Nazca is a mountain necrocracy of winged humanoids. It was once a far off Caelian colony, but with the fall of the Raptors and the disappearance of the Eagle Kings contact with Caelum was broken and the descendants of the Eagle Kings became Nazcan Sun Kings, Incas. With the demise of the last Eagle Kings steps were taken to preserve the wisdom of the kings of old. The necromantic practices of the Raptor Clan were not banned in Nazca and the divine kings were mummified and preserved, should their advice be needed in the future. Priests of the dead began to mummify other influential members of society as well. Since old kings and queens were supposed to be wiser than the living, a council of mummies was formed to aid and guide the Incas. The priests would listen to the mummies and divine their will. Now Nazca has turned into a necrocracy, a kingdom ruled by mummies of the silent council. The Sun Kings rule in their name, but it is the mummies of ancient kings and their interpreters who have the true power in the kingdom. The mummies of nobles and priests are transported to and fro to decide in judicial matters as well as to attend feasts and ceremonies. The royal mummies are too valuable to disturb unless the matters at hand are of utmost importance. The ice crafting of Caelum has been lost and Nazca uses light armors of cloth and bronze. The Nazcans can field vast armies of unskilled soldiers. Commoners indebted to the mummies, allied soldiers from conquered human mountain kingdoms, and walking dead reanimated by the mummies of dead priests form most of the armies of the kingdom.
"When Nazca was released in a patch for Dominions 4 it had already been on the drawing board for a long time. I really like the necrocratic concept where mummified ancestors have a position of influence in society. A kingdom forced to expand with every generation as previous kings and nobles keeps their conquered lands even after death. A kingdom slowly going bankrupt as stipends to dead ancestors keeps piling up.
The first ideas on Nazca were just speculations how I wanted a Caelian splinter kingdom to be, but when I got the idea of an Inca setting for the new nation it stuck. I started to research Andean concepts and cultural history and was intrigued by mummy bundles, moieties, geoglyphs and necrocratic practices." -Illwinter
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
2 (Very Rare 3) 2 (Very Rare 3) 2 (Rare 3) 2 (Rare 3) 2 (Rare 3) 1 3 | Heroes: 222243 1322 | Flying Units Free Low-Quality Recruits Reanimated Dead Sacred Sun Guard Commanders Mummified on Death Undead Priests can Reanimate the Dead | Flying Cold Resistance Mountain Survival Mummification | Primitive Forts |
Capitol Gems: 11111
Order Limit + 1
Cold Limit + 1
Death Limit + 1
Prefers Cold Scale + 1
Capture Slaves: This order causes a 1d6 + 5 number of slaves to be rounded up and forced to join the army. They are weak and cowardly soldiers but are free to recruit.
: Cold Resistance (5), Supply Size (-1), Flying, Mountain Survival
: Cold Resistance (5), Undisciplined, Mountain Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Hatun Runa 5 3 2 | Slave | Commentary here. | |
Human Warrior 7 3 2 Mountain Recruit Highlands Recruit | Commentary here. | ||
Human Warrior 8 3 2 Mountain Recruit Highlands Recruit | Commentary here. | ||
Human Warrior 8 3 2 Mountain Recruit Highlands Recruit | Commentary here. | ||
Human Warrior 8 7 2 Mountain Recruit Highlands Recruit | Commentary here. | ||
Aucac Runa Spearman 10 7 9 | Commentary here. | ||
Aucac Runa Maceman 10 7 9 | Commentary here. | ||
Aucac Runa Axeman 10 7 9 | Commentary here. | ||
Aucac Runa Archer 10 9 9 | Commentary here. | ||
Condor Warrior 20 8 23 Capital Only | Sacred Storm Immunity | Commentary here. | |
Sun Guard 27 14 ? Capital Only | Sacred Bodyguard (2) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Keshvar - Apostate Seraph Earliest Arrival Turn (5) | 132229 Cold Resistance (15) Shock Resistance (5) Supply Size (-1) Flying | Commentary here. | |
Manco-Ocllo - First Couple Earliest Arrival Turn (20) | 22224329 Sacred Cold Resistance (15) Poison Resistance (25) Reanimator Priest (5) Reanimation Bonus (5) Inspirational (2) Innate Spellcaster (3) Fortune Teller (20%) Eyes (6) Regain Mount Pierce Resistance Undead Inanimate Need Not Eat Spirit Sight Slaver (Hatun Runa)) | Commentary here. | |
Bearer x 4 | See above. | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Condors (Conjuration 3) 2 and 9 | Condor x 10 | Sacred Shock Resistance (15) Stealthy (+140) Siege Bonus (+1) Patrol Bonus (+20) Animal Flying Mountain Survival | Commentary here. |
Summon Huacas (Conjuration 5) 2 and 15 | Huaca x 5 | Sacred Fire Resistance (5) Cold Resistance (5) Shock Resistance (10) Awe (+2) Magic Being Flying Storm Immunity | Commentary here. |
Summon Supayas (Conjuration 5) 2 and 8 | Supaya x 5 | Sacred Cold Resistance (15) Poison Resistance (25) Undead Ethereal Flying Storm Immunity Amphibious Need Not Eat Floating Spirit Sight Spiritform | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
The Royal Mallqui has a wide spread of paths, but it only has two slots and four slots, severely limiting what boosters it can use. No Earth Boots, no Skull Staff, not even a Flame Helmet.
13 can make The Copper Arms and 33 may make the unique The Silver Arms, but getting an Earth booster that the Royal Mallqui can use is difficult. They're either unique or require non-national magic paths. And no other recruitable mage has the right paths.
Royal Mallquis have the right paths to make a Staff of Elemental Mastery but their item slots mean it can't use many of the easiest to get boosters. It depends on unique ones.
2 Inca and Royal Mallqui are the highest Fire mages recruitable. The Royal Mallqui can make a Skull of Fire.
The Royal Mallqui may make the unique Tome of High Power. With the right boosters it might make the unique The Forbidden Light, which gives +.
2 Inca and Royal Mallqui are the highest Air mages recruitable. The Royal Mallqui may make the unique Tome of High Power.
The hero, Keshvar - Apostate Seraph, has 3 and may also be able to make the unique Tome of High Power.
No Recruitable Access. The hero, Keshvar - Apostate Seraph, has 2.
3 can Summon Spectre for a 7 in 16 chance of at least 1.
2 is available on many mages. Paqo of the Earth Mother, with both an Earth booster, (simple,) and a Nature, (more difficult), might make the unique The Tome of Gaia.
Coya has the right paths to make a unique Atlas of Creation, but the boosters are difficult to get, especially the Astral.
2 Coya and Royal Mallqui are the highest Astral mages recruitable. Both can make a Coin of Meteoritic Iron. With boosters, (harder to get for the Royal Mallqui because of its item slots,) its possible to make the unique Atlas of Creation.
The Royal Mallqui may make the unique Tome of High Power. With the right boosters it might make the unique The Forbidden Light, which gives +.
Many mages have 2. Remember, Mallquis can't carry staves.
The hero, Manco-Ocllo - First Couple, has 4 but no useful crosspaths. They also don't have {:misc:gui:hand_2.png?15&nolink}}hands to carry any of the staves. 4 is pretty high though.
Both Paqo of the Earth Mother and Paqo of the Mountain Spirits has 1, MA Nazca's only recruitable Nature access. With a level of empowerment in Nature and an Earth booster, the Paqo of the Mountain Spirits might make the unique The Tome of Gaia. Neither Paqos have crosspaths useful for anything else.
No National Access. 4 can cast Troll King's Court for 1.
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 can cast Ether Gate for a 1 in 4 chance of 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?
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