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nation-format

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[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.

National Attributes

Note properties of the nation itself, its dominion, 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.

Units

This should be a broad description of the units, commanders, and mage corps available to a nation. Do not get into statistical detail (that's for the mod inspector) or opinion territory (that's for guides); this is a fine line to walk, but focus on general but factual statements that orient people as to what exists. For example, noting that MA Ulm has heavily armored and efficient but low-MR infantry is appropriate, while talking about how to use them or how strong or weak they are is better in guides. Use subheaders here; one to mention 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:

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.

Summons & Freespawn

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.

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 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. Every other path comes as a crosspath with water, but not with each other except in the case of rare randoms.

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.

Don't include anything that needs empowerment or requires 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.

National Magic

nation-format.1579246232.txt.gz · Last modified: 2020/01/17 07:30 by pallasinine