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nation-format

[Age] [Nation Name]

This is where a basic description of the nation goes. Include the age and name, if it's part of a direct nation line (i.e. Yomi → Shinuyama → Jomon, but not necessarily Ermor → Sceleria), and a flavor & background description of up to or around one paragraph; feel free to draw directly from the in-game description here. Also include a rough outline of national strengths and weaknesses.

National Attributes

Note properties of the nation itself, its dominion, its forts, etc. This is where we learn that MA Ermor's dominion sucks, that Agartha gets an Earth bless bonus, that Lanka likes to blood hunt in turmoil, and so on. Capital sites would also go here, as would national events like Phaeacia's gigantes or Ur's divine marriages. Generally, if it matters to the nation but it's not a unit or a spell, mention it here.

Also include Freespawn mechanics here.

Notable Units

This should describe noteworthy commanders, troops, and national summons - things that actually see use in multiplayer and aren't common enough to be unremarkable, like scouts. Don't worry about excessive statistical detail (that's for the mod inspector) or instructions about how best to use things (that's for guides); this is a fine line to walk, but focus on factual statements about what exists and what role it fills. For example, noting that MA Ulm has heavily armored and efficient but low-MR infantry of several similar types is appropriate, while going into detail about how to use them or how strong or weak they are is better in guides. Use subheaders here; one for the commanders, one for the units, and one for national summons or freespawn if relevant should suffice. Use your best judgment as to what's relevant; Magma Children are probably worth including in an EA Agartha overview, while Pride of Lions doesn't really merit mention for Machaka. If you're not sure, fight someone about it. Quick example:

(This will be reformatted to be more detailed before too long, I just don't want to rewrite the examples right now.)

Commanders

EA Mictlan's mage corps includes a number of cap-only blood mages who each also come with one of F, W, S, or N. They also have cheap B1 Mictlan Priests and Nahualli, S1N2 mages who can shapeshift into flying turkeys, out of any fort. Their primary national commander is the Tribal King, who, along with the cap-only N2B2 Priest Kings, can levy their slave warriors. None of their mages are slow to recruit.

Troops

Their troop lineup includes a few kinds of lightly-armored and cheap warriors, some heavier infantry and standards, and three different kinds of sacreds (Sun, Eagle, and Jaguar Warriors), of which only the shapechanging Jaguar Warriors are recruitable from any fort.

National Magic & Summons

They have several Mictlan-line sacred blood summons, including the stealthy, ethereal reanimator priest Civateteo and flying, sacred-summoning Onaqui mages as well as flying, multiattack Ozelotl jaguar demons. Ozelotls can be summoned in large quantities for relatively cheap with some blood research, making them easily massable. Additionally, their Tribal and Priest Kings can produce very weak slaves at the cost of nothing but unrest and commander turns.

Cover here noteworthy national spells (that aren't summons already addressed in the Units section). National globals like Mekone's Gigantomachia or Yomi's End of Culture, combat spells like Na'ba's evocations, and rituals like LA Atlantis' Send Tupilak are all good cases for going here. Due to the sheer diversity of possible sets of content here, it's hard to provide specific formatting and should be decided on a case-by-case basis.

Magic Access

This is where you note the nation's magic access, both recruitable and with boosts and summons. Don't worry about getting into great detail with crosspaths because those are just way too annoying to list properly, but do note them if they're significant. Don't include 10% multi-path randoms as a general rule, but 100% randoms should count. If you're not sure if a random is significant enough to include, uh, argue about it! This booster guide should be helpful. This shouldn't be chunky enough to need subheaders, so use separate paragraphs to subdivide in this section, like so:

Recruitable mages for MA Atlantis can reach up to F2, W5, E2, and S2, all of which are available out of any fort. Their water access is among the strongest in the game, matching even the Queens of Elemental Water. Every other path comes as a crosspath with water, but not with each other except in the case of rare randoms. This gives them great access to battlefield acid spells with the F/W crosspath and enables some communions; however, they have difficulty getting the very useful E/S crosspath.

With non-artifact boosters and summons (including summons you can reach with boosters and boosters your summons can forge), MA Atlantis can reach F2, W7, E4, and S3. Fire remains hard to boost, but they can reasonably access anything in Water. With a little help, lucky randoms, or empowerment they can get even higher in Earth and Astral; in particular, the right combination of randoms on Kings of the Earth, with the right boosters, can finally break them into even higher S.

Don't include anything that needs empowerment, trading, or for your pretender to forge stuff here; this is to give people an idea of what they can reasonably get or break into using specifically national stuff they already have. You can mention if such a thing would get you to a particular breakpoint, just don't factor it into the primary listing of access.

Guides

Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides.

nation-format.txt · Last modified: 2020/01/22 02:41 by mandarbmax