User Tools

Site Tools


mictlan-ea

This is an old revision of the document!


EA Mictlan, Reign of Blood

Lore

"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.

General Overview

Mictlan isn't exactly the best example of the archetypal Blood nation, but you will certainly need a good understanding of bloodslaveBlood 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.

National Features

Race Military Magic Access Priests Buildings
Average Humans
Prefers 1 Heat
Forest Survival
Primitive Gear
Cheap Infantry
Slave Levies
Sacred Shapeshifters
blood 33
nature 22 (rare 3)
fire 22
water 22
astral 22
death 11 (rare)
Summons:
astral 33nature 33 (requires astral 11nature 11)
death 33, blood 44 (requires blood 44)
air 22water 44, water 44death 22 (requires water 44)
Powerful (holy 33)
Only holy 11 outside capital
Blood Sacrifice
+1 Fire Bless point
+2 Blood Bless points
Primitive Fortified Cities
  • Your Home Province, Temples, and Prophet DO NOT passively spread Dominion, your Priests cannot Preach, and your Pretender passively spreads Dominion only half as effectively as other Pretenders.
  • Blood Sacrifice isn't just a tool you can use to leverage smaller opponents: it's mandatory for survival, especially if your Pretender isn't present.
    Though this is less of a problem if as long you have a temple and blood slaves and can be a strength if your taking a Hellbless.

Capital Special Sites

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 naturegem per turn
Enables recruitment of:
- Rain Priest
Produces 1 watergem per turn
Enables recruitment of:
- Moon Priest
Produces 1 astralpearl per turn
Enables recruitment of:
- Sun Warrior
- High Priest of the Sun
Produces 3 bloodslave per turn
Produces 2 firegem per turn

Notable Units

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.

Commanders

FIXME 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
25
1
1
Stealthy (50)
Mountain Survival
Forest Survival
Your basic scout. Nothing to say here.
Tribal King
90
15
1
Sacred
Taskmaster (1)
Slaver (Slave)
Forest Survival
Chaff-collector and competent leader.
Mictlan Priest
65
1
2
blood 11holy 11random010% 7
Sacred
Forest Survival
Budget Blood Slave collector/sacrificer & Research monkey.
Nahualli
125
1
2
astral 11nature 22random010% 11
Supply Bonus (20)
Shapechanger (Turkey)
Spirit-Sight
Forest Survival
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
175
1
2
Capital Only
water 22blood 22holy 22 13
Sacred
Forest Survival
Not too appealing at first (unless you like Frost Fiends), but can Summon Tlaloques & Jade Serpents later on.
Moon Priest
175
1
2
Capital Only
astral 22blood 22holy 22 13
Sacred
Darkvision (50%)
Forest Survival
Tzitzimitl-summoner & Blood-Slave-saving Communion Master.
Priest King
230
5
2
Capital Only
nature 22blood 22holy 22 13
Sacred
Taskmaster (1)
Slaver (Slave)
Supply Bonus (20)
Forest Survival
Crossbreeder, 4-squad leader, and slaver supreme.
High Priest of the Sun
290
1
2
Capital Only
fire 22blood 33holy 33 15
Sacred
Forest Survival
Old Age(54/46)
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.

Troops

FIXME 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
9
1
7
Forest Survival 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
9
5
7
Forest Survival Slinger with Shield and armor.
Best suited as lance catchers, being cheap but will still last longer than the barechested warriors.
Warrior
9
7
7
Forest Survival 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
9
14
7
Forest Survival 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
12
15
14
Darkvision (50%)
Forest Survival
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
18
14
21
Standard (1)
Forest Survival
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
26
4
31
Sacred
Wounded Shape (Were Jaguar)
Forest Survival
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
15
3
14
Capital Only
Sacred
Ambidextrous (3)
Flying when Blessed
Forest Survival
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
18
15
18
Capital Only
Sacred
Resist Fire (5)
Forest Survival
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.

Heroes

FIXME 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)
death 33blood 33holy 33 17
Sacred
Undead
Inanimate
Need-Not-Eat
Spirit Sight
Pierce Resistant
Fire Vulnerability (10)
Resist Cold (15)
Resist Poison (25)
Reanimator-Priest
Reanimation Bonus (2)
A Mound Fiend with blood magic, Breaking you early into death if you get him before Blood 7.
Tepeyocatl - Eagle Priest air 11blood 11holy 11 9
Sacred
Ambidextrous (3)
Flying
Forest Survival
Eagle warrior commander but more importantly he adds Air magic to your communions.

Magic

Magic Access

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.

National Spells

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.

  • Summon Jaguar Toads: 2naturegem Conj 1.nature 11holy 11 ( Jaguar Toadx2) they are small tramplers (only running over common infantry) and spit armor ignoring mortal poison, while also poisoning anyone that don't use spears. They are easy to summon them but They are easy to kill and Undisciplined makes them hard to buff.
  • Summon Jaguars: 25naturegem Conj 3.nature 22holy 11 ( Jaguarx17) like weaker Ozelotls that come in greater numbers using nature gems. Greate and a effectent use of nature gems spending if you have a good bless for them and desperate need lots of troops.
  • Summon Jade Serpent: 3watergem Conj 4.water 22 ( Jade Serpentx1) a big bag of hit points that's a sacred standard and a high strength poison bit. Mix some into troops to improve their morale and way to kill high armored enemies.
  • Summon Tlaloque: 60watergem Conj 7.water 44 ( Tlaloque of the East, Tlaloque of the South, Tlaloque of the West, Tlaloque of the North). Great dump for your Water gems in the late game. Often don't see one unless in a longer game as Mictlan often have other pressing research priorities then reaching Conj 7,
  • Summon Monster Toads: nature 22 Conj 5 8naturegem (summon 3 Monster Toad). Sacred Tramplers that spread poison with their Poisonous Skin and Poisonous Cloud. Likely to Die, but will kill formation as the toads will suicidally trample to the middle of it to spread the poison cloud.
  • Contact Couatl: 40naturegem Conj 4.nature 11astral 11 ( Couatlx1)
  • Bind Beast Bats: 8bloodslave Blood 2.blood 11 ( Beast Batx3). Come online early in-game. not as good fighters as Ozelotl but deal a significant amount of fatigue if they can wound with their poisonous bit. Mixing in some can quickly put monsters to sleep if you can overcome their prot and defenses.
  • Bind Jaguar Fiends: 16bloodslave Blood 4.blood 11fire 11 ( Ozelotlx3). Your Greatest Damage dealer troops. Want to spam a lot of them for your armies when the blood economy is set up.
  • Contact Civateteo: 36bloodslave Blood 5.blood 22death 22 ( Civateteox1). You need your other nation blood mage summons to make her but she is a great stealth Deamon army raider. Also, a Reanimator Priest to free spawn some extra Longdead during downtime.
  • Bind Tzitzimitl: 10bloodslave Blood 5.blood 22astral 22 ( Tzitzimitlx1). Moon Priest can summon these demons which are mini evocations mages in a Demon's body. Lot protection but great at being artily, Hurling their steller bolts.
  • Contact Tlahuelpuchi: 42bloodslave Blood 6.blood 33 ( Tlahuelpuchix1). a Demon Assasin. Ok if you need a Death mage now and don't have the time to Reaserch Blood 7.
  • Contact Onaqui: 101bloodslave Blood 7.blood 44 ( Onaquix1, Beast Batx3). Summon a stronger blood Death mage than the Tlahuelpuchi, being a few boosts from summoning Vampire Lords. They compete with Vampires and other demons for your blood slaves, and those are at the hardest to harvest in the early age.
  • Rain of Jaguars: 40bloodslave Blood 8.blood 66fire 22 ( Ozelotlx14+[lv]). A late-game but more efficient way to mass Ozelotls. something you should aim for as the end approaches because of how good Ozelotls.

Notable Generic Magic

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.

Ritual Magic

FIXME 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?

Magic Items

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:

  • Thug gear (if the nation has good thugs)
  • Research boosters (particularly if the nation needs help researching or is already very good at researching)
  • Other items that synergize with the nation (e.g. Dwarven Hammers for MA Ulm)

National Items

  • Jade Knife Const 2, 5naturegem5bloodslave, nature 11blood 11: grants useer Adept Sacrificer, granting you +2 priest levels when using blood slaves to expand your domions.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME 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?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME 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

Late Game

FIXME 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

mictlan-ea.1639878578.txt.gz · Last modified: 2021/12/19 01:49 by joste