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"In the late era the Spanish influence is heavier than the Albigensian. Later Gothic concepts of occultism and devil worship are incorporated along with seafaring and missions abroad." – Illwinter
Let’s start with the good news: Marignon defeated Ermor. It took everything that they had, and each & every Knight of the Chalice perished in the penultimate battle, but Eldregate had finally been put to rest. The Holy Chalice itself was captured and brought to the House of Fiery Justice, posthumously completing the Sacred task. The bad news is that this required a Deal with the Devil(s); as other Kingdoms fell to Ermor, Marignon’s leaders had the Inquisition strike a bargain with infernal forces, and Blood Magic was accepted by the feudal theocracy. Marignon’s army became dependent on the Devils that the Infernal Lords supplied, especially in the face of ever-mounting Undead hordes, and the Infernal Lords themselves were called to smite Ermor after the previously-mentioned penultimate battle exhausted both sides’ forces. Marignon had thus taken on a debt that they could never repay, and anything that might placate the Infernal Lords is now permitted as long as the Inquisition oversees it. Still, blood-spilling is a lot less worrisome for Marignon’s nobles when it’s on their terms, and many of them are now looking for stuff to do. Recent advancements in shipbuilding and navigation have allowed them (and the Priests) to look to distant shores, with God, Gold, & Glory in mind.
Sailing, Blood, and magic diversity for Cavalry is a good trade, right?
Right?
Race | Military | Magic Access | Priests | Buildings |
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Average Humans High Morale | Two-handed Weapons Expensive Heavy Armor Good Bodyguards | 3 (rare 4) 3 (rare 4) 2 2 2 1 (uncommon, rare 2) 1 (uncommon) National Summons 3, 4, 444, 3 | Powerful (3) Good Patrollers Inquisitors +1 Fire Bless points. +1 Astral Bless points. +1 Blood Bless points. Perform Blood Sacrifice | Standard Forts (Citadels) Start with a Grand Citadel Masons(Grand Citadel) |
General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around
Sprite | Unit Name | Special Attributes | Comments |
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Scout 25 4 1 | Stealthy (50) Mountain Survival Forest Survival | You don't really NEED any of these guys, but it's better to have three options than to have none. Scouts are the cheapest, Assassins have a nice niche in the form of killing people, and Troubadours give the most useful information. Seduction isn't as easy as it used to be, and there aren't a lot of girls that'll be in a good position for you to yoink them, but again, it's a nice trick to have in your back pocket. Your Assassins can sail! |
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Assassin 60 7 1 | Stealthy (65) Assassin (1) Ambidextrous (2) Sailing (2,2) |
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Troubadour 80 5 2 | Stealthy (70) Seduction Spy |
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Lieutenant 40 9 1 | Your general 60ld leader. | ||
Captain 55 22 1 | Sailing (4,999) | Your general leader, shipping up to 60 troops across waters. | |
Admiral 100 22 1 Capital Only | Sailing (6,999) | You big 80ld commander, so also giving bonus moral. Their usefulness is hampered by being limited to the capital. Has an interesting quirk of being able to sail giant units, if you have Giant indies or summons. |
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Goetic Captain 65 22 2 | 020% Sailing (4,999) | He is a Captain that takes a mage turn to recruit so they can lead an additional 10 undead \ demons and 1 out of 5 are blood mages? Still better leader of the unholy than your non-cap commander with the exception of a priest with an undead leadership bless. While saving you 500 gold. usually better to get 1 mage or 2 normal Captains. |
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Missionary 50 1 1 + Foreign Rec | 1 Sacred Stealthy (40) Sailing (4,999) | Yeah, he's more expensive than your generic Scouts, but he has more utility as a Stealthy Preacher & a shuffler of troops, and you don't have to waste a Fort turn on him. He's the closest thing you have to an expendable Commander. |
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Inquisitor 110 1 2 | 21100% 7 Sacred Inquisitor patrol bonus (10) Old Age (55/50) | Inquisitors have their Priest level doubled for the purpose of Preaching in provinces of hostile Dominion. I can't tell you if this ability is good enough to enable you to go without Candles in your Pretender design, however. |
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Diabolist 65 1 2 | 11 9 | Your blood hunters. Diabolist are when you can't afford Goetic Adepts or want lower upkeep. |
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Goetic Adept 115 1 2 | 111100% 11 | ||
Chartmaker 70 2 2 | 11100% 9 Sailing (4,999) | Your sailing mage. 50% of them are research monkeys and can be offensive with with gems, Storm and Frozen Heart. The other 50% are astral mages. the ability to sail grants high mobility to communion groups. Your spamable air and astral mages, don't mind suiciding them in a Magic Dual. |
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Plague Doctor 75 2 2 | 020% resist poison(5) disease resistant(100) Stealthy (40) Disease Healer (2) Plague Doctor (3) | Newest addtion They can be used to cure diseases on your old men or to inflict diseases on a non-patrolling army. They don't need labs to recruit and 20% are nature random so you can use Crystal Matrix with them to add nature to your communions. |
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Architect 55 52 1 Capital Only | Siege Bonus (25) Castle Defence Bonus (25) Mason | In the late age, Citadels are standard. The benefits of Making a grand Citadel are generating more income for mages and better walls. Starting from scratch it will take 15 turns and 2250 gold to make a grand citadel (Architect only needed on final step). Judging by his immense resource cost, it seems that you pay him upfront with the stuff he needs for building his own Citadel. His main use is to accelerate or decelerate the speed of sieges, especially since he gets +10 more to his siege bonuses than his MA incarnation. |
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Royal Navigator 160 2 2 Capital Only | 1111100% 13 Sailing (6,999) | Likely to be the mage produced most by your capital. A more senior Chartmaker with 2 more paths, including Astral. Makes them a reliable basis of communions. This possession of both Water and Air allows for Freezing Mist spell as chaff clearing. |
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High Inquisitor 210 1 4 Capital Only | 31100% 7 Sacred Inquisitor patrol bonus (10) Old Age (71/50) | 210 Gold is a pretty fair price for extra 3's. Whatever you have for your Banishment & Smite spells are pretty-serviceable in battle, not to mention the full-army Bless. Marignon's other 4-point capital-only Mages are a lot more attractive, however. |
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Goetic Master 265 1 4 Capital Only | 2211100% 10% 15 Sacred Old Age (52/46) | The top of the Diabolist order. They are better at conjuring Devils and Horrors. |
Marignon's main lineup is stronger than Jomon's but suffers the same weakness of lacking shields in the age of crossbows.
Sprite | Unit Name | Special Attributes | Comments |
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Flagellant 10 4 5 + Foreign Rec | Sacred Start Affliction(75) | Despite being crippled naked men, They are excellent chaff. with a temple and their flails, they make very spamable glass cannons. They do lose out to other infantry as mainline expanders and line units as Flagellants die too quickly to keep the commanders safe. Whey works better as axillary with linemen taking the blunt while they come latter to reinforce with flails. |
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Crossbowman 10 8 9 | Another important part of Marignon, Already ignore most enemy prot and mages can cast Flaming Arrows and Wind Guide. | ||
City Guard 8 10 5 | castle defence bonus(1) | cheap Halberdier that's poorly trained but uses fewer resources. Not good except when you need siege chaff. |
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Pikeneer 10 20 9 | The guy with a long pointy stick. Not as good compared to other troop choices since dominions 5 nerfed repelling. | ||
Swordsman 10 28 9 | Your go-to troops. Swordsman is well balanced with good Defence and attack skill while Halberdier deals more overall damage with 50% being piercing damage for greater armour penetrating. Beware they die quickly to ranged attacks. |
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Halberdier 10 22 9 | Castle Defence Bonus (1) | ||
Palace Guard 20 27 31 | castle defence bonus(2) | Elite Halberdier. Better protection and body armor at double the cost and extra fatigue. |
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Royal Guard 20 33 31 | bodyguard(3) | The swordsman in fullplate to bodyguard your mages. Slow but only effective in the early game before mundane weapons stop working against assassins. Even better a swinging and hitting with his hunk of metal but Crossbows are still too good at puncturing armor. |
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Hand of Justice 19 22 21 Capital Only | Sacred castle defence bonus(2) patrol bonus(3) | Sacred mixture of Halberdiers and Palace Guards. Cap only but they have less upkeep than Halberdiers while being better a patrolling out unrest from your blood hunting. |
Sprite | Unit Name | Special Attributes | Comments |
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Carmont - Cardinal | 114 9 Sacred Inquisitor | One of the rare few priests that can cast Fanaticism without a communion, and he can still join one to cast Divine Channeling. Luck into a Throne claimer and Preacher without spending 2 cap turns. |
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Tomaso del Monferrada - Witch Hunter General | 322 15 Sacred Fire Resistance(5) Combat Caster patrol bonus(15) Inquisitor Mounted | A one-off thug chassis. Can do some solo raiding with Evocation and proper thug gear. He can make good on the self-protection spells in Astral and make use of the immortality of Phoenix Pyre. | |
Angelique d'Armant - Heroine | inspirational(1) Mounted Female | Massive army leader. |
Create communions with Blood cultists with Fire plus some Earth and astral, and Astral Navigators with their Air, Astral and Water.
The best path you can boost is blood making the 3 pure boosters to make a blood mage 6 if you not just empower like normal.
Climbing waster with its too boosters makes a Royal Navigator 5 for water queens.
To grow in Earth, Air, Nature, and Astral. You have to empower with the rare gems or build a pretender to forge boosters. Summoning Troll Shamans, Ivy Kings, Troll Kings, Harbingers and or Faery Queens for magic diversity.
Fallen Angels is a national way to break you into Death, and 1 of the 5 Arch Devils can help you climbed astral if not on pretender.
Communions are the Basis of your combat magic.
Navigators form lighting batteries including Storm and, Conjure Air Elementals. your army needs Arrow Fend to get them by without shields against crossbows, Though Mist, or Teach men to fly with Gift of Flight as an earlier counter. Poler to your blood mages, Water is cold magic, Freezing Mist, Falling Frost, and Frozen Hearts as an alternative to shock damage.
They also single out enemies with Mind Burn/Paralyze and Soul Slay. Body Ethereal, Battle Fortune and Antimagic make your troops tough along with Fog Warriors, and Quickening.
Your Cultist on the other side provides a flipside for your Navigators, creating Blood communions, Throwing Fire spell, Buffing with earth, sniping with blood, and conjuring Horrors. The sabbath buffs with spell-like Iron Warriors, Strength of Giants, Rush of Strength
Get anti-thug/Supercombatent Curse of Stones, Maws of the Earth, Blood Boil, Agony, Harm, Life for a Life, Magma Eruption, Call Horror, Astral Fires.
Depending on how you set up your scale or in which climate your fighting in, You can lean into Cold or Fire as your main source of AOE damage.
Your Rituals of Summoning Devils. Starting with cultist Bind Devil, then casting Ritual of Five Gates for more diverse summons. Late game conjuring Arch Devils and Heilophagus.
A use of Fire gems is Terracotta Army to replace the human element.
As a late game goal, by Blood 8 you can summon a Fallen Angel to make Vampire Lords.
Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
Despite being humans, You have access to a lot of good thug items for your Angles and Demons.
Evening Star, Carmine Cleaver, Frost Brand.
Helmet of Heroes and Horn of Valor grants an extra +2 from your Admiral.
Handful of Acorns or Bottle of Living Water for your assassin.
Crystal Matrix with Plague Doctor.
Boost your mage hitting power with combination Eye of Aiming, Eye of the Void, Spell Focus.
Booth had gone up in price Significantly after Illwinter realized how busted and abusable the items actually are, At least for LA Marignon, that national Discount makes the item capable to be considered, at least more so than the even more ludicrous price other nations have to pay.
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.
a guide to LA Marignon by 7thPath
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 |