Illwinter's Thematic Inspiration from the Manual goes here
later maybe additional Lore stuff picked from Hero and Event descriptions
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.)
| Race | Military | Magic Access | Priests | Buildings |
|---|---|---|---|---|
| Prefers Humans Atlantians | Light infantry Slavers Sacred Jaguar and Eagle Warriors Sacred amphibious Atlantians | | Blood Sacrifice Dying Dominion +2 +1 | Walled Cities Can build underwater forts |
| Temple of the Land | Temple of the Moon | Temple of the Sun | High Temple of the Rain |
|---|---|---|---|
Enables recruitment of Priest King and Eagle WarriorProduces 1 per turn | Enables recruitment of Moon PriestProduces 1 per turn | Enables recruitment of Sun PriestProduces 1 1 per turn | Enables recruitment of Rain Warrior, Rain Priest and King of RainProduces 1 per turn |
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
| Sprite | Unit Name | Special Attributes | Description |
|---|---|---|---|
| Scout | | Generic scout. |
| Tribal King | | 80 leadership slave-raiser. |
| Mictlan Priest | | Budget blood hunter, sacrificer and researcher. |
| Nahualli | | Couatl-summoner and off-cap mage. Brings Turkey shape grants significant flying map move. |
| Rain Priest | | Not too appealing at first but later on spam summon Frost Fiends & Jade Serpents later on. |
| Moon Priest | | Tzitzimitl-summoner non-blood Communion Master. |
| Sun Priest | | Ozeotl-summoner, Tlahuelpuchi-contacter, Hellfire-rainer, and liaison with Devils & their princes. |
| Priest King | | 120 leadership mage. Can also conduct crossbreeding and raise slaves. |
| King of Rain | 10% | 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 | | 80 ld underwater commander, recruit for toughness not fort construction. Anti-thug chassis. |
| Priest of All Waters | | Underwater researcher and mass sea warfare mage. |
| Mother of All Waters | 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. |
| Sprite | Unit Name | Special Attributes | Description |
|---|---|---|---|
| Warrior (sling) | | |
| Warrior (light armor) | ||
| Warrior (javelin) | ||
| Warrior (mace) | ||
| Eagle Warrior | Flying When Blessed | |
| Feathered Warrior | | |
| Rain Warrior | | |
| Jaguar Warrior | Wounded Shape (Were Jaguar) |
The following units can only be recruited underwater.
| Sprite | Unit Name | Special Attributes | Description |
|---|---|---|---|
| Warrior of the Deep | | |
| Returned | |
| Sprite | Unit Name | Special Attributes | Description |
|---|---|---|---|
| Mictlipoctli - King of Legends Minimum hero arrival turn: 5 | | |
| Quetzalcoatl - Priest King Minimum hero arrival turn: 5 | | |
| Tepeyocatl - Eagle Priest | |
Conj 1.
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.
Conj 3.
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.
Conj 4.
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.
Conj 7.
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 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.
Conj 6.
Couatlx1)
Blood 2.
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.
Blood 4.
Ozelotlx3). Your Greatest Damage dealer troops. Want to spam a lot of them for your armies when the blood economy is set up.
Blood 5.
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.
Blood 6.
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.
Blood 6.
Tlahuelpuchix1). a Demon Assasin. Ok if you need a Death mage now and don't have the time to Reaserch Blood 7.
Blood 7.
Onaquix1,
Beast Batx3). Summon a stronger blood Death mage than the Tlahuelpuchi, being a few boosts from summoning Vampire Lords. Onaqui are
Blood 8.
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.
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)?
nation exclusive items
items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR
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|---|---|
| Early Ages | |
| Middle Ages | |
| Late Ages | |