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"Mictlan is a nation mainly inspired by the Aztecs and their practice of blood sacrifices. The name is that of the realm of the dead in Aztec mythology." -Illwinter
Suitably named after Aztec Hell, Mictlan has always been isolated; any of its neighbors and visitors have long-since learned that keeping contact with them would end in them being either enslaved by the Kings or exsanguinated by the Blood Cult. Since the dawn of their Empire, Blood has been spilled to feed the waning powers of Mictlan’s Hungry God, for the Gods in Mictlan’s Early Age were as mortal as their worshipers. The Hungry God of the Early Age was revered through its two Faces (the
Sun & the
Moon) and its two Domains (the
Rain & the
Forest), but the worship of all four arguably played out in the same way.
Mictlan isn't exactly the best example of the archetypal Blood nation, but you will certainly need a good understanding of Blood Slaves to survive. As a Human nation without even passable equipment or a reliable Dominion, every decision must be thought through carefully. To offset this somewhat, your Mage-Priests each have a decent discount, and you have plenty of unique tools to work with once you figure out how to avoid immediate collapse. This is certainly not a nation for beginners, though if you don't understand Blood, attempting a sink-or-swim approach with this nation may help you learn quickly.
Race | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Average Humans ![]() ![]() | Primitive Gear Cheap Infantry Slave Levies Sacred Shapeshifters | ![]() ![]() ![]() ![]() ![]() ![]() Summons: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Powerful (![]() Only ![]() Blood Sacrifice +1 ![]() +2 ![]() | ![]() |
Temple of the Land | Temple of the Rain | Temple of the Moon | High Temple of the Sun |
---|---|---|---|
Enables recruitment of: - Priest King ![]() - Eagle Warrior ![]() Produces 1 ![]() | Enables recruitment of: - Rain Priest ![]() Produces 1 ![]() | Enables recruitment of: - Moon Priest ![]() Produces 1 ![]() | Enables recruitment of: - Sun Warrior ![]() - High Priest of the Sun ![]() Produces 3 ![]() Produces 2 ![]() |
Provide a brief overview of commanders and units and what tools they provide you with. Outline any peculiarities across the roster (e.g. the animal tag, cold blooded). Highlight any particular strengths of the roster and describe their roles (e.g. high-quality infantry, thugs, powerful mages).
Jaguar Warriors are pretty cool guys, able to heal afflictions that they will no-doubt acquire due to their Wounded Shape. They're especially notable because you can get them from any province with a Temple: most of your other good units aren't so generous.
Nahualli are your off-capital Mages, and while they don't have Blood, they can Contact Couatls to get good Magic access and decent Priests outside your perpetually-busy capital. They can also transform into scrumptuous Turkeys to fly around and look funny; somehow they can still cast spells in this form.
description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts
Definitely a WIP >~< Keep descriptions to the point! Discussion of what to use certain magic paths for, thug equipment, etc. quickly becomes redundant over several nation pages, so describe the unit's function and leave it at that. Elaborate only if it is exceptional and/or a particular strength of the roster. Combine entries if the units are very similar.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout![]() ![]() ![]() | ![]() ![]() ![]() | Your basic scout. Nothing to say here. |
![]() | Tribal King![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Chaff-collector and competent leader. |
![]() | Mictlan Priest![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Budget Blood Slave collector/sacrificer & Research monkey. |
![]() | Nahualli![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Couatl-summoner & off-cap Mage. Could also handle Communions with your Moon Priests and/or Priest-Kings. The Turkey shape may be ridiculous but will grant the Nahualli lots of map mobility and extra HP. |
![]() | Rain Priest![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Not too appealing at first (unless you like Frost Fiends), but can Summon Tlaloques & Jade Serpents later on. |
![]() | Moon Priest![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Tzitzimitl-summoner & Blood-Slave-saving Communion Master. |
![]() | Priest King![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Crossbreeder, 4-squad leader, and slaver supreme. |
![]() | High Priest of the Sun![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Ozeotl-summoner, Tlahuelpuchi-contacter, Hellfire-rainer, and liaison with Devils & their princes. |
Highlight Unit/Commander
If there is a commander or unit that defines the nation in multiplayer Dominions, consider highlighting it in a bubble like this to elaborate on its strengths and how it is typically used. Also consider highlighting how unique unit mechanics change the way a nation is played. Examples include the Wind Rider from EA Arcoscephale or the nature communions of MA Man.
description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Warrior![]() ![]() ![]() | ![]() | Slinger with Shield. Archers prefer shooting at low prot targets so they can keep the heat of Jaguar Warriors while still being more protected and can trade because of their shields. |
![]() | Warrior![]() ![]() ![]() | ![]() | Slinger with Shield and armor. Best suited as lance catchers, being cheap but will still last longer than the barechested warriors. |
![]() | Warrior![]() ![]() ![]() | ![]() | A good expanding alternative to your sacreds. Javelins give them an advantage over low prot indies that would normally shred Jaguar Warrior like barbarians. |
![]() | Warrior![]() ![]() ![]() | ![]() | The above warrior but with better melee weapons and armor. Less often seen line troops as Sloth is a popular dump scale for Mictlan, but still useful as mage bodyguards. |
![]() | Moon Warrior![]() ![]() ![]() | ![]() ![]() | Warrior with great weapons and darkvision. Moon warriors start getting useful when you start amassing your demon army and learn how to cast the Darkness spells. Make great fort recruits when going with a Darkness army strategy. |
![]() | Feathered Warrior![]() ![]() ![]() | ![]() ![]() | Boost the morale of the Warriors he is with. Sacreds have good moral but boosting higher it can be important especially when there are so many abilities that force you to roll it many times. |
![]() | Jaguar Warrior![]() ![]() ![]() | ![]() Wounded Shape (Were Jaguar) ![]() | A fantastic sacred in-game being a recruit anywhere greatweapon guy with a second werebeast shape with 3 attacks. Beware of mass firepower, they don't have high prot or shields. |
![]() | Eagle Warrior![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Another excellent sacred, gaining the ability to fly when blessed, so can assassinate commanders in the rear like other flying nations. Also suffers the same weakness as Jaguar Warriors |
![]() | Sun Warrior![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Another sacred, being an armored warrior with javelin and resistance to fire. Less appealing than the other sacred choices in terms of offense and competes with the recruitment of Eagle Warriors. Ok During early game expansion depending on blessing when keeping expansion party casualties low is important. |
any breakout hits that might sway someone towards luck or away from it ?
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Mictlipoctli - King of Legends Hero turn arrival limit:(5) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | A Mound Fiend with blood magic, Breaking you early into death if you get him before Blood 7. |
![]() | Tepeyocatl - Eagle Priest | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Eagle warrior commander but more importantly he adds Air magic to your communions. |
This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.
List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells. Nation-defining national spells (e.g. Bind Jaguar Fiends for EA Mictlan or Scapegoats for LA Gath) can be highlighted like important commanders or units.
Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, link to Not-Lola's Basic Magic Use Guide.
This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.
What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?
List and describe any unique national items or discounts in this section, discuss and compare with similar generic items. Also discuss generic items that are useful and accessible for the nation. These may include:
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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
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
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR
Nations | |
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Early Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Middle Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |