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"Machaka is a nation inspired by African kingdoms and the Shona in particular. The king, a sacred figure, reigns, but does not rule. He is served by vassal chiefs, and his priests, the Eyes, Ears and Mouth, keep constant surveillance over sub-chiefs and serve as a link between the people and the temple. The Shilluk concept of regicide and other unspecified ideas from African cultures have also made their way into the nation. Modern Oriental concepts and fantasy clichés can be found in the black sorcerers of the God Mountain, and the spiders. I admit to some obscure influences from the comic The Phantom as well. The Machaka of the early age is influenced by the old TTRPG Powers and Perils. In the fantastic campaign setting of this game there was a nation of African stock led by great men that were released from a great sleeping city. The notion of a released race of superior men was attractive. Various myths, tales, films and "African" fantasy concepts have been mashed together and mixed with the middle age Machaka ideas.
My first idea of clans based on body parts like liver,The nation evolved side by side with Berytos, but it took a bit longer to finish. Creating two nations together and intertwining their history gave them both additional life. It is probably something I want to do with more new nations in the future." - Illwinter
Machaka is an old sacral kingdom where the well-being of the land is thought to be dependent on the will of the king. The king is the highest priest of the kingdom, but should he fail in his duties, he is sacrificed and replaced by one of his numerous sons or brothers. The priests of the kingdom are the true rulers of the land. Religious ceremonies, judicial tasks and the gathering of intelligence are all performed by the Eyes, Ears, and Voices of the Lord. Only warfare is handed over to secular commanders. Machaka uses light infantry, archers and heavy hoplites second only to those of Arcoscephale. In the forests of Machaka, giant spiders are caught and used as mounts. One other area is left untouched by the priests: Magic. Simple witch doctors living outside villages grudgingly serve the priests. In the depths of the God Forest lies a lonely mountain filled with caves. Here resides the true power of Machaka, above even the priests - the Black Sorcerers, Sorceresses and their Spider Warriors
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) 3 (rare 4) 2 (Uncommon 3) 2 (rare 3) 2 | Hero 3 1332 | Light Infantry with Tower Shields Archers Hoplites Spies Capital: Poison, Spies, Spider Riders, and Assassins | Forest Survival Wounded Shape | Standard Forts |
"Uncommon" here is 20%.
Capitol Gems: 1211
Heat limit + 1
Prefers Heat Scale + 2
God Mountain: Boosts all ritual range in the capital by 1 province.
The Machakans are statistically unusual humans; they're still Size 3 (three-to-a-square), but most have 13 Combat Speed, and those who don't occupy themselves with the giant spiders have 2 Encumbrance. Both of these the baseline, modified by whatever armor they wear; the average Machakan wears none. Machakans also have Forest Survival.
A lot of armourless troops with few wearing plates. Those without armour have an unusually high map move of 18, something most cavalry don't have. As this is paired with Forest Survival they can potentially move between 2 to 3 provinces a turn.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Machaka Scout 35 3 1 | Stealthy (40) Mountain Survival Forest Survival | Commentary here. | |
Machaka Chief 55 2 1 | Forest Survival | Commentary here. | |
Machaka Commander 95 27 1 | Forest Survival | Commentary here. | |
Spider Lord 125 26 1 | Forest Survival | Commentary here. | |
Great Spider | Undisciplined Animal Stupid Eyes (8) Poison Resistance (15) Forest Survival | ||
Ear of the Lord 150 3 2 | 117 Sacred Stealthy (60) Forest Survival spy | Commentary here. | |
Eye of the Lord 90 4 1 | 1 Sacred patrol bonus(15) tax collector Forest Survival | Commentary here. | |
Voice of the Lord 160 2 2 | 2 Sacred Forest Survival | Commentary here. | |
Witch Doctor 110 1 2 Forest Recruit | 1117 supply bonus (10) Forest Survival | Commentary here. | |
Sorcerer 300 1 2 | 11211100% 17 supply bonus (20) Forest Survival | Commentary here. | |
Spider Sorceress 230 1 2 Capital Only | 11111100% 15 Dominion Summons(Great Spider) / 20 Poison Resistance (5) Wounded Shape(Great Spider, -1 path reduction) Forest Survival Female | Commentary here. | |
Great Spider | Adds: Eyes (8) Pathboost: -1ALL Replaces: Poison Resistance (15) | ||
Voice of the Hunters 230 34 1 Capital Only | 1 Sacred Forest Survival | Commentary here. | |
Hunter Spider | Sacred Animal Eyes (8) Poison Resistance (15) Smart Mount (100) Stupid Forest Survival | ||
Bane Spider 150 38 2 Capital Only | 17 Darkvision (50%) Stealthy(50) Assassin(2) ambidextrous(2) scale-walls Forest Survival | Commentary here. | |
Black Sorcerer 325 6 4 Capital Only | 22111100% 10% 19 Old Age(60/46) Poison Resistance (5) Wounded Shape(Hunter Spider, -1 path reduction) Forest Survival | Commentary here. | |
Hunter Spider | Adds: Eyes (8) Pathboost: -1ALL Replaces: Poison Resistance (15) | ||
Anansi 280 1 4 Capital Only | 1121100% 10% 15 Shapechanger(Great Spider, -1 path reduction) Poison Resistance (5) Stealthy (40) Cause Unrest (+1 per Month) Heretic (1) Forest Survival spy Shape Changer (Great Spider) | Commentary here. | |
Great Spider | Adds: Pathboost: -1ALL Eyes (8) Replaces: Poison Resistance (15) Shape Changer (Anansi) |
Outside of pygmies, most of Machaka's troops cost a lot of recruitment points, some also a lot of resources.
Sprite | Unit Name | Special Attributes | Commentary here. |
---|---|---|---|
Pygmy 5 2 2 | Forest Survival | Commentary here. | |
Machaka Militia 7 2 3 | Forest Survival | Commentary here. | |
Machaka Archer 10 3 9 | Forest Survival | Commentary here. | |
Machaka Warrior 10 3 9 | Forest Survival | Commentary here. | |
Machaka Warrior 10 4 9 | Forest Survival | ||
Machaka Hoplite 14 27 18 | Formation Fighter(2) Forest Survival | Commentary here. | |
Spider Archer 12 4 20 Capital Recruit Forest Lab Recruit | Forest Survival | Commentary here. | |
Spider Warrior 25 36 31 Capital only | Darkvision 50% Stealthy(40) ambidextrous(1) Forest Survival | Commentary here. | |
Spider Rider 25 5 24 | Forest Survival | Commentary here. | |
Great Spider | Undisciplined Animal Stupid Eyes (8) Poison Resistance (15) Forest Survival | ||
Spider Knight 30 26 36 | Forest Survival | Commentary here. | |
Black Hunter 100 37 56 Capital Only | Sacred Forest Survival | Commentary here. | |
Hunter Spider | Sacred Animal Eyes (8) Poison Resistance (15) Smart Mount (100) Stupid Forest Survival |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
| Ainra - Lady of Spiders | 1332 19 Shapechanger(Great Spider) Forest Survival female | Powerful Earth and Death mage with a second spider health pool. Best way to get to 4 spells, and one boost away from Lichs |
Abasi - Hero | Forest Survival inspirational(1) | Inspirational leader for free, may also used in minor arena battles. Save for late game with morale boost items for a army that is hard to rout. |
|
Yasini - King Triumphant | 3 Sacred Forest Survival inspirational(1) awe(1) | Throne claimer, and a better leader then Abasi. | |
Mwaka - Crowned Ape | 1 Sacred Forest Survival animal Dominon attracts units (Great Ape) / 20 | Big 150 ld commander and gets some extra ape siege chaff. | |
Mchumba - Ape Oracle | 17 supply bonus (10) Fortune Teller (10%) Forest Survival animal Female | Only use is to have her sit around and prevent bad events. Worthy Heroes makes her 22. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Pride of Lions (Conjuration 3) 2 and 9 | Great Lion x 15+ | Darkvision (50%) Undisciplined Animal | Commentary here. |
Herd of Elephants (Conjuration 3) 2 and 20 | Elephant x 5+[1/2 lvl] | Animal Trample | Commentary here. |
God Brood (Conjuration 4) 21 and 12 Capital Only | Hunter Spider x 6 | Sacred Animal Magic Being Poison Resistance (15) Forest Survival | Commentary here. |
Note that your "thuggable" (extraordinary-in-combat) mages shapechange into forms without matching item slots when killed in their human forms, disables their items for the rest of the battle.
You are a Fire, Earth, Death, and Nature nation with all your wizards paying at least a premium to have a path in at least three of them. While a better nation would pay less for a wizard that's can be Earth 2, you get a spread of 1s. This does open your wizards up to multiple crosspaths. Lots of your stronger mages come about because you can forge a lot of the boosters (ie. Earth Boots, Dwarven Hammer, Skull of Fire, Flame Helmet, Thistle Mace, Skull Staff).
On Average you can get 5, 5, 3, and/or 3 out of your Sorcerers or Black Sorcerers with items during combat.
With luck and boosting you can get King of Banefires, King of Elemental Fire and King of Elemental Earth.
Summon Spectre can break you into Water and Astral, if you get lucky it may let you go further up in them and earth.
See Magic Access. These guides supplement the summaries at the top.
The Beast of the Savanna by Baalz
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?
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