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dom6:ctis-ma

MA C'tis, Miasma

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 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.

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 33 (Rare 4)
nature 33 (Rare 4)
water 22 (Rare 3)
astral 11 (Rare 2)
holy 33
Heroes
water 22death 33nature 22
astral 22nature 22holy 11
death 33nature 33
holy 33
Summons
astral 33nature 33holy 22
(req. astral 11nature 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: 1watergem2deathgem2naturegem

National Special Features

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.

National Units

Commanders

: 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
holy 11

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


Prophet Shape (Lizard King)
Temple Trainer (Hydra Hatchling)
Commentary here.
Lizard King
340
5
4
holy 33


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


Supply Bonus (+10)
Prophet Shape (Lizard Shaman)
Commentary here.
Marshmaster
330
1
2
water 11death 22nature 22random1100%
10%
rp 1717

Supply Bonus (+20)
Commentary here.
Sobek General
200
31
1
Capital Only


Task Master (1)
Commentary here.
Empoisoner
125
6
2
Capital Only
death 11nature 11rp 99

Stealthy (55)
Supply Bonus (+10)
Assassin (2)
Commentary here.

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 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.

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.
Nakhtun Eshash - Sobek High Priest holy 33


Inspirational (1)
Commentary here.
Murmur - Guild Master
Earliest Arrival Turn (5)
death 33nature 33rp 1717
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)
water 22death 33nature 22rp 1919

Supply Bonus (+20)
Twiceborn (Wight Mage)
Commentary here.

National Spells

Summons

Freespawn

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.

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)
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.

National Item

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

Magic Access

General Access

The Elements

water 22 Marshmaster (1 in 4)

The Sorceries

astral 11 Lizard Shaman and Marshmaster (1 in 4) death 33 Marshmaster (1 in 4) nature 33 Marshmaster (1 in 4)

The Rites

holy 33 Lizard King

Crosspaths

?????????????????????????????????

Extended Access

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

Fire

No National Access. No simple summons.

Air

No National Access. astral 44death 11, which is hard to get to, can cast Ether Gate for a 1 in 4 chance of air 11.

Water

water 22 Marshmaster (1 in 4), with an easy to get Water booster, can Contact Naiad or, with two Water boosters, can cast Streams from Hades.

Earth

No National Access. water 33death 11 cna cast Hidden in Snow in Mountains for a 7 in 8 chance of at least earth 11.

nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of earth 11.

Astral

astral 11 Lizard Shaman and Marshmaster (1 in 4) are the only options but have no useful crosspaths.

The hero, Kabti'ili - Ancient Shaman, has astral 22 but its crosspaths aren't useful.

Death

The Jade Mask (unique), is a C'Tis only +Death booster item. It's hard to get the paths to make it, death 66nature 33, 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.

death 33 Marshmaster (1 in 4) is the strongest Death mage available. None of the recruitable mages have useful crosspaths.

Nature

nature 33 Marshmaster (1 in 4) is the strongest Nature mage recruitable. It has no useful crosspaths.

The hero, Kabti'ili - Ancient Shaman, has nature 22, and with one Nature booster, can make Moonvine Bracelets.

Glamour

No National Access. death 33 can Summon Spectre for a 7 in 16 chance of at least glamour 11.

nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of glamour 11.

Blood

No National Access. astral 44death 11, which is hard to get to, can cast Ether Gate for a 1 in 4 chance of blood 11.

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

nature 55 can Awaken Treelord for a 1 in 3 chance of a stationary 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-ma.txt · Last modified: 2024/11/28 00:12 by fenrir