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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.
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 | 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. |
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 & light armor. | ||
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. They're also efficient recruitable Siege chaff. | |
Forester 12 7 14 Forest Rec+ | Stealthy(55) Ambidextrous(1) Patrol Bonus(1) Forest Survival | Bowmen with dual-wielding. They function as Range shooter raiders, picking off weak PD at range, then using their axe and dagger to finish off whatever charged at them. Nothing special in terms of Defense but their preferred targets shouldn't be reaching them in melee. |
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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. | |
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. Unlike most Heavy Cavalry, their horses don't get their own attacks. | |
Knight of Avalon 60 56 48 Capital Only | Forest Survival Recuperation Mounted | Heavy Cavalry power with Light Cavalry speeds. Even though they're not sacred, you'll still be cranking out only one, two (with full scales), or three (with full scales and a subservient neighbor or two) each turn due to their extremely-high Resource cost… But they're worth it if you have a few turns to spare! |
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. | ||
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 | 2331 21 | Sacred Resist Poison (5) Supply Bonus (30) Old Age Fortune Teller (10%) Spell Singer Blind | Hopefully you don't get him too early! | |
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 | More of a Forger than a Researcher. He can 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 |
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 you basically have 2 options for research (+ 1 extra):
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 |