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mictlan-la

LA Mictlan, Blood and Rain

Lore

FIXME Illwinter's Thematic Inspiration from the Manual goes here
later maybe additional Lore stuff picked from Hero and Event descriptions

General Overview

FIXME How the nation plays and what it is good at should go here, aka why would it be cool to play, what's good about it (in general terms) and where they falter.
How does this nation compare to other similar nations with similar units or specialties (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based, etc.)

National Features

Race Military Magic Access Priests Buildings
Prefers 1
Humans
Atlantians
Light infantry
Slavers
Sacred Jaguar and Eagle Warriors
Sacred amphibious Atlantians
water 44 (rare 5)
blood 33 (rare 4)
fire 22
astral 22
nature 22
death 11 (rare)
holy 33 cap-only
holy 22 in forts
Blood Sacrifice
Dying Dominion
+2 Blood bless points
+1 Water bless point
Walled Cities
Can build underwater forts

Capital Sites

Temple of the Land Temple of the Moon Temple of the Sun High Temple of the Rain
Enables recruitment of Priest King and Eagle Warrior

Produces 1naturegem per turn
Enables recruitment of Moon Priest

Produces 1astralpearl per turn
Enables recruitment of Sun Priest

Produces 1bloodslave1firegem per turn
Enables recruitment of Rain Warrior, Rain Priest and King of Rain

Produces 1watergem per turn

National Units

FIXME General description of the units in the nation's roster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around

Commanders

Sprite Unit Name Special Attributes Description
Scout
25
1
1
Stealthy (50)
Mountain Survival
Forest Survival
Generic scout.
Tribal King
90
15
1
Sacred
Taskmaster (1)
Slaver (Slave)
Forest Survival
80 leadership slave-raiser.
Mictlan Priest
65
1
2
blood 11holy 11random010% 7
Sacred
Forest Survival
Budget blood hunter, sacrificer and researcher.
Nahualli
125
1
2
astral 11nature 22random010% 11
Supply Bonus (20)
Shape Changer (Turkey)
Forest Survival
Spirit-Sight
Couatl-summoner and off-cap mage. Brings nature into communions
Turkey shape grants significant flying map move.
Rain Priest
135
1
2
Capital Only
water 22blood 11holy 22 11
Sacred
Darkvision (50%)
Amphibious
Swamp Survival
Not too appealing at first but later on spam summon Frost Fiends & Jade Serpents later on.
Moon Priest
175
1
2
Capital Only
astral 22blood 22holy 22 13
Sacred
Darkvision (50%)
Forest Survival
Tzitzimitl-summoner non-blood Communion Master.
Sun Priest
200
1
2
Capital Only
fire 22blood 22holy 22 13
Sacred
Forest Survival
Old Age (54/46)
Ozeotl-summoner, Tlahuelpuchi-contacter, Hellfire-rainer, and liaison with Devils & their princes.
Priest King
230
5
2
Capital Only
nature 22blood 22holy 22 13
Sacred
Supply Bonus (20)
Taskmaster (1)
Slaver (Slave)
Forest Survival
120 leadership mage. Can also conduct crossbreeding and raise slaves.
King of Rain
455
1
4
Capital Only
water 33blood 22holy 33random1100%
10%
17
Sacred
Cold Resistance (5)
Darkvision (50%)
Gift of Water Breathing (20)
Amphibious
Swamp Survival
The national big-bodied High priests. throne claimers, high levels in Water and blood, with a few randoms also giving you that useful Water-Nature crosspath. Late game summons Tlaloque, Ice Devils, Forces of Ice.
May also lead expansion parties underwater.

The following commanders can only be recruited underwater.

Sprite Unit Name Special Attributes Comments
Lord of the Deep
140
8
1
Rec Underwater Fort Only
holy 11
Sacred
Amphibious
Darkvision (50%)
80 ld underwater commander, recruit for toughness not fort construction.
Anti-thug chassis.
Priest of All Waters
175
1
2
Rec Underwater Fort Only
water 22holy 22 9
Sacred
Cold Resistance (5)
Darkvision (50%)
Amphibious
Swamp Survival
Underwater researcher and mass sea warfare mage.
Mother of All Waters
295
5
4
Rec Underwater Fort Only
water 33holy 22 11
Sacred
Cold Resistance (5)
Darkvision (50%)
Amphibious
Female
the dedicated non cap big water caster.
Can survive the army nukes that kills the common human HP mages that dominate the late age.
Brings out Quagmire, Grip of Winter, and Living Water.

Troops

Sprite Unit Name Special Attributes Description
Warrior (sling)
9
1
7
Forest Survival
Warrior (light armor)
9
8
7
Warrior (javelin)
9
10
7
Warrior (mace)
9
13
7
Eagle Warrior
15
3
14
Capital Only
Sacred
Ambidextrous (3)
Flying When Blessed
Forest Survival
Feathered Warrior
18
13
21
Standard (1)
Forest Survival
Rain Warrior
23
20
27
Capital Only
Sacred
Darkvision (50%)
Amphibious
Swamp Survival
Jaguar Warrior
26
4
21
Sacred
Wounded Shape (Were Jaguar)
Forest Survival

The following units can only be recruited underwater.

Sprite Unit Name Special Attributes Description
Warrior of the Deep
10
4
9
Rec Underwater Fort Only
Darkvision (50%)
Amphibious
Returned
25
5
34
Rec Underwater Fort Only
Darkvision (50%)
Amphibious

Heroes

Sprite Unit Name Special Attributes Description
Mictlipoctli - King of Legends
Minimum hero arrival turn: 5
death 33blood 33holy 33 17
Sacred
Fire Vulnerability (10)
Cold Resistance (15)
Poison Resistance (25)
Reanimation Bonus (2/2)
Pierce Resistant
Undead
Inanimate
Need not Eat
Spirit Sight
Reanimator Priest
Quetzalcoatl - Priest King
Minimum hero arrival turn: 5
air 22astral 33nature 33blood 22holy 33 25
Sacred
Poison Resistance (20)
Supply Bonus (30)
Shape Changer (Feathered Serpent)
Swamp Survival
Forest Survival
Swimming
Tepeyocatl - Eagle Priest air 11blood 11holy 11 9
Sacred
Ambidextrous (3)
Flying
Forest Survival

Magic

Magic Access

National Spells

  • 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 6.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 6.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. Onaqui are death 22blood 33nature 11random1100% mages who will freespawn a few Beast Bat each turn in friendly Dominion.
  • 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

Magic Items

FIXME 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)?

National Items

FIXME nation exclusive items

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

Strategy

Power Curve

Expansion Strategies

Example Pretender Builds

See More

mictlan-la.txt · Last modified: 2024/07/09 05:03 by johnnydown