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dom6:ctis-la

LA C'tis, Desert Tombs

Lore

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. The 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.

"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 have partial resistance to poison, but they are also cold-blooded and become exhausted very quickly when fighting in cold provinces. 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."
-Illwinter

C'tis is one of the original fourteen nations in Dominions: Priests, Prophets, and Pretenders.

General Overview

C'tis is a slow-to-adapt faction, which was largely propped up in previous eras by having ferocious beasts to fall back on; as of the Late Ages, however, the crutch is gone. In previous games, Late C'tis had the problem of being only barely more advanced than its Early-Age counterpart, but without the beasts; upper-level players compared it unfavorably with almost every other faction in the era. Now, Late C'tis is at least in technological parity with Marignon, or perhaps Middle Marignon if one were to be uncharitable.

Late C'tis is a Heat nation centered around infantry, with an interesting variety of ranged weapons. The lizardfolk benefit from innate Poison Resistance, higher Strength, and very thick skin, but they're cold-blooded and a bit slow to move around. Its two Sacred Troops are Tomb Guards, very heavy infantrymen, and the Decay-sharing Tomb Flame Wielders. The nation can also summon unholy reanimator priests; most of the Longdead of C'tis won't do much against thick armor, but the odd Tomb Chariot can disrupt enemy formations, and the odd Tomb Wyrm can take whatever bless you have.

Magic-wise, Late C'tis is offensively geared. It no longer has 100%-reliable Communion pieces, having lost the beastly Shamans, and its elite mages no longer last very long due to being old. On the other hand, each individual Sauromancer is a terrifyingly effective battlemage in the midgame, able to annihilate elites with Bane Fire and bigger groups of regulars with Shadow Blast. Even the smaller mages, the Reborn, have decent offensive capabilities. There are no direct counters to most of C'tis's available battle spells; aside from trying to kill the mages first, of course.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
death 44 (Rare 5)
fire 22 (Rare 3)
earth 11 (Rare 2)
astral 11 (Rare 2)
nature 11
holy 33
Heroes
death 33holy 44
Summons
astral 33nature 33holy 22
(req. astral 11nature 11)
Lizard Infantry
Undead
Poison Resistance
Cold Blooded
Swamp Survival
Swimming
Reanimator Priest
Standard Forts
Temples inside dominion spawn longdead,
(more in strong dominion).

Capitol Gems: 1firegem3deathgem

Heat Limit + 1
Death Limit + 1

Prefers Heat Scale + 2

National Units

Commanders

: Poison Resistance (5 to 15), Cold Blooded, Swamp Survival, Swimming

Sprite Unit Name Special Attributes Comments
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)
Commentary here.
Lizard King
340
5
4
holy 33


Prophet Shape (Lizard King)
Commentary here.
Reborn
175
1
2
death 11random1100%rp 99

Commentary here.
Sauromancer
400
1
4
fire 11death 33holy 11random1100%
10%
rp 1515


Wasteland Survival
Commentary here.
Empoisoner
125
6
2
Capital Only
death 11nature 11rp 99

Stealthy (55)
Supply Bonus (+10)
Assassin (2)
Commentary here.
Keeper of the Tombs
155
1
2
Capital Only
fire 11death 11holy 22rp 99

Wasteland Survival
Reanimator Priest
The Reanimator Priest trait
was added to him in Dominions 6.
If you're really struggling,
you can take a huge bless,
and just print Tomb Wyrms.

Troops

: Poison Resistance (5 to 10), 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 (+1)
Commentary here.
C'tissian Light Infantry
10
5
11
Commentary here.
C'tissian Heavy Infantry
10
18
11
Commentary here.
Crossbowman
10
12
11
Commentary here.
Falchioneer
13
26
18

Ambidextrous (2)
Commentary here.
Halberdier
14
22
20
Commentary here.
Poison Slinger
24
6
32
Capital Only
Commentary here.
Tomb Guard
23
29
28
Capital Only


Wasteland Survival
Commentary here.
Tomb Flame Wielder
24
17
36
Capital Only


Old Age (81/75)
Wasteland Survival
Commentary here.
Desert Ranger
13
16
18
Wasteland Only

Patrol Bonus (2)
Wasteland Survival
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Uru'gallu - Lizard Hero Poison Resistance (5)
Cold Blooded
Swamp Survival
Swimming
Commentary here.
Ekishnugal - First King death 33holy 44rp 1111
Sacred
Cold Resistance (15)
Poison Resistance (25)
Inspirational (2)
Pierce Resistant
Undead
Inanimate
Need Not Eat
Spirit Sight
Reanimator Priest
Commentary here.
Udum'ukinna - Reassembled Prince holy 22
Sacred
Cold Resistance (15)
Poison Resistance (25)
Inspirational (1)
Unsurroundable (1)
Immortal
Pierce Resistant
Undead
Inanimate
Need Not Eat
Spirit Sight
Reanimator Priest
Commentary here.
Royal Tomb Chariot Sacred
Cold Resistance (15)
Poison Resistance (25)
Pierce Resistant
Undead
Inanimate
Trample
Need Not Eat
Mindless
Does Not Heal Naturally
Spirit Sight
Commentary here.

National Spells

Summons

Freespawn

Spawn Source Unit Special Attributes Comments

High Priest of C'tis
Can summon in any Temple

Sacred Serpent
Sacred
Poison Resistance (5)
Standard (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.
Contact Couatl
(Conjuration 7)
astral 11nature 11 and 40naturegem

Couatl
astral 33nature 33holy 22rp 1717
Sacred
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
Wasteland Survival
Spirit Sight
Commentary here.
Revive Grave Consort
(Enchantment 0)
death 11 and 10deathgem

Grave Consort
holy 11
Sacred
Cold Resistance (15)
Poison Resistance (25)
Undead
Inanimate
Need Not Eat
Spirit Sight
Reanimator Priest
Female
Commentary here.
Revive Tomb Priest
(Enchantment 0)
death 22 and 16deathgem

Tomb Priest
holy 22
Sacred
Cold Resistance (15)
Poison Resistance (25)
Undead
Inanimate
Need Not Eat
Spirit Sight
Reanimator Priest
Commentary here.
Revive Tomb King
(Enchantment 0)
death 33 and 23deathgem

Tomb King
holy 33
Sacred
Cold Resistance (15)
Poison Resistance (25)
Undead
Inanimate
Dungeon Monster
Need Not Eat
Spirit Sight
Reanimator Priest
Commentary here.

Other Spells

Combat

  • Protection of the Grave
    holy 11
    Commentary here.
  • Power of the Grave
    holy 11
    Commentary here.
  • Protection of the Grave
    holy 22
    Commentary here.
  • Royal Power
    holy 33
    Commentary here.
  • Royal Protection
    holy 33
    Commentary here.
  • Power of the Reborn King
    holy 44
    Commentary here.

National Items

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

Discount Item

  • Banefire Crossbow Construction 7
    death 11 and 4deathgem
    Commentary here.

Magic Access

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

Contact Couatl summons a astral 33nature 33, but no recruitable mage or national hero has the right paths to summon. It requires a pretender or a very lucky indie find.

Cross-Path Boosters

No reasonable access.

Fire

Highest Starting: fire 22 Sauromancer (1 in 4)

Skull of Fire
fire 11death 11 Keeper of the Tombs, Reborn (1 in 3), Sauromancer

Air

No national access.

Ether Gate
astral 11death 11 Sauromancer (1 in 4) +
Ether Lord has a 1 in 4 chance of air 11

Water

No national access.

Summon Spectre
death 33 Sauromancer
Spectral Mage has a 7 in 16 chance of at least water 11.

Earth

Highest Starting: earth 11 Sauromancer (1 in 4)

Astral

Highest Starting: astral 11 Reborn (1 in 3) or Sauromancer (1 in 4)

Ether Gate
astral 11death 33 Sauromancer (1 in 4) +
Ether Lord has astral 33, 1 in 4 of death 33

Hidden in Sand in Wasteland
earth 11death 33 Sauromancer (1 in 4) +
Dust Priest has a 1 in 3 chance of astral 22.

Hidden Underneath Underneath
earth 11death 33 Sauromancer (1 in 4) +
Dust Priest has a 3 in 4 chance of at least astral 11.

Ether Gate
astral 11death 11 Sauromancer (1 in 4) +
Ether Lord has astral 33 and a 1 in 4 chance of astral 44

Death

Highest Starting: death 44 Sauromancer (1 in 4)

Ether Gate
astral 11death 33 Sauromancer (1 in 4) +
Ether Lord has death 22, 1 in 4 of death 33

Nature

Highest Starting: nature 11 Empoisoner

Glamour

No national access.

Troll King's Court
earth 11 Sauromancer (1 in 4) +
Troll King has glamour 11

Summon Spectre
death 33 Sauromancer
Spectral Mage has a 7 in 16 chance of at least glamour 11.

Blood

No national access.

Ether Gate
astral 11death 11 Sauromancer (1 in 4) +
Ether Lord has a 1 in 4 chance of 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/ctis-la.txt · Last modified: 2024/07/13 16:34 by fenrir