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nations [2021/01/22 00:30]
doggo [Giant and Half Giant Nations]
nations [2022/06/13 00:56] (current)
cactusowl [Super Combatant Nations] Removed EA/MA Agartha; they're not really prone to SC'ing.
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 FIXME list ages and nations in some neat way similar to this image FIXME list ages and nations in some neat way similar to this image
  
-{{ :misc:nations-through-the-ages.jpg?400 |}}+ 
 + 
 +{{ :misc:through_the_ages_4.jpg?400 |}}
  
 ===== Nation Types ===== ===== Nation Types =====
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 {{:basalt_king.png?nolink&60 |}} Underwater nations start beneath the waves. They frequently have access to powerful Water and Astral magic. Underwater nations may be difficult to attack, but on the other hand, these nations can struggle to get a foothold on land, and cannot recruit national units in inland forts. Underwater nations lack conventional ranged weapons, and rarely use iron, though some have exotic alternatives to either or both of these. Underwater nations may have limited but highly valuable recruitment options in coastal fortresses. {{:basalt_king.png?nolink&60 |}} Underwater nations start beneath the waves. They frequently have access to powerful Water and Astral magic. Underwater nations may be difficult to attack, but on the other hand, these nations can struggle to get a foothold on land, and cannot recruit national units in inland forts. Underwater nations lack conventional ranged weapons, and rarely use iron, though some have exotic alternatives to either or both of these. Underwater nations may have limited but highly valuable recruitment options in coastal fortresses.
  
-Closely related are amphibious nations - these start on land, but have special recruitment options in underwater fortresses. Most underwater nations have either disappeared or been driven onto land by R'lyeh in the Late Era.+Closely related are amphibious nations - these start on land, but have special recruitment options in underwater fortresses. Most underwater nations have either disappeared or been driven onto land by R'lyeh in the Late Age.
  
  ++++ Sample Nations |  ++++ Sample Nations |
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   *Agartha: Amphibious cyclopes with strong elemental and decent death magic.   *Agartha: Amphibious cyclopes with strong elemental and decent death magic.
 +
   *Atlantis: Powerful Atlantean Basalt Kings with mighty elemental magic and deadly warriors from the depths   *Atlantis: Powerful Atlantean Basalt Kings with mighty elemental magic and deadly warriors from the depths
   *R'lyeh: Aquatic Aboleths and their thralls with powerful astral and water magic    *R'lyeh: Aquatic Aboleths and their thralls with powerful astral and water magic 
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   *Agartha: Amphibious cave-dwelling cyclopes with mighty earth magic and tough stone statues   *Agartha: Amphibious cave-dwelling cyclopes with mighty earth magic and tough stone statues
 +  *Xibalba: Ampbious Atlanteans with water and earth magic and flying bats with blood and death magic
 +
   *Atlantis: Atlantean Kings of the Deep and armored shamblers with mighty elemental and astral magic   *Atlantis: Atlantean Kings of the Deep and armored shamblers with mighty elemental and astral magic
   *R'lyeh: Amphibious Illithids and their slaves with powerful astral communions   *R'lyeh: Amphibious Illithids and their slaves with powerful astral communions
   *Oceania: A nation of armored sea dwelling half-men and animals with elemental and nature magic    *Oceania: A nation of armored sea dwelling half-men and animals with elemental and nature magic 
   *Pelagia: Ancient aquatic Tritons and heavily armored mermen with powerful water magic   *Pelagia: Ancient aquatic Tritons and heavily armored mermen with powerful water magic
-  *Xibalba: Ampbious Atlanteans with water and earth magic and flying bats with blood and death magic 
   *Ys: Badass amphibious elves on flaming steeds team up with Irish mermen   *Ys: Badass amphibious elves on flaming steeds team up with Irish mermen
  
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   *Erytheia: Pelagian descended amphibious mermen and aquatic Tritions with powerful elemental and astral communions    *Erytheia: Pelagian descended amphibious mermen and aquatic Tritions with powerful elemental and astral communions 
   *Patala: Powerful amphibious Naga mages with water, earth and astral magic and numerous monkeys    *Patala: Powerful amphibious Naga mages with water, earth and astral magic and numerous monkeys 
-  *R'lyeh: Population killing amphibious Illithids and their insane slaves with powerful astral magic 
   *Lemuria: Population killing ghostly legionnaires with immortal death and astral mages   *Lemuria: Population killing ghostly legionnaires with immortal death and astral mages
   *Xibalba: Amphibious Atlanteans with water and earth magic and flying bats with blood and death magic   *Xibalba: Amphibious Atlanteans with water and earth magic and flying bats with blood and death magic
   *Jomon: A nation of human Samurai, with powerful and highly important underwater recruitment options. (This nation does have a hard time getting underwater without an amphibious awake expander)   *Jomon: A nation of human Samurai, with powerful and highly important underwater recruitment options. (This nation does have a hard time getting underwater without an amphibious awake expander)
 +  *R'lyeh: Population killing amphibious Illithids and their insane slaves with powerful astral magic
 +  
  
 ++++ ++++
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 ==== Blood Nations ==== ==== Blood Nations ====
  
-{{:nations:ea:xibalba:demon_of_the_skull_staff.png?nolink&40 |}} Blood nations depend to varying degree on collecting blood slaves and sacrificing them to call forth demons from Hell. As many of the more powerful blood spells come later in the game and they have to build up their blood economy, they often (but not necessarily) have a weaker early game, but a very powerful late game. They are more powerful in the Late Age, where the population is generally larger and they get more additional blood slaves with each hunter.+{{:nations:ea:xibalba:demon_of_the_skull_staff.png?nolink&40 |}} Blood nations depend to varying degree on collecting blood slaves and sacrificing them to call forth demons from Hell. As many of the more powerful blood spells come later in the game and they have to build up their blood economy, they often (but not necessarily) have a weaker early game, but a very powerful late game. They are more powerful in the Late Age, where the population is generally larger, but there are powerful Early Age blood nations as well.
  
  ++++ Sample Nations |  ++++ Sample Nations |
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   *Pangaea: Woodland nation with Centaurs, Satyrs and strong nature magic    *Pangaea: Woodland nation with Centaurs, Satyrs and strong nature magic 
   *Sauromatia: Martial amazons, bloodthirsty Witch Kings and poisonous hydras    *Sauromatia: Martial amazons, bloodthirsty Witch Kings and poisonous hydras 
-  *Ubar:+  *Ubar: Genies and their descendants, including Shaytan from Arabic myth
   *Vanheim: Badass viking elves and dwarven smiths with strong air and earth magic   *Vanheim: Badass viking elves and dwarven smiths with strong air and earth magic
   *Xibalba: cave-dwelling bat people and demons with dangerous sacred demon summons   *Xibalba: cave-dwelling bat people and demons with dangerous sacred demon summons
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   *Jotunheim: Tough giants, numerous goblins and old hags wielding dreadful sorcery   *Jotunheim: Tough giants, numerous goblins and old hags wielding dreadful sorcery
   *Pangaea: Woodland nation with armored Centaurs, Satyrs and strong nature magic    *Pangaea: Woodland nation with armored Centaurs, Satyrs and strong nature magic 
-  *Na'ba: +  *Na'ba:  
-  *Vanarus: Ferocious werebears and Norsemen with access to all magic paths but astral+  *Vanarus: Viking elves and werebears based on the history of Kyivan Rus', with access to all magic paths but astral
   *Vanheim: Badass viking elves and dwarven smiths with strong air and earth magic   *Vanheim: Badass viking elves and dwarven smiths with strong air and earth magic
   *Xibalba: Amphibious Atlanteans with water and earth magic and flying bats with blood and death magic   *Xibalba: Amphibious Atlanteans with water and earth magic and flying bats with blood and death magic
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   *Mictlan: Murderous Aztec mages with powerful sacred demons and (were) animals    *Mictlan: Murderous Aztec mages with powerful sacred demons and (were) animals 
   *Midgard: Badass viking elves and shapeshifters with strong air, earth and blood magic   *Midgard: Badass viking elves and shapeshifters with strong air, earth and blood magic
-  *Ragha: Ice*clad Caelians and heat loving Turans with powerful air and fire magic+  *Ragha: Iceclad Caelians and heat loving Turans with powerful air and fire magic
   *Ulm: Dark cultists, Vampires and Ulmish plate infantry with astral, death and blood magic   *Ulm: Dark cultists, Vampires and Ulmish plate infantry with astral, death and blood magic
   *Utgard: Tough giants, Norse Huskarls and witches wielding dreadful sorcery   *Utgard: Tough giants, Norse Huskarls and witches wielding dreadful sorcery
-  *Vaettiheim:+  *Vaettiheim: Sneaky and prolific forest goblins led by giants
   *Xibalba: Amphibious Atlanteans with water and earth magic and flying bats with blood and death magic   *Xibalba: Amphibious Atlanteans with water and earth magic and flying bats with blood and death magic
  
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 ==== Stealth Nations ==== ==== Stealth Nations ====
  
-{{:nations:ma:man:royal_forester.png?nolink&40 |}} Like the difference discussed between Giant and Half-Giant nations, Stealth Nations are similar to Elf-like, as most of their prominent units have stealth. They Can Raid like elves but lack much elven quality. Stealth Nations do have a downside of their raid party are easier to detect. Stealth Nations often have other traits the define them more contrast to elves    +{{:nations:ma:man:royal_forester.png?nolink&40 |}} Like the difference discussed between Giant and Half-Giant nations, Stealth Nations are similar to Elf-like, as most of their prominent units have stealth. They can Raid like Elves but lack most other Elven qualitiesAdditionally, Raids sent out by Stealth Nations are easier to detect than Elven raids. Stealth Nations often have other traits to contrast them with Elves  
 You might want to take a look at the [[https://www.youtube.com/watch?v=PgXOYMJ-j4U|elf strategy]] video by Perun. You might want to take a look at the [[https://www.youtube.com/watch?v=PgXOYMJ-j4U|elf strategy]] video by Perun.
  
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 **Early Age** **Early Age**
  
-  *Atlantis: Powerful Atlantean Basalt Kings with mighty elemental magic and deadly warriors from the depths+  *Atlantis: Powerful Atlantian Basalt Kings with mighty elemental magic and deadly warriors from the depths
   *Agartha: Amphibious cyclopes with strong elemental and decent death magic     *Agartha: Amphibious cyclopes with strong elemental and decent death magic  
   *Kailasa: Semi divine celestials and uncivilized apes with powerful elemental and astral magic    *Kailasa: Semi divine celestials and uncivilized apes with powerful elemental and astral magic 
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   *Niefelheim: Tough frost giants and old hags with deathly sorcery magic    *Niefelheim: Tough frost giants and old hags with deathly sorcery magic 
   *Ur: Horned Sumerian half giants with elemental, nature and death magic   *Ur: Horned Sumerian half giants with elemental, nature and death magic
-  *Ubar: +  *Fomoria: Cyclopes of giant & half-giant size with strong death & air magic, supported by elves 
 +  *Ubar: Unseen flying half-giant genies with fire & air magic, joined by stronger genies later in the game 
 +  *R'lyeh: Giant psychic fish commanding armies of lobotomized Atlantians with their mighty psychic powers
  
  
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   *Jotunheim: Tough giants, numerous goblins and old hags wielding dreadful sorcery   *Jotunheim: Tough giants, numerous goblins and old hags wielding dreadful sorcery
   *Phaeacia: Sea faring half giant Colossi with potent elemental and astral magic   *Phaeacia: Sea faring half giant Colossi with potent elemental and astral magic
-  *Phlegra: Deranged spartan giants with devastating elemental magic and autocommunions +  *Phlegra: Deranged spartan giants with devastating elemental magic and automatic communions 
-  *Na'ba:+  *Na'ba: Half-giants of Avvim & Jinnun descent, led by queens with powerful fire & air magic
   *Uruk: Horned Sumerian half giants with helmets and powerful astral magic    *Uruk: Horned Sumerian half giants with helmets and powerful astral magic 
 +  *Atlantis: Coral-equipped Atlantians with powerful water magic and some astral magic
  
  
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   *Patala: Powerful amphibious Naga mages with water, earth and astral magic and numerous monkeys    *Patala: Powerful amphibious Naga mages with water, earth and astral magic and numerous monkeys 
   *Utgard: Tough giants, Norse Huskarls and witches wielding dreadful sorcery   *Utgard: Tough giants, Norse Huskarls and witches wielding dreadful sorcery
 +  *Vaettiheim: Renegades of Utgard accompanied by vast hordes of tiny goblins
  
  ++++  ++++
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 ++++ Sample Nations | ++++ Sample Nations |
  
-**EA Magic**+**Early Age Magic**
  
-[[https://i.imgur.com/yhU9iyS.png| Magic paths of EA Nations ]] 
  *Hinnom also has A2N2, Atlantis has no blood magic  *Hinnom also has A2N2, Atlantis has no blood magic
 +{{https://i.imgur.com/yhU9iyS.png}}
 +
    
-**MA Magic**+**Middle Age Magic**
  
-[[https://i.imgur.com/4gda1e8.png| Magic paths of MA Nations ]]+{{https://i.imgur.com/4gda1e8.png| Magic paths of MA Nations}}
  
-**LA Magic**+**Late Age Magic**
  
-[[https://i.imgur.com/KLyJpTI.png| Magic paths of LA Nations ]]+{{https://i.imgur.com/KLyJpTI.png}}
  
 ++++ ++++
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 ==== Super Combatant Nations ==== ==== Super Combatant Nations ====
  
-{{:nations:ea:hinnom:melqart.png?nolink&60 |}}These nations can recruit powerful giant mageswhich equipped with fitting items and wielding spells can single handedly take on enemy armies (i.e. super combatants).+{{:nations:ea:hinnom:melqart.png?nolink&60 |}}These nations can recruit powerful Giant mages which, when equipped with specific items and spellscan single handedly take on enemy armies (e.g. Tartarians).
  
 ++++ Sample Nations | ++++ Sample Nations |
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   *Atlantis: Atlantean Basalt Kings with mighty elemental magic.   *Atlantis: Atlantean Basalt Kings with mighty elemental magic.
-  *Agartha: Amphibious Oracles with strong elemental and death magic. 
   *Fomoria: Amphibious Fomorian Kings with powerful air and death magic.   *Fomoria: Amphibious Fomorian Kings with powerful air and death magic.
   *Hinnom: Melquarts and Ba'als of Nephilim descent with fire, earth and astral magic as well as godlike fallen angels.   *Hinnom: Melquarts and Ba'als of Nephilim descent with fire, earth and astral magic as well as godlike fallen angels.
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 **Middle Age** **Middle Age**
  
-  *Agartha: Amphibious Oracles with mighty earth magic and tough summoned Marble Oracle. 
   *Ashdod: Adons of Nephilim descent with fire, earth and astral magic as well as angelic summons.   *Ashdod: Adons of Nephilim descent with fire, earth and astral magic as well as angelic summons.
   *Jotunheim: Tough Skratti werewolves, giants, numerous goblins and old hags wielding dreadful sorcery.   *Jotunheim: Tough Skratti werewolves, giants, numerous goblins and old hags wielding dreadful sorcery.
nations.1611275421.txt.gz · Last modified: 2021/01/22 00:30 by doggo