"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. 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 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 are great. At the top of the society is the Lizard King. The King is the highest priest of C'tis. Under the king are the High Priests with their sacred serpents. 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 poisons. The inhabitants of C'tis prefer to live in warm provinces. With the coming of the New God, the swamps of C'tis have begun to spread. Dense rain and oppressive heat turn the lands into unhealthy marshlands, thick with the stench of rotting vegetation. Marshmasters have taken the place of the Sauromancers of old and the Swamp Guard has replaced the chariots as elite troops. In this land, the lizards prosper. Within provinces influenced by this Dominion, 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, soldiers inside the Dominion will suffer from disease. The New God and all their sacred units are immune to this effect.
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 |
---|---|---|---|---|
3 (Rare 4) 3 (Rare 4) 2 (Rare 3) 1 (Rare 2) 3 | Heroes 232 221 33 3 Summons 332 (req. 11) | Infantry Slave Warriors Sacred Serpents Large Sobek Warriors Large Sobek Sacred Guards | Poison Resistance Cold Blooded Swamp Survival Swimming Slave Task Master | Standard Forts |
Capitol Gems: 122
Heat Limit + 1
Prefers Heat Scale + 2
Dominion of Rain: The dominion of C'tis will cause heavy rain that lasts for months at a time and turn the land into soggy wetlands. Mosquitoes will thrive and so will diseases.
All warm-blooded beings without the swamp survival special ability will be affected by diseases and all enemy provinces under this dominion will have their income severely reduced by 5% per level of dominion. Provinces owned by C'tis will have their income slightly increased instead by 1% per level of dominion. All provinces (except seas) will slowly turn in swamps or drip caves as appropriate.
Disciples are affected in the same way as enemies, but their sacred troops are immune. Underwater provinces are not affected (it doesn't rain underwater), so it would be possible to have an underwater disciple without facing a ruined economy and a dying army.
: Poison Resistance (5 to 15), 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 | 1 | Commentary here. | |
High Priest of C'tis 115 1 2 | 2 Prophet Shape (Lizard King) Temple Trainer (Hydra Hatchling) | Commentary here. | |
Lizard King 340 5 4 | 3 Prophet Shape (Lizard King) | Commentary here. | |
Lizard Shaman 125 2 2 | 119 Supply Bonus (+10) Prophet Shape (Lizard Shaman) | Commentary here. | |
Marshmaster 330 1 2 | 1221100% 10%17 Supply Bonus (+20) | Commentary here. | |
Sobek General 200 31 1 Capital Only | Task Master (1) | Commentary here. | |
Empoisoner 125 6 2 Capital Only | 119 Stealthy (55) Supply Bonus (+10) Assassin (2) | Commentary here. |
: 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 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. | |
Poison Slinger 24 6 32 Capital Only | Commentary here. | ||
Sobek Warrior 30 34 23 Capital Only | Commentary here. | ||
Swamp Guard 19 21 22 Capital Only | | Commentary here. | |
Sobek Sacred Guard 55 37 Limited Recruitment (2 per turn) Capital Only | | Commentary here. |
: 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. | |
Nakhtun Eshash - Sobek High Priest | 3 Inspirational (1) | Commentary here. | |
Murmur - Guild Master Earliest Arrival Turn (5) | 3317 Poison Resistance (20) Stealthy (65) Supply Bonus (+30) Assassin (3) Cold Blooded Swamp Survival Swimming | Commentary here. | |
Atun Shar - Sobek Sauromancer Earliest Arrival Turn (5) | 23219 Supply Bonus (+20) Twiceborn (Wight Mage) | Commentary here. |
Spawn Source | Unit | Special Attributes | Comments |
---|---|---|---|
High Priest of C'tis Summon in Temple | Sacred Serpent | Sacred Poison Resistance (5) Standard (1) Animal Cold Blooded Swamp Survival Swimming | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Pride of Lions (Conjuration 3) 2 and 9 | Great Lion x 15+ | Darkvision (50%) Undisciplined Animal | Commentary here. |
Sacred Crocodile (Conjuration 4) 22 and 1 | Sacred Crocodile | Sacred Undisciplined Animal Cold Blooded Swamp Survival Swimming | Commentary here. |
Summon Monster Toads (Conjuration 5) 2 and 5 | 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) 11 and 40 | Couatl | 33217 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) 11 and 12 | Scorpion Man | Sacred Fire Resistance (15) Poison Resistance (15) Fear (+5) Ambidextrous (2) Magic Being Wasteland Survival Spirit Sight | Commentary here. |
2 Marshmaster (1 in 4)
1 Lizard Shaman and Marshmaster (1 in 4) 3 Marshmaster (1 in 4) 3 Marshmaster (1 in 4)
3 Lizard King
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See Magic Access. These guides supplement the summaries at the top.
No National Access. No simple summons.
No National Access. 41, which is hard to get to, can cast Ether Gate for a 1 in 4 chance of 1.
2 Marshmaster (1 in 4), with an easy to get Water booster, can Contact Naiad or, with two Water boosters, can cast Streams from Hades.
No National Access. 31 cna cast Hidden in Snow in Mountains for a 7 in 8 chance of at least 1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of 1.
1 Lizard Shaman and Marshmaster (1 in 4) are the only options but have no useful crosspaths.
The hero, Kabti'ili - Ancient Shaman, has 2 but its crosspaths aren't useful.
The Jade Mask (unique), is a C'Tis only +Death booster item. It's hard to get the paths to make it, 63, especially since some of the easiest to access Death and Nature boosters require hand slots. The only realistic way is a pretender with the right paths.
3 Marshmaster (1 in 4) is the strongest Death mage available. None of the recruitable mages have useful crosspaths.
3 Marshmaster (1 in 4) is the strongest Nature mage recruitable. It has no useful crosspaths.
The hero, Kabti'ili - Ancient Shaman, has 2, and with one Nature booster, can make Moonvine Bracelets.
No National Access. 3 can Summon Spectre for a 7 in 16 chance of at least 1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of 1.
No National Access. 41, which is hard to get to, can cast Ether Gate for a 1 in 4 chance of 1.
25 can Contact Lamia Queen for a 7 in 16 chance of at least 1.
5 can Awaken Treelord for a 1 in 3 chance of a stationary 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: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.