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.
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() | Heroes ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() (req. ![]() ![]() | Infantry Slave Warriors Chariots Sacred Serpents | ![]() ![]() ![]() ![]() ![]() | ![]() |
Capitol Gems: 42
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.
:
Poison Resistance (5),
Cold Blooded,
Swamp Survival,
Swimming
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Taskmaster ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Commander of C'tis ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Lizard Lord ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Hierodule ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | High Priest of C'tis ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Lizard Shaman ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Reborn ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Sauromancer ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Lizard Heir ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Royal Chariot | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Lizard King ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
:
Poison Resistance (5),
Cold Blooded,
Swamp Survival,
Swimming
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Militia ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | C'tissian Heavy Infantry ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | City Guard ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | C'tissian Light Infantry ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Runner ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Slave Warrior ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Falchioneer ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Elite Warrior ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Lizard Charioteer ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Lizard Chariot | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Serpent Dancer ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
:
Poison Resistance (5 to 10),
Cold Blooded,
Swamp Survival,
Swimming
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Niklatu - Lizard Hero | ![]() ![]() | Commentary here. |
![]() | Kabti'ili - Ancient Shaman | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Udum'ukinna - Reassembled Prince | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Royal Tomb Chariot | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Zilammu - Consort of the Dead | ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Spawn Source | Unit | Special Attributes | Comments |
---|---|---|---|
![]() High Priest of C'tis Summon in ![]() | ![]() Sacred Serpent | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Pride of Lions (Conjuration 3) ![]() ![]() | ![]() Great Lion x 15+ | ![]() ![]() ![]() | Commentary here. |
Sacred Crocodile (Conjuration 4) ![]() ![]() ![]() | ![]() Sacred Crocodile | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Monster Toads (Conjuration 5) ![]() ![]() | ![]() Monster Toad x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Couatl (Conjuration 7) ![]() ![]() ![]() | ![]() Couatl | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Scorpion Man (Conjuration 8) ![]() ![]() ![]() | ![]() Scorpion Man | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
No native access. No simple summons.
No native access. 5
3, which is tricky to get to, can cast Ghost Ship Armada for a 1 in 3 chance of
2.
1 Sauromancer (1 in 4) is the only option.
No native access. 3 can cast Forest Troll Tribe for a 1 in 4
1.
5 can cast Awaken Treelord for a 1 in 4 stationary
1.
1 Sauromancer (1 in 4) is the best option, but still doesn't have any useful crosspaths.
The hero, Zilammu - Consort of the Dead, has 2.
1
1, (probably from the above hero,) can Contact Couatl which has
3.
3 can cast Summon Spectre for a 7 in 16
1.
4 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.
2 Sauromancer (1 in 4) is, again, the best option. But, this time,
1 Sauromancer (1 in 4) should also be used to create a Moonvine Bracelet.
The hero, Zilammu - Consort of the Dead, has 2
3, so has higher
Nature and can also create a Moonvine Bracelet.
EA C'tis can not make the extra arms items.
No native access. 3 can cast Forest Troll Tribe for a 1 in 4
1.
3 can cast Summon Spectre for a 7 in 16
1.
No native access. 5 can cast Awaken Treelord for a 1 in 4 stationary
1.
2
5 can Contact Lamia Queen for a 7 in 16
1.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.