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Alternative Nation Template Proposal

See the original nation page template here

NOTE: This is a proposal for an alternative nation page style/template. It is currently incomplete and in progress.

Style Guide:
The goal of a nation page is to provide factual information about the nation that the game/ mod inspector does not provide in an accessible format. Descriptions should mostly be brief and factual, with more elaborate use-cases only for standout units or spells. Avoid opinions except where the opinion is well-accepted and relatively uncontroversial.* Nation pages are not guides! More in-depth strategy advice is not what these pages are for and such advice belongs on dedicated strategy guides. Give readers a sense of the tools available to a nation instead of a prescriptive manual on how they should play it.

Don't try to explain everything in exhaustive detail; focus on what makes a nation special and highlight those units and spells a prospective player should be paying attention to/building around as they familiarize themselves with a nation.

Exporting Strategic Information:
Many pages already have a lot of strategic information included that goes beyond the scope of this national page template. In many cases this can simply be cut, especially where the information is redundant with existing general guides such as MelficeBelmont's Boosting Guide and Not-Lola's Basic Magic Use Guide. Other pages have more extensive guide-style strategic advice, in which case you should contact the guide writer (check the editing history) and see if you can port the information to a separate page.

Examples from various nations are included, but shortened in some cases for brevity.

*insofar as anything can be uncontroversial in the Dominions community.

[Nation Flag goes here]

Name and Epithet of Nation

Lore

In-game nation description. – Nation Description

The in-game nation description is acceptable here (please note the source like above if you are directly copying a passage), but a custom-written version of the lore that incorporates insights from commander/hero descriptions and the Dominions 5 manual also works - it helps to keep things concise!. A link to related nations in earlier or later ages fits here too.

Berytos is the melting pot of the Early Ages. It is the surviving remnants of the empire built by the Telkhines, now a kingdom of ghosts under the sea. Ruled over by an avaricious Melqart king and his wily Telkhine consort, the once-crippled colony of Berytos has birthed its own phoenix empire. Hinnom-style blood worship is in fashion, the sacrifices dedicated to the King of the City, but the cult itself is presided over by a priesthood of Machakan exiles who look to turn the cult to their own ends. It is the Dominions equivalent of Carthage and the Phoenician city-states with a spicy dash of Caananite Ba'al worship, tied into the history of Therodos and its former Telkine overlords as well as the downfall of the Machakan Lion Queens.

Berytos exists only during the Early Ages; by the Middle Ages the Phoenix Empire has been crushed by the armies of Arcoscephale. Like its parent empire, it is succeeded by just one of its colonies: Phaeacia.

General Overview

This should be a brief overview of a nation's strengths and weaknesses and a short hook for what makes this nation cool and why people should play it. Some useful points to include might be:

  • Mage quality and magic access
  • Unit quality
  • Playstyle, archetype and power curve
  • Cool and useful summons
  • Unique mechanics

Many of these points will be elaborated upon in later sections, so avoid going into too much detail here.

Berytos is nation with strong magic diversity, boasting access to all the elements, depth in blood (along with crosspaths that make blood interesting), and even some minor astral magic. Its mage corps is eminently combat-capable, it is a major blood power, and it has some very potent summons including the nation-defining Se'irim, angry sacred goat demons that can shred even the most durable front lines.

Unfortunately, Berytos suffers from a mediocre unit roster that lacks the protection and damage output to compete with their contemporaries in the Early Ages. The aforementioned strengths are also highly terrain-dependent, which may be an issue on less kind map generators. Berytos has some powerful tools and the magic diversity is awesome, but balancing these strengths with its weaknesses is not a straightforward task!

National Features

The details in this table should be pulled from the Nation Description in-game. Clarify or omit anything that is unclear (e.g. use glamour instead of "illusions", amphibious instead of "can enter the sea"). Treat 25% magic randoms as guaranteed; anything lower is "rare". Do not count paths from heroes as these are subject to too much variance.

Special Race Attributes Military Magic Access Priests Buildings
Temperature preference
Unit races
Unit types
How heavily armored are they?
fire 33 (rare 4)
air 33 (rare 4)
blood 33 (rare 4)
water 33*
earth 22 (rare 3)
astral 11*
holy 22 Priests
holy 33 Summons
Inquisitor?
Blood Sacrifice?
Dying Dominion?
Maximum Fort level
Cheaper/more expensive labs/temples?

*Coastal-reliant

Bless bonuses, dominion effects and other national features not included in the table can be summarized here.

Capital Sites

Site 1 Site 2 etc.
Enables recruitment of Bride-in-Waiting
Enables recruitment of Colossi Warrior
Generates 2firegem3airgem2bloodslave per turn
Other effects (e.g. scales)

National Mechanics

Mechanic Name

Any mechanics and event chains unique to the nation should be explained here. Unit or commander abilities can be explained in later sections. Examples of National Mechanics include:
* Mekone's Krypteion and related mechanics
* Phaeacia's dark ships and annual Gigante visit
If the mechanic requires a lot of explanation, consider writing a brief description and linking to a dedicated page.

National Units

Provide a brief overview of commanders and units and what tools they provide you with. Outline any peculiarities across the roster (e.g. the animal tag, cold blooded). Highlight any particular strengths of the roster and describe their roles (e.g. high-quality infantry, thugs, powerful mages).

Berytos's unit lineup is mediocre, even for the early age. The most durable of Berytos's units are the cap-only Colossi Warrior and fort-recruit Berytian Heavy Spearman; both have only 14 prot which is easily pierced by even indie weapons. Most do not deal enough damage to make up for the low survivability either, which can make it difficult to expand and survive an early war against nations with more powerful national troops.

However, Berytos's mages add the killing power to turn its threat level from almost nonexistent to terrifying with elemental spam, evocations and a comprehensive suite of army buffs. The Storm Caller can only be recruited in coastal forts but is a powerful combat mage; the Bride-in-Waiting is expensive and cap-only, but makes up for it with her spread of useful paths and innate mobility. Just as important is their ability to call forth Berytos's national summons, which dramatically improve the combat ability of Berytos's initially poor armies.

Commanders

Keep descriptions to the point! Discussion of what to use certain magic paths for, thug equipment, etc. quickly becomes redundant over several nation pages, so describe the unit's function and leave it at that. Elaborate only if it is exceptional and/or a particular strength of the roster. Combine entries if the units are very similar.

The following example roster has been shortened for brevity.

Sprite Unit Name Special Attributes Description
Berytian Scout
Gold 25
Resources 3
Recruitment points 1
Stealthy (55)
Mountain Survival
Forest Survival
Slightly more stealthy than a generic scout.
Storm Caller
Gold 205
Resources 2
Recruitment points 4
Coastal fort recruitment only
air 22water 22random1100% 15
Sailing (Max size 2)
40 leadership sailing mage, magic phase-capable with Cloud Trapeze. Usually old when recruited. Strong water and especially strong air paths provide great combat utility. 25% are astral randoms who can join sabbaths.
Berytian Priest
Gold 140
Resources 2
Recruitment points 2
blood 11holy 11random1100% 9
Sailing (Max size 2)
Sacred
Moderately expensive blood hunter, Sabbath Slave and Sabbath Master. Minor priest with 10 leadership.
Bride-in-Waiting
Gold 415
Resources 8
Recruitment points 4
Capital Only
fire 22air 22earth 11blood 22holy 22random1100%
10%
21
Sacred
Female
90 leadership mage, multiple moderate-to-high paths. Magic phase-capable with Cloud Trapeze. A flexible but expensive combat mage, capable of evocations/buffs/elemental summoning. Provides some useful forging crosspaths.

Highlight Unit/Commander

If there is a commander or unit that defines the nation in multiplayer Dominions, consider highlighting it in a bubble like this to elaborate on its strengths and how it is typically used. Also consider highlighting how unique unit mechanics change the way a nation is played. Examples include the Wind Rider from EA Arcoscephale or the nature communions of MA Man.

Troops

Sprite Unit Name Special Attributes Description
Berytian Militia
7
5
3
Generic militia. Cheap source of siege chaff or patrol strength.
Berytian Archer
10
7
9
Massable archers. Supported by national access to Wind Guide and Flaming Arrows.
Berytian Heavy Spearman
12
19
14
Formation Fighter(2) Medium infantry with formation fighter. Length 4 spear enables repels against most human weapons. Acceptable line-holding unit with higher attack density.
Colossi Warrior
35
25
21
Capital Only
Sacred
Bodyguard (2)
Medium size 3 infantry with short swords. Much higher damage output than other Berytian troops. Cannot be sailed.
Note: 14 prot, not 13 prot as the hoverlink suggests.
War Elephant
100
20
33
Animal
Trample
Size 6 trampler. Great against low-damage units, but surprisingly fragile, prone to routing and expensive. Cannot be sailed.

Heroes

Describe overall quality of heroes here.

Sprite Unit Name Special Attributes Comments
Dis Mater - Bride of the Gods
Minimum hero arrival turn: 10
fire 33earth 11death 33blood 33holy 22 25
Sacred
Fire Resistance (13)
Female
Describe what this hero can do (thug, cast, forge, etc.) and any new options the hero opens up.

Moderate death access with good crosspaths. Opens up the option of an immortal lategame with Vampire Lords. She can also forge Skull of Fire and Shademail Haubergeons.

Magic

Magic Access

This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.

Berytos gets excellent magic diversity from the coastal fort Storm Caller and cap-only Bride-in-Waiting. All of the paths available to Berytos can be boosted via communions, so for the purposes of combat you will be able to boost beyond these face-value paths.

Elemental

  • fire 33 on Brides-in-Waiting
  • air 33 on both Brides-in-Waiting and Storm Callers
  • water 33 on Storm Callers, water 77 via a Water Bracelet, Robe of the Sea and Queen of Elemental Water
  • earth 22 on Brides-in-Waiting, earth 66 via Earth Boots, a Blood Stone, Troll King's Court and King of Elemental Earth

Sorceries

  • astral 11 on Storm Callers
  • No death magic at all except for a death 33 hero
  • No nature magic at all except for a nature 22 hero
  • blood 33 on Brides-in-Waiting, realistically as much blood as required via empowering and boosters.

Notable Crosspaths:

  • for Call Melqart on Brides-in-Waiting
  • for Summon Shedim on Brides-in-Waiting
  • for Blood Stones, Father Illearth on Brides-in-Waiting
  • for Freezing Mist, Summon Telkhine on Storm Callers

Berytos is relatively unique in that it can natively summon a mage that opens up even more magic diversity, the Telkhine. The new paths you get include:

They can also forge the Staff of Elemental Mastery using either the or crosspath.

National Spells

List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells. Nation-defining national spells (e.g. Bind Jaguar Fiends for EA Mictlan or Scapegoats for LA Gath) can be highlighted like important commanders or units.

Berytos mostly borrows national spells from its varied cultural influences, but also has its own unique summon courtesy of its blood cult. The summons shared with Hinnom and Therodos are particularly notable, including strong units and super mages! Wastelands for Se'irim and Shedim are usually generated near Berytos's capital on MapNuke maps, but may be more difficult to find on other maps.

Combat

  • Berytos does not have any national combat spells.

Ritual

  • Conjuration 3 nature 11 for 3naturegem: Summon Mazzikim ( Mazzik×8)
    Nature equivalent of Summon Imps, but cast outside of battle. Can disrupt enemy lines, harass unprotected mages, or patrol blood hunting provinces.
  • Conjuration 8 water 55air 22 for 69watergem: Summon Telkhine ( Telkhine Telkhine×1)
    Summons a size 4 amphibious fire 22air 33water 33earth 33death 22random1100% mage with a second form. Autocasts Foul Vapors in battle, kills 5% of population in its province every turn. Human form has Master Smith, demon form has a Fear aura and a +1 pathboost to air and water. Expensive but useful diversity summon and very powerful combat mage.
  • Blood 3 blood 11 for 8bloodslave: Scapegoats. Wasteland Only ( Se'ir×2)
    Summons sacred, triple-attacking berserker demons. Extremely hard-hitting and a defining summon for the Hinnom line of nations. Just as useful for Berytos, if not more so due to Berytos's poor infantry.
  • Blood 4 blood 33air 11 for 28bloodslave: Summon Shedim. Wasteland Only ( Shed×3)
    Summons lightning-flinging, flying demons. Their lightning attack is similar to Lightning Bolt but the damage is based on strength instead, making Shedim mini evocation mages that scale with strength buffs. Much more mage turn-efficient than the generic equivalent, Bind Storm Demon.
  • Blood 6 blood 33fire 22 for 99bloodslave: Call Melqart ( Melqart×1)
    Summons a size 5 blood 33holy 33random2200% mage which kills population and raises unrest in its province. Notably different from Hinnom's Melqarts in that they are holy 33 (can claim thrones) and random air instead of astral. Makes a great heavy thug with minimal gear, but is more expensive than and lacks the immortality of Vampire Lords.

Notable Generic Magic

Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, link to Not-Lola's Basic Magic Use Guide.

This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.

Due to MA C'tis's ubiquitous poison resistance and easy access to the crosspath via the Marshmaster, Foul Vapors is a natural fit for the nation and an early target for most strategies. It can be researched relatively early at Enchantment 5 and is an army-killing threat for anyone who has not researched poison resistance spells and/or lacks nature mages. It is a meta-defining spell for a reason!

Magic Items

List and describe any unique national items or discounts in this section, discuss and compare with similar generic items. Also discuss generic items that are useful and accessible for the nation. These may include:

  • Thug gear (if the nation has good thugs)
  • Research boosters (particularly if the nation needs help researching or is already very good at researching)
  • Other items that synergize with the nation (e.g. Dwarven Hammers for MA Ulm)

National Items

  • Construction 2 fire 11water 11 for 2firegem2watergem: Sword of the Five Elements
    Grants the user Reinvigoration and a lot of Attack and Defence skill. Useful on a mage to reduce fatigue. Potentially mass-produceable for communions. Not terribly well-suited for thugs due to low damage output.
  • Construction 2 earth 11air 11 for 2earthgem2airgem: Armor of the Five Elements
    Light but high prot armor that grants minor Fire, Shock, Poison and Magic resistance. Useful on thugs and mages.

National Discount Items

  • Construction 2 air 11 for 4airgem instead of 5airgem: Chi Shoes
    Grants an additional kick attack. Useful on high strength units but competes with more important boot items such as Boots of the Messenger or Boots of Quickness.

Generic Items

  • T'ien Ch'i has access to Owl Quills and Lightless Lanterns for research.
  • Broad but shallow path access means that the Ring of Wizardry and other similar items can greatly improve magic diversity in the mid-to-late game.

Strategy

Power Curve

This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.

Berytos starts off slow: expansion with its mediocre troops requires finesse, and Berytos lacks strong tools to deal with very early aggression. However, Berytos's unique blood summons, anyfort blood hunters and powerful mages mean that it can scale very well into the mid game. Once blood hunting operations have become established and you are able to mass Se'irim and Shedim, Berytos's threat level increases significantly. This can provide the breathing room for a powerful late game based on strong, plentiful magic support and summons (particularly Vampire Lords, Melqarts and Telkhines).

Expansion Strategies

List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.

Berytos has a couple of options for expansion. Berytos is not famous for lightning fast expansion like Arcoscephale or Abysia, but it is definitely possible to expand well enough even without an awake pretender. Here is a non-exhaustive list of example expansion parties:

  • 15-20 Berytian Light Spearmen + 4 Elephants on the flank: pretty safe against low-damage indies, but also expensive. Can make it more difficult to afford early infrastructure.
  • Pure Berytian Light Spearmen: use a large quantity of javelins to make up for poor quality troops as these parties will definitely suffer attrition. Not great against indies with shields or armor.
  • 8-10 Colossi Warriors + however many Berytian Light Spearmen you can afford: Colossi Warriors can take 50 Lion or Deer Tribe without losses in parties of this size, and can also go toe-to-toe with Heavy Cavalry/Jade Maidens as long as they have a slight numbers advantage. Can expand in smaller parties if using a stat bless.

Example Pretender Builds

List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.

For an awake build, try:

Wigglefig's Great White Bull
The Bull is a more traditional awake expander.

Chassis: Awake Great White Bull
Paths: earth 44nature 44
Bless: 2×Reinvigoration, 1×Resilient and +15 PR
Scales: Dominion strength5Turmoil2Productivity3Heat3Growth3Luck0Magic0

For an imprisoned build, try:

Wigglefig's Golden Idol
This pretender is built for good scales and to cast Astral Corruption. You also gain access to the other high astral goodies for much easier magic boosting. F&SR does not come online until your pretender turns up, but will make your Melqart heavy thugs a bit sturdier in the mid-to-late game. Missing poison resist.

Chassis: Imprisoned Golden Idol
Paths: earth 55astral 66blood 44
Bless: Bless: F&SR, 1×Arcane Command, +1 MR, MW, Blood Surge.
Scales: Dominion strength7Turmoil2Productivity3Heat3Growth3Luck3Magic3

See More

nationtemplate-alt.txt · Last modified: 2021/12/19 00:50 by wigglefig