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machaka-ma

MA Machaka, Reign of Sorcerors

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

General Overview

FIXME

National Features

Race Military Magic Access Priests Buildings
Prefer Heat scales +2
Humans
Spiders (Size 5)
Pygmies (Size 1)
Light Infantry with Tower Shields
Hoplites
Archers and Poison Archers
Spies,
Spider Riders
fire 33 (rare 4)
earth 33 (rare 4)
nature 22 (rare 3)
death 22 (rare 3)
holy 22 Standard Forts

Capital Special Sites

God Forest God Mountain
Enables recruitment of:
Hunter Lord
Black Hunter
Spider Archer


Produces:
2naturegem per turn
1firegem per turn
Enables recruitment of:
Black Sorcerer
Sorceress
Bane Spider
Spider Warrior

Produces:
2earthgem per turn
Boost ritual range by 1 province.

Units

Commanders

A lot of armourless troops with few wearing plates. Those without armour have an unusually high map move of 18, something most cavalry don't have. As this is paired with Forest Survival they can potentially move between 2 to 3 provinces a turn.

Sprite Unit Name Special Attributes Comments
Machaka Scout
25
3
1
Stealthy (40)
Mountain Survival
Forest Survival
Scout.
Machaka Chief
40
2
1
Cheap 40 leader, never use outside fort building.
Machaka Commander
70
27
1
Forest Survival More expensive 80 ld Commander.
Spider Lord
110
26
2
wounded shape(Great Spider)
Forest Survival
Mounted
Commander on a spider. Don't add much more then a thug on a mount and that job could be done better by a Hunter Lord.
Ear of the Lord
90
3
2
holy 11
Sacred
Stealthy (60)
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.
Eye of the Lord
65
4
1
holy 11
Sacred
patrol bonus(15)
tax collector
Forest Survival
Priest, Small time leader, and decent at removing unrest and finding sneakers.
If you do take a bless you may consider getting spirit sight so he can catch glamoured elves.
Voice of the Lord
115
2
2
holy 22
Sacred
Forest Survival
Can cast the low level element holy spells and leadership 80.
Recruit if dealing with undead spam.
Witch Doctor
80
1
2
Forest rec+
fire 11death 11nature 11 7
Inept Researcher (4)
supply bonus (10)
Forest Survival
Your cheapest mage non-sacred mage.
As they can be mass-produced on the cheap in any labbed forest, they produce a lot of research, especially in Magic scales +3.
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.
Sorcerer
195
1
2
fire 11death 11nature 22random1100% 15
supply bonus (20)
Forest Survival
Your off cap major wizard.
For their cost, their paths are a bit scattered, but you can still do many things with them.
You definitely want to keep rolling so you have some nature 33.
While Black Sorcerers are your big Fire and Earth casters, Sorcerers still serve an important role as evocation blasters with Eagle Eyes to boost their accuracy and be your Devoted Death and Nature casters with a booster item.
Randoming earth may not be that useless for a Sorcerer, like Earth, Fire, Nature, some gems, and gear is the makings of an ok light thug (gold not wasted but situationally spent).
Sorceress
85
1
2
Capital Only
fire 11earth 11death 11random010% 11
Domion attracts units 20(Great Spider)
wounded shape(Great Spider)
Forest Survival
Female
Your early game Research power before the Witch Doctor Factorys come online.
Cap only researchers with respectable research points.
Similar paths as the Witch Doctor but trade Nature for Earth to become early game Magma casters.
Respectable survivability with a second shape so they can flee when their initial hp reaches zero. As an added bonus they also occasionally spawn some free spiders for chaff.
Hunter Lord
140
36
1
Capital Only
Sacred
wounded shape(Hunter Spider)
Forest Survival
Mounted
Heavily armored human thug riding a Hunter Spider.
Expensive but you can thug with him, using Machaka's forging power and any bless point you got out of your pretender.
Bane Spider
110
38
1
Capital Only
Darkvision 50%
Stealthy(50)
Assassin(2)
ambidextrous(2)
scale-walls
Forest Survival
A heavily armored assassin in full plate that scales walls and dual wields bane weapons.
Competes with the Black Sorcerer for cap recruitment, but you produce 2 each turn. They can take down an indie commander even if dying in the attempt, but their armour speed penalty does them no favors when being barraged by a mage (especially a Death mage).
If fighting a player, replace that Spider armor with something lighter and give them Boots of Long Strides and a pokemon Item if you want those mages to not show up for the battle the next day.
Alterativly you can take them with a posy of Spider Warriors for PD raiding.
Black Sorcerer
210
6
4
Capital Only
fire 22earth 22death 11random1100%+10% 17
Old Age(60/46)
wounded shape(Hunter Spider)
A old man feebly holding a Baneblade as deterrent. Despite his advanced age, he is your master of Earth magics, and is not so Squish as He transforms into a Massive Spider to soak lethal damage.
Despite Sorcerers being able to fill the role of Fire, Nature, and Death, they can't take Earth and magma from this old man.
A Black Sorcerer is a key component in turning the hoplites into a front line that can hold up to the pounding of other nations.
In addition, they bring down other spells like Maws of the Earth, Blade Wind, and Magma Eruption.
That they are easily able to reach Earth 3 also is an important milestone as he can make Dwarven Hammers for cheaper item construction.
Earthquake is quite useful as a hit & run spell as his spider form will save him from death if any armor he could have doesn't.
It might be a good idea to Twiceborn them if you have the gems.

Troops

Outside of pygmies, and units you would never use, most of your troops cost a lot of recruitment points and also resources.

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. Best use is siege chaff or as cheap throne garrisons.
Machaka Archer
10
3
9
Forest Survival Human short bow archers.
Rarely would there be a situation where you would use them over Pygmies.
Machaka Warrior
10
3
9
Forest Survival Lion tribe indies, the weakest indies.
Just avoid until armor becomes completely useless on the battlefield.
Machaka Warrior
10
4
9
Forest Survival
Machaka Hoplite
14
27
18
Formation Fighter(2)
Forest Survival
Your main line troops that make up for the rest of the trash Middle Age brought in. These out-compete the hoplites of Arcoscephale with better defence skills and shield parry, at the cost of a flimsier shield and less head prot. They will produce 4 attacks x 15 damage per square the same as Arco's, however it's the defence skill that carries the day along with their repelling capabilities.
Add in all the troop buffs including offensive variants like Weapons of Sharpness, Strength of Giants, and you now have an all-round unit that can fill both offensive and defensive capabilities. Totally makes up for the rest of Machaka's trash line up, eh?
Spider Archer
12
4
20
Capital, Forest with Lab rec+
Forest Survival Man with poison Arrows. 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 sides 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 Warrior
25
36
31
Capital only
Darkvision 50%
Stealthy(40)
ambidextrous(1)
Forest Survival
Elite plate warriors with high quality dual wielding. Basically a 19 prot Ulm variant with two swords, that gives up extra prot for Stealthy and darkvision, how cool!
Expensive to make, they are effective at clearing out moderate groups of indies and pd with almost no casualties.
If lead by a Bane Spider, they can pull off a ghetto elfing strategy and raid from the shadows.
Spider Rider
25
4
36
Forest Survival
wounded shape(Great Spider)
mounted
A cross of Spider Archer and Spider Knight. you will be paying a premium for a naked archers and a spider.
You get the most use out of them by having them stand directly behind Hoplite lines as they shoot poison arrows and short range entangling webs.
Spider Knight
35
26
46
Forest Survival
wounded shape(Great Spider)
mounted
Most people don't realize that they are the allstars of your early game expansion.
Not only they are well statted but slow knights units with a decently big HP pool, but their web attacks will shut down most indies and except knights.
Having a square with no orders will gunk up the enemy so they can't attack while they go in with thier Spears and Death poison Fangs.
After expansion they start a side role of specialists. Still faster then Hoplites, they specialize in messing with High Defence enemies like elves. They poison fangs don't work well on high prot, but do very well against non-regenerating, Fire/Shock immune giants with Blood Bond and Fortitude.
Black Hunter
115
36
46
Capital Only
Sacred
Forest Survival
wounded shape(Hunter Spider)
mounted
A lessen on how the rule of cool can drag a nation into the mud. Black Hunter don't exist, THIS nation has NO sacred troops.
This unit takes what made Zhayedans so powerful and made many small changes to make it a terrible sacred. They are too expensive for what they try to do.

Heroes

Sprite Unit Name Special Attributes Comments

Ainra - Lady of Spiders
fire 11earth 33death 33 19
Shapechanger(Great Spider)
Forest Survival
female
Powerful Earth and Death mage with a second spider health pool.
Best way to get to death 44 spells, and one boost away from Lichs
Abasi - Hero
Forest Survival
inspirational(1)
Inspirational leader for free, may also used in minor arena battles.
Save for late game with morale boost items for a army that is hard to rout.
Yasini - King Triumphant
holy 33
Sacred
Forest Survival
inspirational(1)
awe(1)
Throne claimer, and a 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 siege chaff.
Mchumba - Ape Oracle
nature 11 7
supply bonus (10)
Fortune Teller (10%)
Forest Survival
animal
Female
Only use is to have her sit around and prevent bad events.

Magic

National Spells

Machaka doesn't have anything note worthy.

  • Herd of Elephants: nature 22 Conj 3 for 25 ( Elephantx5 + 1/2 [lv]). Uses Nature gems instead of gold to get Elephants for expansion parties.
  • Pride of Lions: nature 22 Conj 3 for 10 ( Great Lionx10 + 1/2 [lv]). Turns nature gems into low tier killing power. Ok if your getting rushed in the early game but they don't do much after that.
  • Get special Reanimations. Longdead, Longdead, Longdead Hoplite. 2/3 of undead are fully amroed skeliees. Hoplites are the Best kind of undead as they have good gear, and fit 4 in a square ontop of magicly spamable.

Magic Access

You are a Fire, Earth, Death, and Nature nation with all your wizards paying at least a premium to have a path in at least three of them. While a better nation would pay less for a wizard that's can be Earth 2, you get a spread of 1s. This does open your wizards up to multiple crosspaths. Lots of your stronger mages come about because you can forge a lot of the boosters (ie. Earth Boots, Dwarven Hammer, Skull of Fire, Flame Helmet, Thistle Mace, Skull Staff).

On Average you can get fire 55, earth 55, death 33, and/or nature 33 out of your Sorcerers or Black Sorcerers with items during combat.

With luck and boosting you can get King of Banefires, King of Elemental Fire and King of Elemental Earth.

Summon Spectre can break you into Water and Astral, if you get lucky it may let you go further up in them and earth.

Combat Magic

Machaka consists of hoplite buffing and evocations.

Using spells like Wooden Warriors, Legions of Steel, Strength of Giants, and topped with Weapons of Sharpness for Machaka Hoplites

Another part is evocation. You are likely to have a lot of Witch doctors and Sorceresses for researchers, in the early game they can spam Magma Bolts, Bane Fire Dart, Frighten, Web, Swarm to denture attackers as a fast-moving magic death stack. Eagle Eyes is very useful in making every Fatiguing magic missile count.

You have big fire with Flaming Arrows on Pygmies, and a combo of Flame Ward then Heat from Hell and/or Fire Storm. Also, some big earth spells done by the Black Sorcerors.

With a Skull Staff, you can skelli-spam, but definitely not so good as more dedicated Death nations, but if you going on mage only raids, having some Longdead, or Corpse Candles for interception will give you time to wipe armies.

Ritual Magic

In terms of good things to cast, if you can get the boosters you can't normally forge, spend gems, or make a pretender for, there are good Global enchantments. As a forging Earth nation, you are naturally going to have Forge of the Ancients letting you churn out items that were slightly out of your mages reach and at an extremely discounted price. Riches from the Beneath can also help you out if you need more gold and Resources but more often you will get recruitment point limited. Like any other nature nation, if Pangaea is not in, then also Mother Oak is up for grabs.

IF you want stronger Death mages, having your lucky random mages be Twiceborn ensures they survive their first death and have a chance to give you that coveted death 55 or at least death 44 then give him a Skull Staff. With Forge of the Ancients you can also get access to the boosters needed to make Lamia Queens and Lichs.

If you want a summoned army Contruct Mandragora is a good value for Sorcerers, with its high strength and two additional High Fatigue attacks.

If you want to spam undead, if you get an early enough start down to Conj 7. Summon Mound Fiend is a natively castable spell that could net you hoards of Longdead and Longdead Horseman.

Despite all the forging, you do lack Heavier chassis to thug. King of Banfires and King of Elemental Fire can be used for this.

Magic Items

Machaka greatly relies on Earth, Fire, Death, and Nature boosters for the mages to be most effective. Having Skull of Fire and Fire in a Jar turn Wichdoctors into Fire spammers. With all the already fast-moving mages, Boots of the Messanger lets them zoom with 27 mapmove in addition to reinvigoration. Shademail Haubergeon is also an option that with the boots allows for mage raids.

National Dicount Items

  • Kithaironic Lion Pelt: Const2, nature 11earth 11, 2naturegem1earthgem. A cheap Low encumbrance item gives both body and head prot. This is definitely something you would mass-produce to give to all your mages to let them survive many big evocations like Earthquake.
  • Bane Blade: Const2, death 11, 4deathgem. Comes in one and Two-handed variants. Cheap anti-thug weapon with its Decay effect.
  • Totem Shield: Const4, nature 11astral 11, 4naturegem4astralpearl. Need outside help since astral is not a national path. Causes 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 midgame 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

machaka-ma.txt · Last modified: 2021/11/03 18:08 by joste