"The Machaka of the early age is influenced by the old pen and paper RPG 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, heart, hand, head and leg, did not feel right and was replaced with animals, more fitting with the spiders of the middle age.
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 divided into totemic clans. The clans follow their totemic spirits and worship them as bringers of civilization and tell myths about their interactions with men. For centuries the Lion Clan has dominated the others and formed a unified kingdom under their wise rule. The Lion Clan is blessed by Lion and they are superior to other men. The Great Men of Mababwe, called ’Colossi’ by Arcoscephalean historians, have ruled the plains since Hyena was coerced to teach metalworking to men and Rhino was defeated by spears longer than his. From Great Mababwe, the semi-divine Colossi of the Lion Clan rule their lesser kin as sacred Kings and Queens. There are many totemic clans, but some have been more influential. Hyena, Rhino, Elephant and Spider all serve Lion with their totemic masters’ skills and guidance. Recent contact with Berytos and other nations has seen the rise of ambition among the Colossi royalty and the Lion Kings are preparing for the Awakening of Lion. Machakans prefer hot lands.
Machaka is a weird nation. It has a ton of variations of the same few soldier types, most of which aren't worth using, and a ton of specialists and powerful mages restricted to four paths. Almost all of your mages have two or more magic paths, and most of them have three. Research is unfortunately hampered by your Mages being either expensive, subversive, slow-to-recruit, or inept researchers, so you'll have a strange late-game if you're not planning for it from the start.
Race | Military | Magic Access | Priests | Buildings |
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Highly-varied Humans Colossi (Size 3) Pygmies (Size 1) | Light Infantry with Tower Shields Archers Rhino Clan: Heavy Infantry Spider Clan: Poison, Spies, Spider Riders Good-Morale Lions & Elephants Sacred Colossi Lion Warriors | 3 (rare 4) 3 (rare 4) 3 (rare 4) 3 | 2 | Standard Forts |
Forest of Spider | Great Mababwe | ||
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Enables recruitment of: Spider Clan Sorcerer Spider Clan Archer Spider Clan Warrior Spider Rider Produces: 1 per turn 2 per turn | Enables recruitment of: Lion Queen Lion King Lion Warrior Produces: 2 per turn 1 per turn |
Machaka has some cool guys, but it lacks super-good Leaders and super-cheap Research.
Sprite | Unit Name | Special Attributes | Comments |
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Machaka Scout 25 3 1 | Stealthy (40) Mountain Survival Forest Survival | Scout for scouting. | |
Rhino Clan Commander 40 13 1 | He'd be a lot better if he could lead 80. Leading 60 is still kinda respectable, though. | ||
Lion Clan Commander 75 8 1 | Your more-expensive leader of 80. Even if you're not hiring tons of troops, you'll want the line formations and the morale boost. | ||
Voice of Spider 75 3 2 | Sacred Stealthy (60) Forest Survival Spy | One of the cheapest Spies in the game, especially since his upkeep is halved. Spies tend to provide more thorough information than scouts, and they can be used to stir unrest if you're bored. |
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Voice of Lion 80 2 2 | 11 7 Sacred Supply Bonus (10) Beastmaster (+2) | A decent expansion commander and leader of animals. He's also your cheapest research monkey in the long-term (due to his reduced upkeep costs). |
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Spider Clan Witch Doctor 80 1 2 | 111 7 Resist Poison (5) Inept Researcher (-4) Supply Bonus (10) Forest Survival | Your cheapest non-sacred mage. His odd-looking set of paths is a potentially dangerous combo using evocations en masse. Eagle Eyes helps with precision on landing evocations, and you can then have these guys spam Bane Fire Dart, Frighten, or (with a gem) Phoenix Power and Fireball. He's also your best short-term Research Monkey (he ties with the Lion Priests in gold-per-point, but those guys need Temples). |
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Hyena Clan Witch Doctor 165 1 2 | 112 13 Disease Healer (1) Heretic (1) Wasteland Survival | Your fast Researcher (fort-turn-wise) and your minor skele-spammer. They're old, but their disease healer trait will typically cover for that problem. They also lower dominion a little, but the effect isn't very noticeable. |
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Bouda 215 3 4 | 1221100% 17 Forge Bonus (1) Cause Unrest (+2/Month) Heretic (2) Wasteland Survival Shapechanger: Werehyena | The powerhouse of the nation. They're not just great forgers who can craft Dwarven Hammers; their Werehyena form gives them amazing mobility + Stealthy and puts their Raider-ready paths to use. Don't keep them in territory that you care about, though. |
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Spider Clan Sorcerer 175 1 4 Capital Only | 1112100% 100% 10% 15 Poison Resistance (5) Supply Bonus (10) Forest Survival | The cheapest of your slow-to-recruit mages. The Spider's unique magic within the nation is just the death/nature crosspath. At least the Sorcerer has no negative effects, and he's only slightly-less Gold-efficient than your Spider Clan Witch Doctors in terms of Research (11.667 gold-per-point vs. 11.429). Their random paths decide whether they substitute for a Bouda or one of the Lion royalty. |
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Lion Queen 320 8 4 Capital Only | 3121010% 17 Sacred Fire Resistance (5) Supply Bonus (20) | Your 3. Climbing Fire is as simple as crafting a Skull of Fire, giving it to this lady, and having her craft a Flame Helmet. She can then summon a King of Elemental Fire. You don't need a lot of these girls, unless you favor Elemental-spam or see yourself bullying a nation without Fire Resistance in your future. |
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Lion King 350 11 4 Capital Only | 2132010% 17 Sacred Poison Resistance (5) Supply Bonus (30) | Your 3. Most of your guys are unarmored or under-armored schmucks who could use Nature's buffs, such as Mass Protection. They go well with their Queens in that sense. Like with the Queens, you don't need that many, though every army you have will probably want one for at least the Sermon of Courage. |
Sprite | Unit Name | Special Attributes | Comments |
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Pygmy 5 2 2 | Forest Survival | Weak but cheap size 1 archers, As a nation with Fire, Earth, and Nature paths, they can actually be a significant threat since they take point buffs super well. | |
Machaka Militia 7 2 3 | Very cheap cannon fodder. The best use is siege chaff since they give the normal human amount for less gold while the Pygmies don't give a lot of it | ||
Bird Clan Archer 10 3 9 | Human short bow archers with slightly above average precision. Rarely there would be a situation where you would use them over having mages buffing Pygmies. |
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Machaka Warrior 10 2 9 | Naked human with a hide shield. Hyena Clan is better than them for barely more resources. Only takeable in the likely situation you need cheap numbers that live a second longer then militia and happened to dump Sloth 3. |
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Hyena Clan Warrior 10 5 9 | Wasteland Survival | Human in furs with a javelin and shield with high parry value. Your main expansion unit as javelins are very good at clearing barbarians especially when you have a mage around. Low morale of 9. |
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Rhino Clan Warrior 13 13 16 | Formation Fighter(2) | Your mainline troops. Rhino Clan is above average human with decent armour for the EA and produces 4 damage 17 attacks per square. add in all the troop buffs you have and you have a fairly reliable line unit. |
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Lion Clan Warrior 14 6 18 | Pay more to have a Rhino Clan with slightly lower stats, barely any prot, but slightly higher morale, defense, and attack skill. A very situational pick when those +1s outweigh having amour. +1 can make a difference when dealing with enemies with higher defense or being subjected to multiple morale checks. Their 16 map move lets them attack a plains/farmland province from further away, giving the Lion Clan a tactical advantage normally reserved for cavalry. |
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War Lion 20 1 14 | Animal Darkvision (50) Undisciplined | Using forts over Gems to produce Great Lions. Situational counter rush option with its speed and damage out but dies quickly. |
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War Elephant 100 20 33 | Animal Trample | The trampler expander for Machaka. Slightly better then other EA elephants as they have better morale, especially when lead by a Voice of Lion. They still are not good against other players and will trample your own troops when they inevitably rout. |
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Spider Clan Archer 12 4 20 Capital Only | Forest Survival | Man with poison arrows. Despite how much recpoints they cost, you should be having a few stacks of them in reserve. Their poison is effective at trading with thugs, armies, and raiders without poison resistance. Both side will be losing resources, but you're very likely to bleed a enemy player dead if they try to rush you. This is a reason Machaka can stay in a game despite its shortcomings. | |
Spider Clan Warrior 12 5 14 Capital Only | Forest Survival | Machaka Warriors with poisoned spears. Cost less rec then Spider Clan Archer but you're guaranteed to lose them as they have to go into melee with only a shield for protection. At least they do more poison damage than archers. | |
Spider Rider 30 5 46 Capital Only | Forest Survival Wounded Shape(Great Spider) | A partly confused unit, being a Spider Clan Archer mounted on a Spider. The archer dies quickly but turns into a better protected Great spider that will rush the enemy. You do actually want them to get into melee. They have a special web attack that entangles the enemy, making them easy pickings for your hoplites. When fighting difficult line troops, Spider Riders can give you a additional edge when in the mix or a square behind using their poison and web attacks. They are still fairly frail, so only use by mixing them directly behind the fighting. |
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Lion Warrior 40 26 23 Capital Only | Sacred | They are expensive half-giants with good stats. They are not something that will carry an army but is useful in supporting it when fighting tough player units. In addition to their high damage, their clubs also cause a lot of fatigue damage. They are effective at smashing high prot foes and fatiguing them out if that doesn't kill them. |
Sprite | Unit Name | Special Attributes | Comments |
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| Ainra - Lady of Spiders | 133 19 Shapeshifter(Great Spider) Forest Survival Female | Powerful Earth and Death mage with a second spider health pool. |
Abasi - Hero | Forest Survival Inspirational (1) | Inspirational leader for free, may also be used in minor arena battles. Save for late game with morale boost items for a army that is harder to rout. |
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Yasini - King Triumphant | 3 Sacred Forest Survival Inspirational (1) Awe (1) | Throne claimer, and and better leader then Abasi. | |
Mwaka - Crowned Ape | 1 Sacred Forest Survival Animal Dominon attracts units (Great Ape) | Big 120 leadership commander and gets some extra ape siege chaff. | |
Mchumba - Ape Oracle | 1 7 Supply Bonus (10) Fortune Teller (10%) Forest Survival Animal Female | Only use is have her sit around and prevent bad events. |
This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.
Machaka doesn't have any noteworthy national spells.
Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, link to Not-Lola's Basic Magic Use Guide.
This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.
With all the cross paths, and Boudas, Machaka is a Forging nation, able to get a great discount on items with Dwarven Hammers and have all paths for some of the better thug items.
items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Add links to guides or other overviews for this nation here.
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |