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"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  2  3  2  2  2  1  3  3  3 Summons  3  3  2 (req.  3  3  2) | 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: 1 2
2 2
2 
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),
 Poison Resistance (5 to 15),  Cold Blooded,
 Cold Blooded,  Swamp Survival,
 Swamp Survival,  Swimming
 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 |  1  1  9      Supply Bonus (+10)  Prophet Shape (Lizard Shaman) | Commentary here. | 
|   | Marshmaster  330  1  2 |  1  2  2  1100%     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 |  1  1  9    Stealthy (55)  Supply Bonus (+10)  Assassin (2) | Commentary here. | 
 :
:  Poison Resistance (5 to 10),
 Poison Resistance (5 to 10),  Cold Blooded,
 Cold Blooded,  Swamp Survival,
 Swamp Survival,  Swimming
 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),
 Poison Resistance (5 to 10),  Cold Blooded,
 Cold Blooded,  Swamp Survival,
 Swamp Survival,  Swimming
 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) |  3  3  17  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) |  2  3  2  19    Supply Bonus (+20)  Twiceborn (Wight Mage) | Commentary here. | 
| 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. | 
| 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)  2  2 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)  1  1 and 40   |   Couatl |  3  3  2  17  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)  1  1 and 12   |   Scorpion Man |  Sacred  Fire Resistance (15)  Poison Resistance (15)  Fear (+5)  Ambidextrous (2)  Magic Being  Wasteland Survival  Spirit Sight | Commentary here. | 

 The Jade Mask
 The Jade Mask  Construction 9
 Construction 9  6
6 3 and 60
3 and 60 15
15 
 
 2 Marshmaster (1 in 4)
2 Marshmaster (1 in 4)
 1 Lizard Shaman and Marshmaster (1 in 4)
1 Lizard Shaman and Marshmaster (1 in 4)
 3 Marshmaster (1 in 4)
3 Marshmaster (1 in 4)
 3 Marshmaster (1 in 4)
3 Marshmaster (1 in 4)
 3 Lizard King
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.  4
4 1, which is hard to get to, can cast Ether Gate for a 1 in 4 chance of
1, which is hard to get to, can cast Ether Gate for a 1 in 4 chance of  1.
1.
 2 Marshmaster (1 in 4), with an easy to get
2 Marshmaster (1 in 4), with an easy to get  Water booster, can Contact Naiad or, with two
Water booster, can Contact Naiad or, with two  Water boosters, can cast Streams from Hades.
Water boosters, can cast Streams from Hades.
No National Access.  3
3 1 cna cast Hidden in Snow in Mountains for a 7 in 8 chance of at least
1 cna cast Hidden in Snow in Mountains for a 7 in 8 chance of at least  1.
1.
 3 can cast Forest Troll Tribe for a 1 in 4 chance of
3 can cast Forest Troll Tribe for a 1 in 4 chance of  1.
1.
 1 Lizard Shaman and Marshmaster (1 in 4) are the only options but have no useful crosspaths.
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.
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,
Death booster item. It's hard to get the paths to make it,  6
6 3, especially since some of the easiest to access
3, especially since some of the easiest to access  Death and
Death and  Nature boosters require hand slots. The only realistic way is a pretender with the right paths.
Nature boosters require hand slots. The only realistic way is a pretender with the right paths.
 3 Marshmaster (1 in 4) is the strongest
3 Marshmaster (1 in 4) is the strongest  Death mage available. None of the recruitable mages have useful crosspaths.
Death mage available. None of the recruitable mages have useful crosspaths.
 3 Marshmaster (1 in 4) is the strongest
3 Marshmaster (1 in 4) is the strongest  Nature mage recruitable. It has no useful crosspaths.
Nature mage recruitable. It has no useful crosspaths.
The hero, Kabti'ili - Ancient Shaman, has  2, and with one
2, and with one  Nature booster, can make Moonvine Bracelets.
Nature booster, can make Moonvine Bracelets.
No National Access.  3 can Summon Spectre for a 7 in 16 chance of at least
3 can Summon Spectre for a 7 in 16 chance of at least  1.
1.
 3 can cast Forest Troll Tribe for a 1 in 4 chance of
3 can cast Forest Troll Tribe for a 1 in 4 chance of  1.
1.
No National Access.  4
4 1, which is hard to get to, can cast Ether Gate for a 1 in 4 chance of
1, which is hard to get to, can cast Ether Gate for a 1 in 4 chance of  1.
1.
 2
2 5 can Contact Lamia Queen for a 7 in 16 chance of at least
5 can Contact Lamia Queen for a 7 in 16 chance of at least  1.
1.
 5 can Awaken Treelord for a 1 in 3 chance of a stationary
5 can Awaken Treelord for a 1 in 3 chance of a stationary  1.
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
4 5
5 7
7 
Bless: MW/Arcane Finesse, Invuln 10, Regen. 
Scales:  6
6 2
2 0
0 3
3 1
1 2
2 3
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.