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dom6:t-ien-ch-i-ea

EA T'ien Ch'i, Spring and Autumn

Lore

T'ien Ch'i is obviously influenced by China. I couldn't even resist the name Spring and Autumn, from the period of the same name in Chinese history. Chinese history is rich and there is plenty to draw upon. Daoism and its five elements, inner alchemy, and quest for longevity inspired the Masters of the Way as did the T'ien Shih—celestial master—of institutional Daoism convert into the Celestial Master of T'ien Ch'i. Heroes come in plenty in the Chinese tales and the Seven Immortals are all interesting figures. Sun Wukong and his friends are perhaps even more so. There is plenty of stuff to expand on should I or a merry modder find the time. Finally, T'ien Ch'i has been inspired by movies from Hong Kong, China, and Korea. – Illwinter

The Celestial Empire has not yet been founded. The magic of The Way permeates the realm and reclusive mages conjure Celestial Beings to do their bidding. Nobles wage war upon each other for honor and glory. A few chosen warriors and mages dedicate their lives to training in the Way of the Five Elements. The deceased are worshipped and village priests conjure the dead to ask for guidance and aid. It is a time of legends. – Nation Description

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
fire 22
air 22 (Rare 3)
water 33 (Rare 4)
earth 22
astral 22 (Rare 3)
death 11
nature 22
glamour 22 (Rare 3)
holy 22 Cap-only
holy 11 in Forts
Heroes
air 11nature 22
fire 11air 11water 22astral 33holy 22
air 22astral 22death 22
Summons
nature 11glamour 33random150%
50%
25%
(req. nature 22)
Well-equipped Units for EA
Chariots
Long-lived mages with wide magic spread
Combat Caster
Need Not Eat
Trample
Standard Fortresses

Capitol Gems: 1firegem2watergem2astralpearl1deathgem

The Gate of Spring and Autumn: Boosts astral ritual range in the capital by 1 province .

National Units

T'ien Ch'i has one of the best human line troops of the early age with a very flexible cap and Forien Recruit mages.

Commanders

Variety in commanders is limited. Only one troop leader, though decent, can be expensive. Is pretty clear which mages you should be recruiting off-fort, in-fort, and in Cap.

Sprite Unit Name Special Attributes Comments
Scout
Gold 35
4
1
Stealthy (50)
Mountain Survival
Forest Survival
Standard scout; identical to indie Scouts.
Noble Commander
Gold 135
52
1
A fairly durable, if expensive, 100-leadership commander
Cataphracted Chariot Animal
Trample
Student of the Sword
70
5
2
random1100% rp 33
Combat Caster
A cheap mage, but lacks a niche due to being a worse mage and fighter than the Master of the Sword, having poor research ability, and there just generally being more useful mages to recruit in forts.
Master of the Sword
170
5
2
Non-fort Forests Only
Non-fort Mountain Only
random2200% rp 55
Combat Caster
Mountain Survival
Forest Survival
Need not Eat
The upgrade over the Student of the Sword, the Master of the Sword has excellent melee skills (15/16 Attack/Defence Skill!) and the Combat Caster ability, as well as guaranteed useful magic due to their linked random paths. While they are poor researchers, and somewhat expensive for their paths, Masters of the Sword are probably T'ien Ch'i's most reliable off-cap mages, and their only requiring a mountain or forest lab to recruit makes them even better. While their stats suggest army thugging/frontline casting as a possibility, they require gear to fix their extremely low Protection, and T'ien Ch'i already has a lot of ways to spend gems to get killing power via its summons.
Student of the Five Elements
85
1
2
Non-fort Only
random1100% rp 77
Sacred
Students of the Five Elements are one of three sacred foreign-recruit mages. Of the three, they are the cheapest but also have the least reliably useful paths. Potentially workable as a cheap researcher, but lacking in combat ability.
Master of the Dead
100
2
2
death 11holy 11 rp 77
Sacred
Spirit Sight
Masters of the Dead are cheap mages that can cast T'ien Ch'i's Ancestor-related spells - Call Ancestor and Wrath of the Ancestors - in addition to summoning small numbers of undead like other weak Death mages, allowing them to generate a lot of chaff fairly cheaply at high research levels. They are not particularly good at combat outside of this.
Student of the Way
120
1
2
Non-fort Recruit Available
water 11random1100% rp 99
Sacred
Need not Eat
Students of the Way can be recruited in both forted and unforted labs, though they require a temple as well. They are fairly efficient researchers for 120 gold, especially due to their sacred status. They have useful randoms; while Air is mostly a dud, Astral randoms can join communions or cast Body Ethereal/Twist Fate, Natures can cast Mossbody, and Glamours can cast Luck. All of them can cast Frozen Body due to their base water 11 path. They are also pretty efficient researchers. However, their randomness also means you might need to recruit many of them to be able to have the magic you want.
Master of the Way
265
1
2
Non-fort Only
water 11random2100%
100%
rp 1111
Sacred
Need not Eat
Masters of the Way are considerably more expensive than Students of the Way, making them far less efficient researchers, and their paths are so random that they are not necessarily always more useful. The best Masters of the Way will luck into randoming two of the same path: nature 22s can Foul Vapours with a Thistle Mace, water 33s can do high Water magic, astral 22s are good for Antimagic and the Astral kill spells, etc. While many of them will random Astral and be useable in communions, Masters of the Way require careful planning and a lot of sorting to reach their full potential.
Master of the Five Elements
355
1
2
Capital Only
fire 11air 11water 11earth 11
nature 11holy 11random1100% rp 1717
Sacred
Supply Bonus (10)
Masters of the Five Elements are one of the fastest ways to turn CP into research in the game; the only 2 CP commander that has more research is the Royal Mallqui, which costs an eye-watering 1200 gold! They provide a lot of useful crosspaths for forging, and they make very good site searchers too. However, as combat mages they are rather expensive in comparison to their actual casting power - while they provide flexibility, most of the paths will probably not see use in a given battle.
Celestial Master
485
2
4
Capital Only
fire 11air 11water 22astral 11
glamour 11holy 22random2100%
100%
10%
rp 2121
Sacred
Need-Not-Eat
Spirit Sight
Flying
Celestial Masters are expensive but powerful and highly mobile mages, meaning they can be where you need them to be, when you need them there. Their Astral path means they can always bring their paths into a communion, allowing them to cast high-level spells in all of their paths. Wailing Winds, Wind of Death, Acid Storm and much more are all available to Celestial Masters, providing a huge amount of threat variability to T'ien Ch'i's toolkit, though a lot of it is dependent on having disposable communion slaves.

Troops

Line troops are made up of 3 tiers of body armour. (Full Leather: port 9 Def -1 Enc 1, -2 mapmove) (Scale mail Cuirass: Same but +1 Prot Iron and +3 Resources) (Full Scale Mail: Prot 15 Def -3 Enc 3 -6 mapmove Iron) Even the lighter armored grunts are well protected from arrows. Regardless of the Armor worn, almost all troops wear Half Helmets (Prot 18 Iron), which negates most damage inflicted to the head.

Sprite Unit Name Special Attributes Comments
Footman
Gold 10
9
9
T'ien Ch'i's Light Footmen are very cheap, but have armour light enough that even Short Bow fire will pierce through (18 head protection, 9 body). They come in three varieties:

The Pike wielders don't have to deal with repel checks from most enemies and deal reasonable damage; the Glaive variety deals high damage but with low Attack Skill; finally, the Spear-and-Shield variety is slightly more durable than his peers, especially against ranged fire.
Footman
Gold 10
11
9
Footman
Gold 10
11
9
Archer
Gold 10
12
9
T'ien Ch'i's archers distinguish themselves from their independent equivalent by carrying a Composite Bow, which deals a bit more damage (13) than an ordinary human Short Bow (11).
Medium Footman
Gold 10
14
9
Medium Footmen have only slightly higher resource cost than Light Footmen, and fittingly have only very slightly better protection (+1 on body). They also come in Glaive and Spear-and-Shield varieties.
Medium Footman
Gold 10
14
9
Heavy Footman
Gold 10
20
9
T'ien Ch'i's Heavy Footmen have 15 protection on their body armour and cost about twice the resources compared to the Light Footmen. While they are more durable, they have the same mediocre melee skills as the lighter varieties of infantry and have considerably lower Map Move.
Heavy Footman
Gold 10
20
9
Horseman
Gold 25
17
24
Skilled Rider (1)
Mobile Archer
Horsemen are in an odd place: as archers, they are a lot more expensive than T'ien Ch'i's unmounted archers, and they lack the durability and damage to function as melee cavalry. They could work as mobile Fire and keep distance archers, but provide much less volume of fire for their gold cost than regular archers.
Armored Steppe Horse Animal
Noble
Gold 40
52
31
As relatively inexpensive tramplers with decent protection, Nobles are great at killing independent troops and make good expansion troops. However, they are not as strong into some of the true threats of Early Age, especially since giants of size 6 or higher cannot be trampled by them at all.
Cataphracted Chariot Animal
Trample
no-move-penalty-for-armor
Warrior of the Five Elements
35
6
31
Capital Only
Sacred
Fire Resistance (5)
Cold Resistance (5)
Poison Resistance (5)
Shock Resistance (5)
Strength of the Spring (50)
Ambidextrous (2)
Warriors of the Five Elements have great melee skills and a smattering of elemental resists, but their low protection and lack of shield makes them very vulnerable to ranged fire, and their medium-damage attacks (16 damage) lack the punchiness to deal with some of the bigger threats of the Early Age. At the same time, with a good bless they function as T'ien Ch'i's main answer to enemy sacreds that Nobles can't deal with.

Heroes

As T'ien Ch'i, you get Immortal Mages. They have human stats but still useful for light thugging and casting spells. Keep them way from Soul Slayers.

Sprite Unit Name Special Attributes Comments
Ho Hsien-Ku - Immortal
air 11nature 22rp 1111
Sacred
Immortal
Supply Bonus (20)
Healer (1)
Ethereal
Flying
Female
Not particularly exciting except for her Healer ability. Use Ho Hsien-Ku to restore the health of old or wounded mages.
Lu Tung-Pin - Immortal
fire 11air 11water 22astral 33
holy 22rp 1919
Sacred
Immortal
Ambidextrous (3)
Flying
A Celestial Master without Glamour magic who randomed Astral, and comes with excellent melee skill (15/16 Attack/Defence).
Li T'ieh-Kuai - Master With The Iron Crutch
air 22astral 22death 22rp 1717
Sacred
Immortal
Fear (7)
Old-Age (865\500)
Spirit Sight
Plague Carrier (5)
Start Affliction (100)
Li T'ieh-Kuai has slightly higher death magic than is otherwise available to T'ien Ch'i, allowing the forging of a Skull Staff for a total of death 33.

National Spells and Item

Summons

Combat

Summon Spell Unit Special Attributes Comments
Call Ancestor
(Conjuration 1)
death 11

Ancestral Spirit
Sacred
Cold Resistance (15)
Poison Resistance (25)
Stealthy (+40)
Salt Vulnerability (1)
Poor Amphibian
Undead
Ethereal
Need Not Eat
Floating
Spirit Sight
Spiritform
The Ancestral Spirit is distinguished from Longdead and Soulless by being Ethereal and Sacred, not to mention its Paralyzing attack. It has only 1 HP and, (without a stat bless,) an easily-cut-through Defense Skill, so other magic will generally counter it. Bear in mind that Ancestral Spirits are not automatically blessed when summoned and immediately begin moving towards the enemy, which means getting bless effects on to them requires support from other priests.
Wrath of the Ancestors
(Conjuration 7)
death 11 and 1deathgem
Ancestral Spirit x 20++

Ritual

Summon Spell Unit Special Attributes Comments
Celestial Servant
(Conjuration 1)
earth 11astral 11 and 1earthgem

Celestial Servant
Sacred
Gluttony (3)
Magic Being
Need Not Eat
Spirit Sight
Celestial Servants have poor melee skills and low protection, making them a mostly a waste of Earth gems except maybe as a big sack of hitpoints.
Heavenly Rivers
(Conjuration 3)
water 11astral 11 and 9watergem

Demon of Heavenly Rivers x 3
Sacred
Berserker (+4)
Magic Being
Amphibious
Need Not Eat
Spirit Sight
Demons of Heavenly Rivers are excellent units, coming early in the research tree in reasonable numbers per cast, and dealing a frightening amount of damage (32) with their Great Club attack. Their Skull Necklace armour grants them pretty good protection across both head and body (15), and their Berserker ability boosts both their durability and damage output even more. These are an excellent use of Water gems and can be further boosted with T'ien Ch'i's plentiful access to point-buff spells.
Ambush of Tigers
(Conjuration 3)
nature 22 and 9naturegem

Tiger x 15+
Darkvision (50%)
Undisciplined
Animal
Forest Survival
Tigers are fairly fragile but have two decent attacks.
Herd of Buffaloes
(Conjuration 3)
nature 22 and 8naturegem

Buffalo x 5 + [1/2 per lvl]
Berserker (+2)
Animal
Trample
Buffalos are significantly less expensive tramplers than the Elephants some other nations are able to summon, and solve the routing problem with their berserker ability. However, their low protection makes them vulnerable when trampling into enemy formations, and their smaller size means they don't do quite as much damage when trampling.
Celestial Hounds
(Conjuration 4)
air 11astral 11 and 2airgem

Celestial Hound x 2
Sacred
Resist Shock (15)
Patrol Bonus (+10)
Animal
Magic Being
Flying
Need Not Eat
Spirit Sight
Celestial Hounds are basically flying Tigers, with two decent attacks and low protection. They are potentially useful as an Attack rear squad to force the enemy to guard their back line.
Heavenly Fires
(Conjuration 5)
fire 11astral 11 and 4firegem

Demon of Heavenly Fires x 3
Sacred
Resist Fire (25)
Heat Aura (3)
Fire Power (1)
Magic Being
Flying
Need Not Eat
Spirit Sight
Demons of Heavenly Fires are much cheaper than Heavenly Rivers per unit, but come a good deal later in research. They are probably a bit less generally useful due to their 0 protection, but they come with an armour-piercing ranged attack that deals good damage.
Contact Huli Jing
(Conjuration 6)
nature 22 and 30naturegem

Huli Jing
nature 11glamour 33random150%
50%
25%
rp 1515
Stealthy (+80)
Magic Power (1)
Supply Bonus (+10)
Animal
Spy
Forest Survival
Female
Shapechanger (Huli Jing)
Being an extremely stealthy spy is the least notable feature here; instead, Huli Jings stand out for being T'ien Ch'i's strongest national Glamour mage, even capable of forging Glamour boosters if they random into Earth. If more Glamour access is needed, they can easily summon Faerie Queens (Faerie Court) later in the game. Their second form has excellent Map Move (22).
Keep in mind that they are still just about as fragile as humans and cost a hefty 30 gems.

Huli Jing
- Spy
+ Mountain Survival
Shapechanger (Huli Jing)
Call Celestial Soldiers
(Conjuration 6)
air 22astral 11 and 15airgem

Celestial Soldier x 6
Sacred
Magic Being
Need Not Eat
Spirit Sight
Celestial Soldiers are expensive but elite sacred troops. With excellent melee skills, a high-damage attack, and good protection, these units are capable of doing the killing in mid-to-late game slugfests.

Their main issue is their low Map Move, which makes them hard to move to where you need them. Summon them near the battlefront or use Gateway if you need to move them long distances.

Other Spells and Items

Combat

  • Celestial Chastisement: (Evocation 5) astral 33
    A gem-less version of Control, inficts some damage and then takes control of the target. Only works against Magic Beings. A lot of good units are Magic Beings.

Ritual

  • Internal Alchemy: (Alteration 5) water 22astral 11 and 10watergem
    Reduces the caster's age by 15 years but has a chance to give the caster insanity. Your troop lineup is unlikely to get old unless hit with Decay, but it is occasionally useful if you luck into a strong indie with the given paths.

Items

  • Sword of the Five Elements: (Construction 3) fire 11water 11 and 2firegem2watergem
    Grants the user Reinvigoration and a lot of Attack and Defense. Useful on a Mage to protect himself and reduce Fatigue; because of the low price, you could mass-produce them to give to all of your Communion mages. Other weapons have better DPS effects.
  • Armor of the Five Elements: (Construction 3) earth 11air 11 and 2earthgem2airgem
    Light but high-PROT armor that grants +4 HP plus minor resistance to Fire, Shock, Cold, and Magic. It's useful on thugs since the resistances it provides offer some survivability against a broad array of thug-killers (Incinerate, Lightning Bolt, Frozen Heart, Mind Burn, etc.).

Discount Items

  • Chi Shoes: (Construction 3) air 11 and 4airgem
    Provides the wearer with an additional attack per round. This is useful on high-strength units who can already get around quickly; unfortunately, your Flying Mages aren't that strong, while your strong commanders aren't that mobile (or can't wear shoes).

Magic Access

T'ien Ch'i Magic is characterized by a wide-but-shallow spread of paths. For lower levels of Research, this is pretty neat, since you'll be able to use almost any spell that isn't Blood Magic. Later on, however, other nations will be able to take advantage of their higher-level path access, and you'll have to do some "ladder-climbing" with Summons and/or Items to catch up. The following is how to climb, barring Predender design, Empowerment, Charm stealing, or PvP trade deals.

Water is your deepest path by far, thanks to your Celestial Masters and the relative ease of Boosting the path. You'll have a Robe of the Sea by Construction 5 & a Water Bracelet by Construction 7, allowing you to boost roughly a fourth of your Masters to water 55, which will allow you to cast almost any pure-Water Combat Spell or Ritual you could think of. Expanding underwater will allow you to summon a Queen of Elemental Water at Conjuration 8, if it's not too late in the game, who will be able to use your Boosters to reach water 77 and cast all of those pure-Water Rituals you weren't able to cast beforehand.

Glamour Your other deepest path. Celestial Masters can random glamour 22, but your nature randomed 5-element mages can cast Contact Huli Jing at Conjuration 6. Every Huli Jing has nature 11glamour 33 with a 5 in 100 chance of glamour 44. About 25% with Random an Earth, Getting boost boosters of Gossamer Veil (const 5) and Mirage Crystal (const 7), ending with a foxgirl with glamour 55.

Fire is your second-easiest path to climb, unfortunately (that's not to demean Fire, but to demean how tough it is to climb other paths as this nation). A quarter of Celestial Masters will have fire 11death 11, allowing you to Forge a Skull of Fire at Construction 7, which an fire 22 Mage in your nation can use to get to fire 33. Though fire 33 already gets you Fire Elementals and other cool stuff, the ladder doesn't end there; you can then cast Summon Flame Spirit at Conjuration 6 and equip your fresh Flame Spirit with the Skull, who will then be able to Forge a Flame Helmet and boost itself to fire 55. From there, you can summon a King of Elemental Fire and boost them to fire 77.

Nature is next. Each Master of the Five Elements has a 20% chance to have nature 22, allowing them to Forge a Thistle Mace at Construction 5 & Contact Huli Jing at Conjuration 6. Every Huli Jing has nature 11glamour 33, Letting them summon Faery Queens at Conjuration 8 with a booster, and around (1-in-4?) (real percent?) of them have at leastnature 22astral 11, allowing them to Forge a Moonvine Bracelet at Construction 6. With that, you have nature 55, allowing you to switch out the Thistle Mace for a Treelord's Staff and reach nature 66 on a Faery Queen or Ivy King. Alternatively, if you're focused entirely on Celestial Masters, 1-in-4 of them will have water 22nature 11 and will be able to Contact Naiads at Conjuration 5 with a booster or even no booster if you get lucky, allowing you to skip the green-shirted Masters. Though you cap out a little lower (on average) than with Water & Fire, at least you won't need to rush for Kings or Queens(?).

Death is actually easier to ascend than the next three paths, despite the lowly stature of your Death Mages. The same Celestial Masters that have fire 11death 11 will also have water 22death 11, which can be Boosted to water 44death 11 if you got a water 33 by the time you reached Construction 6. The Celestial Master of Death can then cast Streams from Hades at Conjuration 6 to secure a Kokythiad, who will have death 33 and full equipment slots. You can then try to abuse the Twiceborn Ritual at Enchantment 4 to get a death 44 Wight Mage, who will be able to craft the Skullface with a Skull Staff that she probably already crafted while she was alive, allowing you to graciously top out at death 66 with a little luck. If you're not willing to burn Water Gems to roll the dice (Twiceborn path-boosting has about a 20% chance of happening), however, you'll still have death 44 through the Kokythiad & her Skull Staff.

Earth doesn't beget many avenues for climbing, but it's straightforward to climb. Each green-shirted or sword Master might have earth 22 (20% chance) they can forge Earth Boots, they can summon a Troll King's Court to get a natural earth 33 Mage, the Troll King can wear Boots, and presto, earth 44.

Astral is unfortunately convoluted to climb, in spite of the Celestial insights. At least a fourth of your Celestial Masters will have astral 22, allowing them to Forge a Starshine Skullcap and reach astral 33. About 1/90 of them will have astral 33 to start out with, but they're 4-point capital-only Mages, not exactly "spammable" for that random path. To climb higher, you'll need help from other paths: the Huli Jing has a small-but-not-insignificant chance of having earth 11astral 11 and will be able to craft the Crystal Coin with the appropriate already-mentioned Boosters (a smaller portion might have earth 22astral 11 or earth 11astral 22, boosting your astral 33 Celestial Masters to astral 44. Roughly 1-in-12 of your Celestial Masters will have astral 22death 11, and can be boosted to astral 44death 11 to open an Ether Gate for 90astralpearl, summoning an Ether Lord that always has astral 33death 22 and has a 1-in-4 chance of having astral 44 to start out with, allowing you to reach either astral 55 or astral 66 depending on how lucky and/or loaded you are. If you get the astral 66 and still have Astral Pearls to spare, you can craft the Ring of Sorcery to boost to astral 77 (and/or to get nature 77/nature 88 if you're lucky/death 77) if you were also pushing the ladder on those), and then you can get the Ring of Wizardry with your remaining Astral savings to boost yourself in the Elements (water 88, fire 88, & earth 66, if you have/can-still-get Royals) and Death (death 88).

That leaves Air; despite being a favorite secondary for your Mages, They can't get the Boosters they need. Realistically you are caped at more than 1 in 4 Celestial Masters being air 22 outside of battles, and 4 in 1000 being a air 33. Late game With the Ring of Wizardry and a Staff of Elemental Mastery, you get air 44 on a 1 in 4 Celestial Master, which lets you forge the Winged Helmet and then the Horn of Storms for air 55, which can all be held by a Queen of Elemental Air (if you were fast enough to edge out the Air Nations in summoning one) for air 99.

If you can't wait & pay for Ether Lords, a Pretender with paths to forge Staff of Elemental Mastery and or Rings is a boon to your wide path cap mages. Also Celestial Masters or Huli Jing with boosters can cast Lore of Legends Boosting all thier paths at the cost of 20glamourgem for 1 turn, so use the most of that short time frame.

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dom6/t-ien-ch-i-ea.txt · Last modified: 2026/08/18 00:41 by wigglefig