The Kingdom of Man was once the land of Fomoria, or at least a land connected to that one. Though a bountiful domain, the Fomorians did a lot of damage to the place through their wars with Partholonians, Nemedians, and finally the Tuatha. Their back-and-forth with those superhuman elves, with the half-elven Fir Bolg used as peons by both sides, ultimately ended with Fomoria ruined and the Tuatha victorious; not that their victory was long-lived, for then humanity arrived.
The first humans in Man were the Logrians, guided by warrior-shamans of a seemingly-Ulmish background. Migrating to the once-Fomorian landmass, they coexisted with the Fir Bolg at first, but expelled most of them the moment an opportunity arose. This chance came with the Milesian invasion of the Tuatha's imperial core (now known as Eriu), causing the Tuatha and their Sidhe descendants to abandon Fomoria in a bid to salvage the situation. From there, the Logrians' new home was called Logres; that was the only thing the various Logrian tribes could agree on, however, and they entered a period of feuding petty kings.
Logres became Man with the arrival of the Witches, non-Logrian ladies who heard notes of magic from the forests and came to find the full songs. Eventually they found their prize, the Enchanted Forest of Avalon, and treasure troves of Sidhe spellsongs. Their discovery made them the most powerful beings in the land, so they united Logres and chose a non-Logrian King for it. The Logrian families remain as much of the Kingdom of Man's nobility, but their men are forbidden from joining the Witches' coven; the closest some can get, aside from eavesdropping and becoming Bards, is through supplicating to the Witches and becoming their Wardens.
Man is a human kingdom modeled after the myths of King Arthur and the kingdoms of Andor and Tar Valon in the The Wheel of Time book series. The Logrian element of the nation (with Logres being the name of King Arthur's dominion in The Matter of Britain) was more-or-less added in Dominions 4, to represent the Anglo-Saxons; they ran petty kingdoms until forced to unite by outside pressures, mainly from the Norse and their descendants.
Summary: Man is the prototypical human nation, with high quality equipment on their troops, but vulnerable, frail human bodies with no special attributes. On the battlefield, the nation can field both heavily armored knights and long ranged longbowmen. Man has excellent access to nature and air magic and can use nature based communions. This allows easy access to powerful nature and air buffs, as well as strong air conjuration and evocation magic. Man has minor access to earth, water, and fire, and may need to address some holes in magic diversity during pretender creation.
Race | Military | Magic Access | Priests | Buildings |
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Humans Neutral Temperature | Medium & Heavy Infantry Special Scouts Longbowmen Knights (Heavy Cavalry) Out-of-Fort alternatives for everything | 4 (rare 5) 3 (rare 4) 2 1 (uncommon, rare 2) 1 (uncommon) Spell Singers Chorus Communions Heroes: 3, 232 | Weak (1) Stealthy All can Research | Castles Temples cost 200 |
Capital Income: 3, 2
National Mechanics: Cheap (200g) temples. Some recruit out-of-fort units and mages.
Nature based communions: Spellsingers can use the N1 spells Chorus Master and Chorus Slave. Other mages may also enter the communion using astral or blood magic, or forged items. The communion functions as normal except that chorus slaves will leave the communion if they fall unconscious.
Forest of Avalon | |
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Enables recruitment of: Lord Warden Warden of Avalon Knight Commander of Avalon Knight of Avalon Produces: 3 per turn |
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Tower of Avalon | |
Enables recruitment of: Crone of Avalon Produces: 2 per turn |
Sprite | Unit Name | Special Attributes | Comments |
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Royal Forester 40 8 1 Forest Rec+ | Stealthy(55) Ambidextrous(1) Patrol Bonus(5) Forest Survival | A Scout that doubles as a cheap Patroller. Costwise for patrolling it is better to recruit only Royal Foresters instead of the Forester | |
Castellan 70 22 1 | Your standard milquetoast Leader. | ||
Monk 25 1 1 Foreign Rec+ | 1 3 Sacred Stealthy(40) Divine Insights | Your cheapest Scout, Priest, and Research Monkey by a mile. Monks are easy to mass, but the number of Monks that can Research in a given province is capped by the number of candles present. As Man has cheap temples, it is easy to risk building some outside forts. This allows spamming monks from those provinces while leaving forts to recruit mages. Excellent against undead especially when using communions to buff prophet to level 5 and casting Divine Channeling. | |
Bard 75 5 2 | 1 7 Stealthy(50) Supply Bonus(10) Spy Spell Singer Forest Survival | Your Spy/advanced Scout. Now that he's not priced at 110 Gold & 21 Resources, he can double as your go-to Chorus Slave. | |
Daughter of Avalon 85 1 2 | 11100% 9 Sacred Supply Bonus(10) Spell Singer Forest Survival Female | Your designated Chorus Slave for the Mothers and Crones – not cheap for this role, but fairly useful outside of it anyway. She now has to compete with the Bards, but the Bards don't have her Magic nor research skills. If you're already full of Monks, the Daughters are your second-most-efficient Research Monkeys (9.44 gold-per-point vs. 8.33). |
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Mother of Avalon 175 1 2 | 112100% 100% 20% 11 Sacred Stealthy(40) Supply Bonus(10) Spell Singer Forest Survival Female | Your "budget" power Mage, often boasting 3 or 2 without the need for Boosters, two quite-decent options for Combat Magic. The former option also has a fair amount of rituals. Their age may vary a LOT, however. if you're trying to raid with blessed Wardens or Dogs, the Mothers are your best option for leading the strike team. |
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Knight Commander of Avalon 120 56 1 Capital Only | Forest Survival Recuperation Mounted | Mounted Commanders are primarily good at shuffling troops within your borders, but the Unicorn mount makes these guys potentially-good thugs. Good at leading Knight of Avalons as emergency force to reclaim provinces. Forest survival and 20 map move allows attacking an enemy province through one owned province. | |
Lord Warden 160 29 1 Capital Only | Sacred Stealthy(40) Ambidextrous(2) Forest Survival | Your Stealthy Sacred Leader. He really wants to be a thug or an "elf"; it's a shame that he's still a Size 2 Human without Magic or a Shield. He can lead a large number of your Stealthy troops during raids: Foresters, other Sacred Warden of Avalons, and your Dog Summons. He can even put them in formations. | |
Crone of Avalon 335 1 4 Capital Only | 2311100% 10% 17 Sacred Resist Poison(5) Supply Bonus(30) Spell Singer Forest Survival Old Age Female | Your best Mage. 3 allows for full-size Air Elementals, while 4 allows for Mass Regeneration, and even random Water or Earth Crones can be boosted to satisfactory levels for other powerful spells. Their age should not be understated, however, even though they're Nature Mages. | |
Logrian Wise Man 90 7 2 Foreign Rec only | 11100% 5 Inept Researcher (-4) | The 2 guys can wear Earth Boots or cast Summon Earthpower to cast amazing troop buffs. Also your only source of Fire, albeit not a lot of it. Primarily good for Site Searching or as a fluffer, as the 4-point RP penalty makes them sub-par Research Monkeys. |
While some nations' troops gobble up Gold, others gobble up Resources, and still others gobble up Recruitment Points, Man has the misfortune of relying on all three. This makes choosing which Scales (Order for Rec Points, Productivity for Resources, etc.) to favor or dump somewhat tricky, though Man is one of those nations that doesn't need a Bless.
Sprite | Unit Name | Special Attributes | Comments |
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Logrian Slinger 9 8 6 Foreign Rec+ | Your cheapest troop choice. They obviously lose out to Longbowman in terms of value, but they're still useful if you need to make an army of ranged attackers or Siege chaff on the fly. They come with an axe, so they can inflict some damage before they die in melee. They're also the first unit in the game's code, ID-wise. |
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Longbowman 10 7 13 | Archers gifted with the magical ability to actually have a chance of hitting something. Crossbowmen aren't widespread in MA, so press your advantage while you can. | ||
Spearman 10 9 9 | This guy's only difference from Indie Heavy Infantry is that he wears green pants. | ||
Longspear 10 13 9 | This guy's only difference from Indie Heavy Infantry is that he carries a longer spear. (Also the green pants, don't forget those.) |
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Logrian Warrior 12 15 9 Foreign Rec+ | Logrians have +2 HP & +1 STR over normal Men, and these guys also have +1 ATT. These guys are also better-equipped, and can perform decently during expansion. | ||
Tower Guard 12 18 14 | Castle Defence Bonus(1) | More-spammable defense linemen, compared to your Landless Knights. They're also pretty-efficient for propping up your Castle walls, if you think you'll need Siege chaff. | |
Forester 12 7 14 Forest Rec+ | Stealthy(55) Ambidextrous(1) Patrol Bonus(1) Forest Survival | Bowmen with dual-wielding. They function as Ranged raiders, picking off weak PD with their bows, and then using their axe and dagger to finish off whatever charged at them. They're kind of screwed if their targets can get a hit in, but that shouldn't happen unless they also have bows. |
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Landless Knight 13 24 16 | Fill the role of very-heavy linemen, boasting the highest melee durability of Man's foot Roster. | ||
Logrian Cavalry 25 19 26 Foreign Rec+ | Mounted | Swift Light Cavalry with a little extra bulk. They're probably better than anything else you can pick up in a freshly-conquered Indie province, though certainly not cheap without a Fort. | |
Warden of Avalon 26 28 31 Capital Only | Sacred Stealthy(40) Bodyguard(3) Forest Survival | Fully-armored raiders and Witch-Bodyguards. They can be used to safely clear PD without a bless, but they can also be your solution to problematic enemy Sacreds. No one else that you have hits harder, aside from your Knights with their initial lance charges, and you could gain a bit from making them more accurate with their swings. | |
Knight of Man 40 51 46 | Mounted | Fairly-alright non-sacred Heavy Cavalry. All of that armor is quite Resource-intensive, and it slows them down significantly compared to Man's staple Light Cavalry and Unicorns. The aforementioned Unicorns are a better choice from the capital, at least if you're not penny-pinching. | |
Knight of Avalon 60 56 48 Capital Only | Forest Survival Recuperation Mounted | Heavy Cavalry power with Light Cavalry speeds, featuring a three-hit combo that covers all Physical Resistances and Invulnerability/Etherealness. They're not sacred, despite their ludicrous price tags, so they're expensive both with the initial purchase and their upkeep afterwards. That being said, they're still great for expansion (though a tad slow if your Scales aren't great) and glorious at most other things. |
You get seven of these things, and one of them is a multihero that you can get a theoretically-infinite amount of. All of your Mage heroes have wonderful paths for boosters, mainly the Moonvine Bracelet that boosts Nature.
Sprite | Unit Name | Magic | Special Attributes | Comments |
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Knight of the Stone | Mounted Multihero | He's not a terrible Multihero; his stats are neat, and he can lead your armies. The Mages are nicer, though. |
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Bernlad - Green Knight | Regeneration (10%) Stealthy (40) Forest Survival Recuperation Mounted | The best of your physical thugs! Try to guess why. Bernlad's dream is to find The Vale of Unicorns, which gives you ANOTHER place to recruit Knights of Avalon from, but he'll only find it where it's present. He can also give you up to three free Knight Commanders, by stealing them from provinces that raise their own Knights. |
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Rhianne - Heroine | Patrol Bonus (25) Forest Survival Recuperation Mounted | Certainly isn't Bernlad. 21 Defense is neat, though. |
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Brangwen - Blind One | 233121 | Sacred Resist Poison (5) Supply Bonus (30) Old Age Fortune Teller (10%) Spell Singer Blind | He's your only Mage-Hero who isn't a complete jerk. (Brangwen's actually a girl, but Illwinter forgot to give them the Female tag. Oops!) Hopefully you don't get him too early! |
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Nog - Ettin King | Ambidextrous (6) Gluttony (3) Unsurroundable (1) Undisciplined Mountain Survival Forest Survival Stupid Eyes (4) Retinue: Tower Guard (2 - 12) | A big boy. His retinue is neat! In battle, keep him AWAY from your Mages. You can also berserk him to negate the effects of stupid. |
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Myrddin - Cambion Hero turn arrival limit: 10 | 22323 19 | Demon Resist Fire (15) Resist Poison (5) Stealthy (40) Inept Researcher (10) Supply Bonus (30) Fortune Teller (15) Shapechanger Forest Survival | Excellent site searcher due to good paths and sneakiness. Also more of a Forger than a Researcher. If you have him AND a Mother of Avalon, he might seduce them, giving them a 1 pathboost or a 1 pathboost or (in a Forest) a 1 pathboost, in exchange for making them a Disciple of Myrddin who has Inept Researcher 4. This can only happen after Turn 15, but it can happen to multiple Mothers. (What a guy!) He can also make the Crystal Coin! |
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Morgaine - Fay Hero turn arrival limit: 10 | 3123 23 | Resist Poison (5) Resist Shock (5) Darkvision (50) Stealthy (65) Supply Bonus (30) Shapechanger Glamour Spell Singer Female | Morgaine is a very nifty Mage, able to fly wherever you need her to be, but she does NOT like the Witches. She'll turn one of your Mothers into a Great Boar (fortunately the Marverni kind) roughly once every twenty turns, and she might Mute one of your Crones with a powerful and destructive Curse (possibly the same Curse plaguing Later Man) to protect a pet Basilisk that you'll get to keep as compensation. The latter can Curse your Pretender and other units in the same province as her, but isolating her won't prevent the events. Fortunately, she doesn't start to hate Witches until Turn 15. |
Man is a fairy-tale place, with the happy (or at least neutral) paths of Nature, Air, Earth, Water, and Fire.
Nature's the big one; your Crones of Avalon can get 4 without Boosters, and 6 with the ones you can easily craft. Having at least a pinch of Luck (or at least not maximum Misfortune) may allow you to get one of the national Heroes that can craft your missing Booster, bringing you up to 7. That's essentially all the Nature you need for casting whatever Nature spells you want, though it does require Construction Level 6.
Air is capped at 3. I cry every time. On the bright side, that's enough for quite a few spells, and your 3's have a lot of 1's and 2's to support them in Chorus Communions, giving you whatever big buffs you think you'll need (and/or a ginormous pile of Living Clouds). There's also Storm and Summon Storm Power, if you feel like spending your Air Gems on things other than Owl Quills.
Earth has a slightly-higher ceiling than Air, but it's expensive and a bit manly. Logrian Wise Men can have 2, or 3 with the Booster, and you can slap those shoes on a Troll King for 4 if you're swimming in Earth Gems (or your 22323 Hero if you're not). Honestly, Empowering the 2 is cheaper, but the Troll King is less likely to die. In battle, your ceiling is either 4 or 5, depending on how dearly you clung to your Gems, thanks to Summon Earthpower; this is basically all you need in battle, at least for the bare minimum, but you could use the Chorus Communion with your rare Earth Witches to top it.
Water is stuck at 1 on your recruits, and not very common at that, but it comes on 3's and can thus be used for the dreaded Foul Vapors. With Construction 6 and a drop of good fortune, you can reach your national ceiling of 2; if you got that 22323 Hero, however, you can climb to 3 or 4, or even to 5 if you have enough Water Gems for a Sea King. In battle, the good ol' Chorus Communion can boost your Water levels to whatever you need, potentially enough to cast Fire Fend for your Barkskin-wearing troops.
Fire is stuck at 1, found on your Logrian Wise Men sometimes. It's enough for some Site-Searching, some Fire Resistance, some Magma Bolts, and some crafting of Lightless Lanterns. Unlike with Earth, the Logrian Wise Man's primary specialty, it's not taken up by the Witches and is therefore ineligible for the Chorus Communion; unless you got that magical 22323 Hero, anyway, who can craft the Crystal Matrix and thereby allow one of your Logrian Wise Men to lead the choir.
You're left out of Astral (mostly), Death, and Blood, all of which are (mostly) icky paths; Astral outside of your three Astral-bearing Heroes can be somewhat ignored since you have Chorus Communions, however, while Death can be (meagerly) entered via the Troll Shamans and Blood can be bootstrapped into.
DISCLAIMER: This doesn't acknowledge the 1/160 chance of getting 4 on one of your slow-to-recruit capital-only Witches, which would allow you to craft both of the Air-Boosters for 6. It also doesn't acknowledge the 1/160 chance of getting 2 on one of them, or the 1/160 chance of getting 5 on one of them, or any Unique summons such as the Elemental Royalty or the Treelords (one of which has 1).
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
Expansion: One easy way to expand is to use stacks of 6 Knight of Avalon on attack closest command. They are good enough to punch through most indie provinces, but a tad costly.
Potential research goals:
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
Mid game any of the following research can be main target for research depending on situation:
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
Pretenders:
Nations | |
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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 |