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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 |
---|---|---|---|---|
Average Humans High Morale | Two-handed Weapons Expensive Heavy Armor Good Bodyguards | ![]() ![]() ![]() ![]() ![]() ![]() ![]() National Summons ![]() ![]() ![]() ![]() ![]() ![]() | Powerful (![]() ![]() ![]() +1 ![]() +1 ![]() +1 ![]() Perform Blood Sacrifice | ![]() Start with a Grand Citadel ![]() |
Marignon is held together (more or less) by its Inquisition, the militant fist of the House of Justice's militant arm, the House of Just Fires. These guys repel hostile Dominion even if you haven't hired them, in provinces and forts that belong to you, having a 30% chance to remove an enemy candle from each of these places each turn (and a 60% chance if there's a Temple). They're less effective at spreading your own Dominion, able to do so only to a maximum of 1 candle (2 where there's a Temple).
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![]() ![]() ![]() | ![]() ![]() ![]() | National scout. The Late Ages have plenty of indie scouts, making these mostly unnecessary. |
![]() | Assassin![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Unlike MA Marignon, LA Marignon has a very potent assassin item in the form of the Lifelong Protection, which makes its assassins a much more significant threat. |
![]() | Troubadour![]() ![]() ![]() | ![]() ![]() ![]() | Allows LA Marignon to collect mundane score graphs if desired. A useful tool to help gauge the relative strength of enemy economies. |
![]() | Lieutenant![]() ![]() ![]() | 60 leadership commander that cannot sail. | |
![]() | Captain![]() ![]() ![]() | ![]() | 60 leadership sailing commander. |
![]() | Admiral![]() ![]() ![]() ![]() | ![]() | 80 leadership sailing commander. LA Marignon's sole formation-capable commander can only be recruited from the capital, making them a good deal more precious than on many other nations. They are also able to sail up to size 6 units, as opposed to the maximum of size 4 on lower-level commanders. |
![]() | Goetic Captain![]() ![]() ![]() | ![]() ![]() ![]() | A 60 leadership sailing commander with a token amount of undead leadership and a small chance to be a blood mage. |
![]() | Missionary![]() ![]() ![]() + Foreign Rec | ![]() ![]() ![]() | A cheap, foreign-recruit priest. |
![]() | Inquisitor![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Extra effective at preaching out enemy dominion. Half will also be able to blood hunt, with the other half casting minor fire magic. |
![]() | Diabolist![]() ![]() ![]() | ![]() ![]() ![]() | A very cheap blood hunter. Cannot sail. |
![]() | Goetic Adept![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | A good deal more expensive than the Diabolist for one extra magic path. Likely less efficient as blood hunters than the Diabolist, but they can unlock some important battle magic in sabbaths. Cannot sail. |
![]() | Chartmaker![]() ![]() ![]() Coastal Forts Only | ![]() ![]() ![]() ![]() ![]() ![]() | Cheap coastal mage, though it has somewhat unreliable combat ability. ![]() ![]() |
![]() | Plague Doctor![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Can be used to cure diseases on old mages or to inflict diseases on an enemy army. They do not need labs to recruit and 20% have some nature magic, which can be added to communions using Crystal Matrices in a pinch. |
![]() | Architect![]() ![]() ![]() ![]() | ![]() ![]() ![]() | In the late age, citadels are standard, meaning the Architect no longer unlocks another bonus CP. The Grand Citadel which it provides access to is expensive, but has very high wall strength. The architect doubles as a way to quickly gold-purchase siege strength that can move itself around, though it costs capital recruitment points. |
![]() | Royal Navigator![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | A more senior Chartmaker with reliable access to all of its paths, and enough depth to make more use of the path which it randoms. |
![]() | High Inquisitor![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 120 leadership commander and ![]() ![]() |
![]() | Goetic Master![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() | An upgraded Goetic Adept. It does not provide much that the Adept lacks in terms of path access, although its increased depth in fire and blood has some forging applications. |
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 |
---|---|---|---|
![]() | Flagellant![]() ![]() ![]() + Foreign Rec | ![]() 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. |
![]() | Crossbowman![]() ![]() ![]() | Another important part of Marignon, Already ignore most enemy prot and mages can cast Flaming Arrows and Wind Guide. | |
![]() | City Guard![]() ![]() ![]() | ![]() | Cheap Halberdier that's poorly trained but uses fewer resources. Not good except when you need siege chaff. |
![]() | Pikeneer![]() ![]() ![]() | The guy with a long pointy stick. Not as good compared to other troop choices since dominions 5 nerfed repelling. | |
![]() | Swordsman![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() |
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![]() | Palace Guard![]() ![]() ![]() | ![]() | Elite Halberdier. Better protection and body armor at double the cost and extra fatigue. |
![]() | Royal Guard![]() ![]() ![]() | ![]() | 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. |
![]() | Hand of Justice![]() ![]() ![]() ![]() | ![]() ![]() ![]() | 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 |
---|---|---|---|
![]() | Carmont - Cardinal | ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
![]() | Tomaso del Monferrada - Witch Hunter General | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 | ![]() 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 | |
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Early Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Middle Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |