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nation-format [2020/01/17 08:00]
pallasinine more content blargh
nation-format [2020/01/22 02:41] (current)
mandarbmax refactored national magic and summons & freespawn
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 ====== [Age] [Nation Name] ====== ====== [Age] [Nation Name] ======
  
-This is where a basic description of the nation goes. Include the age, 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.+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 ===== ===== 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. 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 ===== ===== Notable Units =====
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 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. 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.
  
-==== Summons Freespawn ====+==== 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. 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 ===== ===== Magic Access =====
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 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. 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.
  
-==== National Magic ==== 
- 
-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. 
  
 ===== Guides ===== ===== 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. 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.1579248041.txt.gz · Last modified: 2020/01/17 08:00 by pallasinine