This is an old revision of the document!
Note: Edits in Progress 15-09-2023
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. Nation pages should in no way instruct players on how a nation should be played or what mages are most significant. Nation pages are not guides! Such advice belongs on dedicated strategy guides.
Exporting Strategic Information:
Many pages already have a lot of strategic information included that goes beyond the scope of this nation 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.
Nation template begins below.
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.
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:
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!
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; lower chance randoms are "uncommon" and extremely unlikely randoms are "rare". Do not count paths from heroes as these are subject to too much variance.
Race | Military | Magic Access | Dominion | Buildings |
---|---|---|---|---|
Temperature preference Unit races | Unit types How heavily armored are they? | 3 (rare 4) 3 (rare 4) 3 (rare 4) 3* 2 (rare 3) 1* | 2 Capital-only 1 in Forts 3 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.
Site 1 | Site 2 etc. |
---|---|
Enables recruitment of Bride-in-Waiting and Colossi Warrior Produces 232 per turn Other effects (e.g. scales) |
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.
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.
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 | Comments |
---|---|---|---|
Berytian Scout 25 3 1 | Stealthy (55) Mountain Survival Forest Survival | Slightly more stealthy than a generic scout. | |
Storm Caller 205 2 4 Coastal fort recruitment only | 221100% 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 140 2 2 | 111100% 9 Sailing (Max size 2) Sacred | Moderately expensive blood hunter, Sabbath Slave and Sabbath Master. Minor priest with 10 leadership. | |
Bride-in-Waiting 415 8 4 Capital Only | 221221100% 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
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. |
Describe overall quality of heroes here.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Dis Mater - Bride of the Gods Minimum hero arrival turn: 10 | 31332 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. |
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
Sorceries
Notable Crosspaths:
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.
List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells.
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
Ritual
List and describe any unique national items or discounts in this section, if any.
Add links to guides or other overviews for this nation here.
Dominions 5 National Analysis: EA Berytos by Perun
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |