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nationtemplate-alt [2021/12/15 23:39]
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nationtemplate-alt [2021/12/19 00:50] (current)
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 **NOTE:** This is a proposal for an alternative nation page style/template. It is currently incomplete and in progress. **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/[[https://larzm42.github.io/dom5inspector/ | 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.+**Style Guide:**\\ The goal of a nation page is to provide factual information about the nation that the game/[[https://larzm42.github.io/dom5inspector/ | 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. 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 [[melfice-belmont-boosting-and-access | MelficeBelmont's Boosting Guide]] and [[https://steamcommunity.com/sharedfiles/filedetails/?id=2023973143 | 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. Examples from various nations are included, but shortened in some cases for brevity.
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 [Nation Flag goes here] [Nation Flag goes here]
  
-====== Name and Motto of Nation  ======+====== Name and Epithet of Nation  ======
  
  
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 //In-game nation description.// -- Nation Description //In-game nation description.// -- Nation Description
  
-//The in-game nation description is acceptable here, but a custom-written version of the lore that incorporates insights from commander/hero descriptions and the Dominions 5 manual also works. A link to related nations in earlier or later ages fits here too.// +//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 [[nations-ea | Early Ages]]. It is the surviving remnants of the empire built by the ??Telkhine??s, now a [[therodos-ea | 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-ea | 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 [[machaka-ea | 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 Queen??s. Berytos is the melting pot of the [[nations-ea | Early Ages]]. It is the surviving remnants of the empire built by the ??Telkhine??s, now a [[therodos-ea | 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-ea | 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 [[machaka-ea | 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 Queen??s.
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 //Many of these points will be elaborated upon in later sections, so avoid going into too much detail here.// //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 {{:misc:magic:fire.png?14&nolink}}{{:misc:magic:air.png?14&nolink}}{{:misc:magic:water.png?14&nolink}}{{:misc:magic:earth.png?14&nolink}}elements, depth in {{:misc:magic:blood.png?14&nolink}}[[blood]] (along with crosspaths that make blood interesting), and even some minor {{:misc:magic:astral.png?14&nolink}}[[astral]] magic. Unfortunately Berytian troops are quite mediocre, lacking in both damage output and survivability. On the bright side, Berytos's national blood summons are quite good and its mages are excellent, providing the combat power to make up for the troops' weaknesses. All in allBerytos is really **not** nation for beginnersespecially not for players who are new to blood and not great at expansion, but it has the traditional power curve that blood and path diversity provide.+Berytos is nation with strong magic diversity, boasting access to all the {{:misc:magic:fire.png?14&nolink}}{{:misc:magic:air.png?14&nolink}}{{:misc:magic:water.png?14&nolink}}{{:misc:magic:earth.png?14&nolink}}elements, depth in {{:misc:magic:blood.png?14&nolink}}[[blood]] (along with crosspaths that make blood interesting), and even some minor {{:misc:magic:astral.png?14&nolink}}[[astral]] magic. Its mage corps is eminently combat-capableit is a major blood power, and it has some very potent summons including the nation-defining ??Se'ir??im, 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 ===== ===== National Features =====
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 //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.//  //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                                                     ^ ^ Special Race Attributes                ^  Military                                                                                    ^  Magic Access                                                                              ^  Priests                                                                    ^  Buildings                                                     ^
-| Temperature preference\\ Unit races  | Unit types\\ How heavily armored are they? | {{path>F3}} (rare 4)\\ {{path>A3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>W3}}* \\ {{path>E2}} (rare 3)\\ {{path>S1}}*  | {{path>H2}} Priests\\ {{path>H3}} Summons\\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]?\\ [[Blood Sacrifice]]?\\ [[dominion#nation-specific-dominion-effects| Dying Dominion]]? | {{:misc:gui:castle.png?30&nolink}} Primitive/Standard/\\ Advanced [[fort | Forts]] (specify type)\\ Cheaper/more expensive labs/temples?  |+| Temperature preference\\ Unit races  | Unit types\\ How heavily armored are they? | {{path>F3}} (rare 4)\\ {{path>A3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>W3}}* \\ {{path>E2}} (rare 3)\\ {{path>S1}}*  | {{path>H2}} Priests\\ {{path>H3}} Summons\\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]?\\ [[Blood Sacrifice]]?\\ [[dominion#nation-specific-dominion-effects| Dying Dominion]]? | {{:misc:gui:castle.png?30&nolink}} Maximum [[fort | Fort]] level\\ Cheaper/more expensive labs/temples?  |
 *Coastal-reliant *Coastal-reliant
  
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 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. 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 very comprehensive suite of army buffs. The ??Storm Caller?? can be recruited in coastal forts and 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. +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 spells | national summons]], which dramatically improve the combat ability of Berytos's initially poor armies.
 ==== Commanders ==== ==== 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.//  //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  ^ ^ Sprite                                                  ^ Unit Name                                                                                             ^ Special Attributes                                                                                                                                                                                ^ Description  ^
 | {{:nations:ea:berytos:berytian_scout.png?nolink}}    | **??Berytian Scout??**\\ {{gold}} 25\\ {{resources}} 3 \\ {{recpoints}} 1                             | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (55)\\ {{:abilities:mountainsurvival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]  | Slightly more stealthy than a generic scout.                                                                                                                                                                                                                                                                                                      | | {{:nations:ea:berytos:berytian_scout.png?nolink}}    | **??Berytian Scout??**\\ {{gold}} 25\\ {{resources}} 3 \\ {{recpoints}} 1                             | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (55)\\ {{:abilities:mountainsurvival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]  | Slightly more stealthy than a generic scout.                                                                                                                                                                                                                                                                                                      |
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 ==== National Spells ==== ==== 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 [[xibalba-ea | EA Xibalba]] or ??Scapegoats?? for [[gath-la | LA Gath]]) can be highlighted like important commanders or units.//+//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 [[mictlan-ea | EA Mictlan]] or ??Scapegoats?? for [[gath-la | 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'ir??im and ??Shed??im are usually generated near Berytos's capital on [[MapNuke]] maps, but may be more difficult to find on other maps. 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'ir??im and ??Shed??im are usually generated near Berytos's capital on [[MapNuke]] maps, but may be more difficult to find on other maps.
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   *Conjuration 8 {{path>W5A2}} for {{gems>69W}}: **??Summon Telkhine??** ( {{:nations:ea:berytos:Telkhine.png?nolink}}  ??Telkhine#2873?? {{:nations:ea:berytos:Telkhine_2.png?nolink}} ??Telkhine#2874??×1)\\ Summons a size 4 amphibious {{path>F2A3W3E3D2,100%FAWED}} mage with a second form. Autocasts ??Foul Vapors?? in battle, kills 5% of population in its province every turn. Human form has {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], demon form has a {{:abilities:fear.png?15&nolink}}[[Fear]] aura and a **+1** pathboost to {{misc:magic:air.png?14&nolink}}air and {{misc:magic:water.png?14&nolink}}water. Expensive but useful diversity summon and very powerful combat mage.   *Conjuration 8 {{path>W5A2}} for {{gems>69W}}: **??Summon Telkhine??** ( {{:nations:ea:berytos:Telkhine.png?nolink}}  ??Telkhine#2873?? {{:nations:ea:berytos:Telkhine_2.png?nolink}} ??Telkhine#2874??×1)\\ Summons a size 4 amphibious {{path>F2A3W3E3D2,100%FAWED}} mage with a second form. Autocasts ??Foul Vapors?? in battle, kills 5% of population in its province every turn. Human form has {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], demon form has a {{:abilities:fear.png?15&nolink}}[[Fear]] aura and a **+1** pathboost to {{misc:magic:air.png?14&nolink}}air and {{misc:magic:water.png?14&nolink}}water. Expensive but useful diversity summon and very powerful combat mage.
  
-  *Blood 3 {{path>B1}} for {{gems>8B}}: **??Scapegoats??**. {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:hinnom:seir.png?nolink}} ??Se'ir??×2)\\ Summons sacred, triple-attacking berserker demons. Extremely hard-hitting and a defining summon for the Hinnom line of nations. Perhaps less synergistic for Berytos as its recruitable sacredthe ??Colossi Warrior??, is much less impressive than the [[hinnom-ea | Hinnom]]/[[gath-la |Gath]] sacreds.+  *Blood 3 {{path>B1}} for {{gems>8B}}: **??Scapegoats??**. {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:hinnom:seir.png?nolink}} ??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 {{path>B3A1}} for {{gems>28B}}: **??Summon Shedim??**. {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:berytos:shed.png?nolink}} ??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 4 {{path>B3A1}} for {{gems>28B}}: **??Summon Shedim??**. {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:berytos:shed.png?nolink}} ??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 {{path>B3F2}} for {{gems>99B}}: **??Call Melqart??** ({{:nations:ea:berytos:melqart.png?nolink}} ??Melqart#2267??×1)\\ Summons a size 5 {{path>B3H3,200%FAE}} mage which kills population and raises unrest in its province. Notably different from [[hinnom-ea | Hinnom's]] ??Melqart#2031??s in that they are {{path>H3}} (can claim thrones) and random {{misc:magic:air.png?14&nolink}}air instead of {{misc:magic:astral.png?14&nolink}}astral. Makes a great heavy thug with minimal gear, but is more expensive than and lacks the [[immortality]] of ??Vampire Lord??s.   *Blood 6 {{path>B3F2}} for {{gems>99B}}: **??Call Melqart??** ({{:nations:ea:berytos:melqart.png?nolink}} ??Melqart#2267??×1)\\ Summons a size 5 {{path>B3H3,200%FAE}} mage which kills population and raises unrest in its province. Notably different from [[hinnom-ea | Hinnom's]] ??Melqart#2031??s in that they are {{path>H3}} (can claim thrones) and random {{misc:magic:air.png?14&nolink}}air instead of {{misc:magic:astral.png?14&nolink}}astral. Makes a great heavy thug with minimal gear, but is more expensive than and lacks the [[immortality]] of ??Vampire Lord??s.
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 ====Example Pretender Builds==== ====Example Pretender Builds====
-//List some example pretender builds. If more advanced builds are included, link to a guide that explains how it works rather than writing a long explanation on the nation page. Try to use the following format to keep authorship and pretender design rationale clear.//+//List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.//
  
 For an **awake** build, try: For an **awake** build, try:
- 
-<WRAP box centeralign> 
-<WRAP column twothirds> 
-{{:pretenders:annunaki_of_love_and_war.png |}}**Wigglefig's Annunaki of Love and War** \\ This is a fun option if you want to try an expansion titan, and can really smooth out conquering more difficult provinces like large numbers of Heavy Cavalry. After expansion, she helps deter early aggression and opens up high {{misc:magic:air.png?14&nolink}}air, {{misc:magic:earth.png?14&nolink}}earth and {{misc:magic:nature.png?14&nolink}}nature. The bless will also make your ??Melqart?? heavy thugs much more difficult to counter later in the game. The Misfortune does make it extremely unlikely that your heroes will show up, though. Alternatively you can drop her down to 2 in each magic path for 3 extra scales.\\ See [[mandarbmax-expansion-titans | The Virtues of Expansion Titans]] by Mandarbmax for more details on how to use expansion titans.</WRAP> 
-<WRAP column third> 
-**Chassis:** Awake ??Annunaki of Love and War?? \\ 
-**Paths:** {{path>A4E4N4}} \\  
-**Bless:** +15 SR, 2×Reinvigoration, 1×Resilient and +15 PR \\ 
-**Scales:** {{scales>dom5T2P3H3G3M2M0}} 
- 
-</WRAP></WRAP> 
  
 <WRAP box centeralign> <WRAP box centeralign>
nationtemplate-alt.1639611560.txt.gz · Last modified: 2021/12/15 23:39 by wigglefig