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 1 Humans Atlantians | Light infantry Slavers Sacred Jaguar and Eagle Warriors Sacred amphibious Atlantians | 4 (rare 5) 3 (rare 4) 2 2 2 1 (rare) | 3 cap-only 2 in forts Blood Sacrifice Dying Dominion +2 Blood bless points +1 Water bless point | 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 Warrior Produces 1 per turn | Enables recruitment of Moon Priest Produces 1 per turn | Enables recruitment of Sun Priest Produces 11 per turn | Enables recruitment of Rain Warrior, Rain Priest and King of Rain Produces 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 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 | 11010% 7 Sacred Forest Survival | Budget blood hunter, sacrificer and researcher. | |
Nahualli 125 1 2 | 12010% 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 | 212 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 | 222 13 Sacred Darkvision (50%) Forest Survival | Tzitzimitl-summoner non-blood Communion Master. | |
Sun Priest 200 1 2 Capital Only | 222 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 | 222 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 | 3231100% 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 | 1 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 | 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 | 32 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. |
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 |
Sprite | Unit Name | Special Attributes | Description |
---|---|---|---|
Mictlipoctli - King of Legends Minimum hero arrival turn: 5 | 333 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 | 23323 25 Sacred Poison Resistance (20) Supply Bonus (30) Shape Changer (Feathered Serpent) Swamp Survival Forest Survival Swimming | ||
Tepeyocatl - Eagle Priest | 111 9 Sacred Ambidextrous (3) Flying Forest Survival |
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
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |