with hierodules atop temple ziggurats, with high priests chanting and swaying in procession under the glare of sacred serpents depicted on murals on the great walls have to me a more Mesopotamian feel than Egyptian. On the other hand, the Desert Tombs of the late age is influenced by Egyptian concepts of the dead and modern fiction on Egypt, and the lizard king might as well be a Pharaoh as a Lugal. The connection between C'tis and Ermor suggests that C'tis is more Egyptian than Mesopotamian. The sauromancers' initiation rituals are inspired by Oriental cults of the late Roman Empire, such as that of Isis and Sarapis/Osiris.

In Dominions 4 another influence was added to C'tis: the Sobeks of Trade & Taint. They were initially a T&T version of C'tis and Pythium, with theurgs, legionnaires and necromancers as possible career options. Part of the Sobek lore and inspiration from T&T were put into middle age C'tis, and I might expand these thoughts at a later date." -Illwinter

C'tis is one of the original fourteen nations in Dominions: Priests, Prophets, and Pretenders. While the technology of units in that game became the baseline for the Middle Ages, Early C'tis is very close to the C'tis of the first game, though Middle C'tis's troops are a bit closer.

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
death 44 (Rare 5)
nature 22 (Rare 3)
water 11 (Rare 2)
astral 11 (Rare 2)
holy 33
Heroes
astral 22nature 22holy 11
astral 22death 44nature 33
Summons
astral 33nature 33holy 22
(req. astral 11nature 11)
Infantry
Slave Warriors
Chariots
Sacred Serpents
Poison Resistance
Cold Blooded
Swamp Survival
Swimming
Inspirational
Standard Forts

Capitol Gems: 4deathgem2naturegem

National Special Features

Order Limit + 1
Heat Limit + 1

Prefers Heat Scale + 2

The C'tissian citizenry are herbivorous lizardfolk. These Size 3 (three-to-a-square) beings have 11 HP, 5 Natural Protection, and 12 Magic Resistance; despite their toughness, however, they have only 9 Morale after standard training. These lizardfolk are also slow; they have 12 Map Movement, 10 Combat Speed, and an alarming 4 Encumbrance naked. Such is the price paid by reptiles who never engaged in hunting. Used to the foul Swamp, C'tissians are unimpeded by both swamps and Rivers, and they bear 5 Poison Resistance.

Most C'tissian slaves are carnivorous lizardfolk. These Size 3 (three-to-a-square) beings have 13 HP, 3 Natural Protection, and 11 Magic Resistance, and their 8 Morale is pretty good by the standards of slaves. They share in the herbivores' Swamp Survival, Swimming ability, Cold Blood (and elevated Encumbrance), and Poison Resistance, but their eating habits have made them diverge significantly. A regular carnivore "lizard" has 11's in Attack Skill and Combat Speed (naked), for instance, and a bonus attack (their flesh-tearing Bite) that limits them to a mere 9 Defence Skill.

National Units

Commanders

: Poison Resistance (5), Cold Blooded, Swamp Survival, Swimming

Sprite Unit Name Special Attributes Comments
Taskmaster
40
2
1

Task Master (2)
Commentary here.
Commander of C'tis
55
15
1
Commentary here.
Lizard Lord
95
21
1
Commentary here.
Hierodule
40
1
1
holy 11

Commentary here.
High Priest of C'tis
115
1
2
holy 22


Prophet Shape (Lizard King)
Temple Trainer
Commentary here.
Lizard Shaman
125
2
2
astral 11nature 11rp 99


Supply Bonus (+10)
Prophet Shape (Lizard Shaman)
Commentary here.
Reborn
145
1
2
death 22rp 99
Commentary here.
Sauromancer
295
1
4
death 33nature 11random1100%
10%
rp 1515

Invulnerability (15)
Supply Bonus (+10)
Commentary here.
Lizard Heir
185
52
1
Capital Only
holy 11
Sacred
Poison Resistance (5)
Cold Blooded
Commentary here.
Royal Chariot

Poison Resistance (5)
Animal
Trample
Cold Blooded
Commentary here.
Lizard King
340
5
4
Capital Only
holy 33


Prophet Shape (Lizard King)
Commentary here.

Troops

: Poison Resistance (5), Cold Blooded, Swamp Survival, Swimming

Sprite Unit Name Special Attributes Comments
Militia
7
2
5
Commentary here.
C'tissian Heavy Infantry
10
15
11
Commentary here.
City Guard
10
10
11

Castle Defense Bonus (+1)
Commentary here.
C'tissian Light Infantry
10
5
11
Commentary here.
Runner
12
2
7

Slave
Commentary here.
Slave Warrior
13
3
8

Slave
Commentary here.
Falchioneer
13
17
18

Ambidextrous (2)
Commentary here.
Elite Warrior
15
9
9

Slave
Commentary here.
Lizard Charioteer
40
38
47
Poison Resistance (5)
Cold Blooded
Commentary here.
Lizard Chariot
Poison Resistance (5)
Animal
Trample
Cold Blooded
Commentary here.
Serpent Dancer
19
2
22
Capital Only

Commentary here.

Heroes

: Poison Resistance (5 to 10), Cold Blooded, Swamp Survival, Swimming

Sprite Unit Name Special Attributes Comments
Niklatu - Lizard Hero
Inspirational (1)
Commentary here.
Kabti'ili - Ancient Shaman Sacred

Poison Resistance (5)
Supply Bonus (+20)
Task Master (3)
Commentary here.
Udum'ukinna - Reassembled Prince holy 22
Sacred
Cold Resistance (15)
Poison Resistance (25)
Inspirational (1)
Unsurroundable (1)
Immortal
Pierce Resistance
Undead
Inanimate
Need Not Eat
Spirit Sight
Reanimator Priest
Commentary here.
Royal Tomb Chariot
Cold Resistance (15)
Poison Resistance (25)
Pierce Resistance
Undead
Inanimate
Trample
Need Not Eat
Mindless
Does Not Heal Naturally
Spirit Sight
Commentary here.
Zilammu - Consort of the Dead astral 22death 44nature 33rp 2323

Supply Bonus (+30)
Female
Commentary here.

National Spells

Summons

Freespawn

Spawn Source Unit Special Attributes Comments
High Priest of C'tis can summon at Capitol
Sacred Serpent
Sacred
Poison Resistance (5)
Inspirational (1)
Animal
Cold Blooded
Swamp Survival
Swimming
Commentary here.

Ritual

Summon Spell Unit Special Attributes Comments
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Sacred Crocodile
(Conjuration 4)
water 22nature 22 and 1naturegem

Sacred Crocodile
Sacred
Undisciplined
Animal
Cold Blooded
Swamp Survival
Swimming
Commentary here.
Summon Monster Toads
(Conjuration 5)
nature 22 and 5naturegem

Monster Toad x 3
Sacred
Poison Resistance (25)
Poison Cloud (5)
Poison Skin (20)
Undisciplined
Animal
Trample
Cold Blooded
Swamp Survival
Swimming
Commentary here.
Contact Couatl
(Conjuration 7)
nature 11astral 11 and 40naturegem

Couatl
astral 33nature 33holy 22rp 1717
Poison Resistance (20)
Inspirational (1)
Supply Bonus (+30)
Magic Being
Flying
Cold Blooded
Swamp Survival
Forest Survival
Swimming
Commentary here.
Contact Scorpion Man
(Conjuration 8)
fire 11earth 11 and 12earthgem

Scorpion Man
Sacred
Fire Resistance (15)
Poison Resistance (15)
Fear (+5)
Ambidextrous (2)
Magic Being
Swamp Survival
Spirit Sight
Commentary here.

National Item

  • + The Jade Mask Construction 9
    death 66nature 33 and 60deathgem15naturegem
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

General Access

The Elements

  • No fire magic
  • No air magic
  • water 11 on one-in-four Sauromancers
  • No earth magic

The Sorceries

  • astral 11 on Lizard Shamans
  • death 44 on one-in-four Sauromancers
  • nature 22 on one-in-four Sauromancers
  • No glamour magic

The Rites

  • No blood magic
  • holy 33 on Lizard Kings (capital only), holy 22 on each High Priest of C'tis off-capital

Crosspaths

  • astral 11nature 11: Healing Light (Evocation Healing), Shaman's Staff (Mage-helping item), Astral Serpent (bonus attacker), various Cursing items
  • death 44nature 11, death 33nature 22: Nest of Asps (more-dangerous Swarm), Venomous Death (Poison-sniping), vine-skeleton summons
  • death 33water 11nature 11: Stygian spells (Invulnerability), Mossbody (Damage Reduction), Clam of Pearls (temporary Pearl generator)
  • death 33astral 11nature 11: Nether spells (Enfeebling attack spells), Second Sight (Spirit Sight)

Extended Access

Fire

No native access. No simple summons.

Air

No native access. water 55death 33, which is tricky to get to, can cast Ghost Ship Armada for a 1 in 3 chance of air 22.

Water

water 11 Sauromancer (1 in 4) is the only option.

Earth

No native access. nature 33 can cast Forest Troll Tribe for a 1 in 4 earth 11.

nature 55 can cast Awaken Treelord for a 1 in 4 stationary earth 11.

Astral

astral 11 Sauromancer (1 in 4) is the best option, but still doesn't have any useful crosspaths.

The hero, Zilammu - Consort of the Dead, has astral 22.

nature 11astral 11, (probably from the above hero,) can Contact Couatl which has astral 33.

death 33 can cast Summon Spectre for a 7 in 16 astral 11.

Death

death 44 Sauromancer (1 in 4) is, again, the best recruitable option. There aren't many options.

EA C'tis can not make the extra arms items.

Nature

nature 22 Sauromancer (1 in 4) is, again, the best option. But, this time, astral 11 Sauromancer (1 in 4) should also be used to create a Moonvine Bracelet.

The hero, Zilammu - Consort of the Dead, has astral 22nature 33, so has higher Nature and can also create a Moonvine Bracelet.

EA C'tis can not make the extra arms items.

Glamour

No native access. nature 33 can cast Forest Troll Tribe for a 1 in 4 glamour 11.

death 33 can cast Summon Spectre for a 7 in 16 glamour 11.

Blood

No native access. nature 55 can cast Awaken Treelord for a 1 in 4 stationary blood 11.

death 22nature 55 can Contact Lamia Queen for a 7 in 16 blood 11.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/c-tis-ea.txt · Last modified: 2024/04/26 15:23 by fenrir