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machaka-ea

EA Machaka, Lion Kings

Lore

"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.

General Overview

FIXME

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 Magic 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 at Researching, so you'll have a strange late-game if you're not planning for it from the start.

National Features

Race Military Magic Access Priests Buildings
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
nature 33 (rare 4)
fire 33 (rare 4)
death 33 (rare 4)
earth 33
holy 22 Standard Forts

Capital Special Sites

Forest of Spider Great Mababwe
Enables recruitment of:
Spider Clan Sorcerer
Spider Clan Archer
Spider Clan Warrior
Spider Rider
Produces:
2deathgem per turn
1naturegem per turn
Enables recruitment of:
Lion Queen
Lion King
Lion Warrior

Produces:
2earthgem per turn
1firegem per turn

Units

Commanders

FIXME Placeholder

Sprite Unit Name Special Attributes Comments
Machaka Scout
25
3
1
Stealthy (40)
Mountain Survival
Forest Survival
Scout.
Rhino Clan Commander
40
13
1
Cheap 40 leader, never use outside fort building.
Lion Clan Commander
75
8
1
More expensive 80 ld Commander.
Voice of Spider
75
3
1
Sacred
Stealthy (40)
Forest Survival
spy
Sacred Spy so paying less gold over time compared to other spies.
he is the one that gets you the most accurate information and may cause some unrest for the enemy.
Voice of Lion
80
2
2
nature 11holy 11 7
Sacred
supply bonus (10)
Beastmaster (+2)
A decent expander commander and leader of animals.
Can lead sacreds and herds of animals, but during expansion he is more suited at shuffling the stacks of mundane warriors while casting spells.
Spider Clan Witch Doctor
80
1
2
fire 11death 11nature 11 7
resist poison(5)
Inept Researcher (4)
supply bonus (10)
Forest Survival
Your cheapest mage non-sacred mage.
Despite looking like it has confused magic pathing, it's actually a dangerous combo using evocations on mass.
Eagle Eyes helps with precision on landing his Evocations, spamming Bane Fire Dart, Frighten, or Phoenix Power and Fireball.
Hyena Clan Witch Doctor
165
1
2
fire 11earth 11death 22 13
Disease Healer(1)
heretic(1)
Wasteland Survival
Your fast researcher and minor skeli spammer.
They are old but the Disease healer fixes their major problem.

Bouda
Werehyena
215
1
4
fire 11earth 22death 22random1100% 17
forge bonus(1)
Cause Unrest (+2 Per Month)
heretic(1)
Wasteland Survival
Shapeshifter(Werehyena)
Thow powerhouse of the nation.
Not only great forgers with a massive discount with a Dwarven hammer, but also turns into a stealthy werehyena with massive map move and mage raiders paths.
Don't want them to hang in your territory that you care about.
Spider Clan Sorcerer
175
1
4
Capital Only
fire 11death 11nature 11random2100%+100%+10% 15
resist poison(5)
supply bonus (10)
Forest Survival
The cheapest of your slow to recruit mages. Doesn't do anything special but will cost you less gold with no negative effects.
Lion Queen
320
8
4
Capital Only
fire 33earth 11nature 22holy 11random010% 17
Sacred
resist Fire(5)
supply bonus (20)
Your great Fire mage. only need a few, casting big evocations like Firestorm and Magma Eruption (with earth boosts).
Since you can forge all the fire boosters, she is also a fire king summoner and efficient at creating Terracotta Soldiers.
Lion King
350
11
4
Capital Only
fire 22earth 11nature 33holy 22random010% 17
Sacred
resist poison(5)
supply bonus (30)
Discription

Troops

Sprite Unit Name Special Attributes Comments
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 Pygmys don't give a lot of it
Bird Clan Archer
10
3
9
Human short bow archers with a 1 point above average.
Rarely there would be a situation where you would use them over having mages buffing Pygmys
Machaka Warrior
10
2
9
Nacked human with a Hide shield. Hyena Clan is better than them for barely more resources.
Only takable in the likely situation you need cheap numbers that live a second longer then Militia and happened to dumb Sloth 3
Hyena Clan Warrior
10
5
9
Wasteland Survival Human in furs with a javelin and Sheild with high parry value.
Your main expansion unit as javelins are very good at clearing barbarians especially when you have a mage around.
Rhino Clan Warrior
13
13
16
Formation Fighter(2) Your mainline troops. Most people don't normally think of Hoplites in iron armour when you say, African warrior.
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.
Lion Clan Warrior
14
6
18
pay more to have a Rhino Clan with slightly lower stats, barely any prot, but slightly higher Moral, Defence, and Attack skill.
A Vary situational pick when those +1s outway having amour.
+1 can make a difference when dealing with enemies with higher Defence or being subjected to multiple moral checks.
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.
War Elephant
100
20
33
animal
trample
The Trampler expander for Machaka. Slighty better then other EA elphants as they have better moral, especially when lead by a Voice of Lion.
THey still are not good agent other players and will trample your own troops when they will inevitably rout.
Spider Clan Archer
12
4
20
Capital Only
Forest Survival man with poison Awrows. Dispite how much Recpoints they cost, you should be having a few stacks of them in reserve. Thier poison is effective at trading with thugs, Armies, and raiders without poison resistance. Both side will be losing resores, but your 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 your garinted to lose them as they have to go into melee with only a shield for protectinon.
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 actaly want them to get into melee. They have a special web attacks 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 thier poison and web attacks.
They are still fairly frail, so only use by mixing them directly behind the fighintg.
Lion Warrior
40
26
23
Capital Only
Sacred They are expensive Half-gients with good great. They are not something that will carry a army but is useful in supporting it when fighting tough player units.
In adtion to thier high damage, thier clubs also cause a lot of fatigue damage. They are effective at smashing high prot and fatigue them out if that don't kill them so thier easyer to deal with (less effective the bigger the size is).

Heroes

Sprite Unit Name Special Attributes Comments

Ainra - Lady of Spiders
fire 11earth 33death 33 19
Shapeshifter(Great Spider)
Forest Survival
female
Powerful Earth and Death mage with a second spider health pool.
Abasi - Hero
Forest Survival
inspirational(1)
insperational leader for free, may also used in minor areana battles.
save for late game with moral boost items for a army that hard to rout.
Yasini - King Triumphant
holy 33
Sacred
Forest Survival
inspirational(1)
awe(1)
Throne claimer, and and better leader then Abasi.
Mwaka - Crowned Ape
holy 11
Sacred
Forest Survival
animal
Dominon attracts units (Great Ape)
big 120 ld commander and gets some extra ape sige chaff.
Mchumba - Ape Oracle
nature 11 7
supply bonus (10)
Fortune Teller (10%)
Forest Survival
animal
Female
Only use is have her sit around and prevent bad events.

Magic

National Spells

Machaka doesn't have anything not worthy.

  • Herd of Elephants: nature 22 Conj 3 for 25 ( Elephantx5 + 1/2 [lv]). Use Natue gems instead of gold to get Elephants for expansion parties.
  • Pride of Lions: nature 22 Conj 3 for 10 ( Great Lionx10 + 1/2 [lv]). Turn nature gems into lowterir killing power. Ok if your getting rushed in the early game but they don't do much after that.

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

With all the cross paths, and Budas, 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.

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

  • Kithaironic Lion Pelt: Const2, nature 11earth 11, 3naturegem2earthgem. A cheap Low encumbrance item gives both body and head prot. Defiantly something you would mass-produce to give to all your mages.
  • Totem Shield: Const4, nature 11astral 11, 4naturegem4astralpearl. Need outside help since astral is not a national path. Couses the attacker to become Cursed, will lose out to a Vine Shield in most situations.
  • Spirit Mask: Const4, death 22nature 11, 8deathgem4naturegem. Gives some MR, and auto-cast Frighten. in the Midde game having a commander passively spamming fear spell can swing a fight in your favor.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

machaka-ea.txt · Last modified: 2021/02/20 23:31 by fenrir