The Celestial Empire of T'ien Ch'i is ancient. Since the founding of the Empire, peace has reigned and a Bureaucracy of great efficiency has evolved. Ministers and officials chosen by skill rather than birth govern the Empire. The Emperor and his family are considered divine, but are not involved in the administration. The cavalry of T'ien Ch'i is well known and the infantry is varied and versatile. The eunuchs who run the Bureaucracy are able to conscript troops for the defense of provinces as part of the taxes due to the Emperor. A magic tradition called The Way is practiced by hermits and scholars in the kingdom. Prominent Masters of the Way come to the Heavenly Gate in the capital to be ordained as Celestial Masters. These mage-priests can summon heavenly beings from the Celestial Sphere to serve the Empire.
"T'ien Ch'i is obviously influenced by China…. 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
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) 2 (Rare 3) 2 (Rare 3) 2 (Rare 3) 2 (Rare 3) 2 (Rare 3) 2 (Rare 3) 2 | Heroes 11232 222 Summons 13150% 50% 25% (req. 2) | Cavalry Heavy Infantry Archers Crossbows Conscription | Fortune Teller Spring Power Alchemy Immortal Heroes | Standard Fortresses |
Capitol Gems: 1112
Order Limit + 1
Misfortune Limit + 1
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Scout 35 4 1 | Stealthy (50) Mountain Survival Forest Survival | This is your default scout. It is faster, cheaper, and quicker to recruit than the Imperial Consort. | |
Imperial Consort 95 1 2 | Stealthy (70) Spy | The Imperial Consort takes two commander points, which makes it a rather sub-par scout hire. You do, however, start with one for free. Consider recruiting Imperial Consorts only if you need them for their spying abilities, like instilling unrest or stealing score graphs. | |
Eunuch 45 5 1 | Defence Organizer Patrol Bonus (15) Tax Collector | Do not sleep on this castrated fellow. Eunuchs are a great choice if you have an extra commander point. You should be using them to build forts in the early game as they passively increase the defense of provinces. Eunuchs can also ferry troops, and in a pinch, lead them into battle. It's handy to have a few around your border forts. | |
General 110 52 1 | Skilled Rider (2) Mobile Archer | Your default battle general. A great prophet chassis with a lot of map move. They even have a bow for taking pot shots. | |
Armored Steppe Horse | Animal | It's a horse of course. | |
Ceremonial Master 65 3 1 | 1 Sacred Fortune Teller (10) | Your Temple builder. Good to recruit a few of these and have them follow armies. They're also fortune tellers. | |
Minister of Rituals 100 5 2 | 2 Sacred Fortune Teller (10) Bringer of Fortune (2) | Suffers the same problem as the Imperial Consort. Two recruitment points means a whole Fort turn to recruit, not generally worth it unless it's your only option. | |
Apothecary 90 2 2 | 17 Poison Resistance (5) Disease Healer (1) Supply Bonus (10) | Worth hiring one or two for disease healing purposes and animal summoning. Your Geomancers will get diseases a lot from being old. Useful to have one of these following your mage corps. | |
Imperial Geomancer 90 4 2 | 119 Fortune Teller (10) Old Age | Your bread and butter. You should be spamming these out everywhere for communions. They are cheap, recruitable in foreign forts, and fortune tellers. Rush Evocation 5 and spam Gifts from Heaven. Follow-up with Thaumaturgy 6 for a flexible Enslave Mind/Soul Slay battery. You should have a couple of communion masters in the frontlines casting Earth buffs like Stoneskin and Temper Armor to preserve your chaff. Geomancers are central to MA T'ien Ch'i's strategy. | |
Minister of Magic 90 4 2 | 1100% 10%11 | There is really no reason to hire these guys. Just recruit a Geomancer instead. | |
Alchemist of the Five Elements 120 2 2 | 11100% 10%9 Poison Resistance (10) Disease Healer (1) Supply Bonus (10) Alchemy (25) | A better, albeit more expensive version of the Apothecary. | |
Master of the Way 190 1 2 Recruit Anywhere | 111100%9 Sacred Need Not Eat | This is your research monkey, and a fantastic mage in a pinch. Adds Water to your communions with the random Astral. Gives you cheap access to Glamor. They're all priests too so they can be mobilized to fight an undead enemy in a pinch. | |
Prince General 335 55 2 Capital Only | Sacred Spring Power (50) Skilled Rider (2) | Commentary here. | |
Cataphracted War Horse | Sacred Animal | Commentary here. | |
Imperial Alchemist#1892 315 4 4 Capital Only | 111121100% 10%19 Poison Resistance (10) Disease Healer (2) Supply Bonus (20) Alchemy (50) | Commentary here. | |
Celestial Master 415 5 4 Capital Only | 1211121100% 10%19 Sacred Need Not Eat | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Footman 10 9 9 | Commentary here. | ||
Footman 10 11 9 | Commentary here. | ||
Footman 10 11 9 | Commentary here. | ||
Archer 10 12 9 | Commentary here. | ||
Ministry Guardsman 12 14 14 | Patrol Bonus (1) | Commentary here. | |
Imperial Footman 13 20 16 | Commentary here. | ||
Imperial Archer 13 21 16 | Commentary here. | ||
Imperial Crossbowman 13 21 16 | Commentary here. | ||
Imperial City Guard 14 20 18 | Patrol Bonus (2) | Commentary here. | |
Imperial Guard 15 23 21 | Bodyguard (4) | Commentary here. | |
Horseman 25 17 24 | Skilled Rider (1) Mobile-archer | Commentary here. | |
Heavy Horseman 25 27 24 | Skilled Rider (1) Mobile-archer | Commentary here. | |
Imperial Horseman 30 40 36 | Skilled Rider (1) | Commentary here. | |
Armored Steppe Horse | Animal | Commentary here. | |
Red Guard 50 55 46 Capital Only | Sacred Spring Power (50) Skilled Rider (2) | Commentary here. | |
Cataphracted War Horse | Sacred Animal | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Ho Hsien-Ku - Immortal | 1211 Sacred Immortal Supply Bonus (20) Healer (1) Ethereal Flying Female | Commentary here. | |
Lu Tung-Pin - Immortal | 1123219 Sacred Immortal Ambidextrous (3) Flying | Commentary here. | |
Li T'ieh-Kuai - Master With The Iron Crutch | 22217 Sacred Immortal Fear (7) Old-Age (865\500) Spirit Sight Plague Carrier (5) Start Affliction (100) | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Celestial Servant (Conjuration 1) 11 and 1 | Celestial Servant | Sacred Gluttony (3) Magic Being Need Not Eat Spirit Sight | Commentary here. |
Ambush of Tigers (Conjuration 3) 2 and 9 | Tiger x 15+ | Darkvision (50%) Undisciplined Animal Forest Survival | Commentary here. |
Herd of Buffaloes (Conjuration 3) 2 and 8 | Buffalo x 5 + [1/2 per lvl] | Berserker (+2) Animal Trample | Commentary here. |
Celestial Hounds (Conjuration 4) 11 and 2 | Celestial Hound x 2 | Sacred Resist Shock (15) Patrol Bonus (+10) Animal Magic Being Flying Need Not Eat Spirit Sight | Commentary here. |
Contact Huli Jing (Conjuration 6) 2 and 30 | Huli Jing | 13150% 50% 25%15 Stealthy (+80) Magic Power (1) Supply Bonus (+10) Animal Spy Forest Survival Female Shapechanger (Huli Jing) | Commentary here. |
Huli Jing | - Spy + Mountain Survival Shapechanger (Huli Jing) | Commentary here. | |
Call Celestial Soldiers (Conjuration 6) 21 and 15 | Celestial Soldier x 6 | Sacred Magic Being Need Not Eat Spirit Sight | Commentary here. |
Living Mercury (Enchantment 5) 11 and 6 | Living Mercury | Poison Resistance (25) Poison Cloud (5) Blind Fighter (1) Affliction Resistance (99) Slash Resistance Blunt Resistance Pierce Resistance Magic Being Inanimate Amphibious Need Not Eat Mindless Spirit Sight Spiritform Shapechange Below HP (105) (Living Mercury) | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
2 Imperial Alchemist (1 in 4) needs a level of empowerment to potentially make the unique The Ruby Eye and another level to make a Flame Helmet.
Both Celestial Master and Imperial Alchemist can have 2, but an 2 Celestial Master (1 in 5), with a Astral booster may make the unique Tome of High Power. Even with it, empowerment is needed climb higher.
3 Celestial Master (1 in 5) has an easy climb. With one easy to make Water booster can attempt the unique Orb of Atlantis. With Fire boosters, can make a Staff of Elemental Mastery.
Both Celestial Master and Imperial Alchemist can have 2. The 2 Imperial Alchemist (1 in 4) can attempt the unique The Tome of Gaia. With lots of boosters to get to 44, (and maybe an Air random instead of an Earth random because Air boosters are tough to get to), either can make a Staff of Elemental Mastery. Celestial Master has the right crosspaths for the unique Atlas of Creation.
2 Celestial Master (1 in 5) is the highest available. Celestial Masters have the right crosspaths for a Coin of Meteoritic Iron, the unique Tome of High Power, (both reasonably easy to get), the unique The Trapped Dreams of Hruvur, and the unique Atlas of Creation, (much harder).
The hero, Lu Tung-Pin - Immortal, has 3. It has the crosspaths to make the unique Tome of High Power, but, considering that the easiest Air booster to get is the Tome of High Power, it isn't very helpful.
No recruitable access. The hero, Li T'ieh-Kuai - Master With The Iron Crutch, has 2.
14 (a 1 Celestial Master (1 in 5) with three Glamour boosters), can Summon Fay Prince in Cold for 1 or cast Faerie Court in Cold for a 1 in 2 chance of 2.
3 can cast Forest Troll Tribe for at least 1.
2 Imperial Alchemist (1 in 4) is the highest available and with an Earth booster, (or just use an 2 Imperial Alchemist (1 in 4)), can make the unique The Tome of Gaia. A (path>N1}} Celestial Master (1 in 5) with two Nature boosters can make a Moonvine Bracelet.
2 Celestial Master (1 in 5), with Earth Boots and a Gossamer Veil, can make a Mirage Crystal. A 1 Celestial Master, with three Glamour boosters and a Fire booster, may make the unique The Sword of Many Colors. (The third Glamour booster is the difficult one to get.) The Celestial Masters also have the right crosspaths for the unique The Trapped Dreams of Hruvur, but getting all the needed boosters is rough.
2 can Contact Hull Jing for 3.
No national access. 5 can Awaken Treelord for a 1 in 3 chance of a stationary 1.
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