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nationtemplate [2023/09/15 00:22]
wigglefig
nationtemplate [2023/09/15 00:35] (current)
wigglefig
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 ===== National Features ===== ===== 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; 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.// +//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; ~12.5% 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                                                     ^ ^  Race                ^  Military                                                                                    ^  Magic Access                                                                              ^  Dominion  ^  Buildings                                                     ^
-| Temperature preference {{:misc:scales:heat.png?14&nolink}}{{:misc:scales:cold.png?14&nolink}}\\ 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}} Capital-only\\ {{path>H1}} in Forts\\ {{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?  |+| Temperature preference {{:misc:scales:heat.png?14&nolink}}{{:misc:scales:cold.png?14&nolink}}\\ Unit races\\ Do not include numbers here.  | 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}} Capital-only\\ {{path>H1}} in Forts\\ {{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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 ==== 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'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'abilities briefly and leave it at that. Combine entries if the units are very similar.// 
  
 //The following example roster has been shortened for brevity.// //The following example roster has been shortened for brevity.//
 ^ Sprite                                                  ^ Unit Name                                                                                             ^ Special Attributes                                                                                                                                                                                ^ Comments  ^ ^ Sprite                                                  ^ Unit Name                                                                                             ^ Special Attributes                                                                                                                                                                                ^ Comments  ^
 | {{:nations:ea:berytos:berytian_scout.png?nolink}}    | **??Berytian Scout??**\\ {{gold}} 25\\ {{resources}} 3 \\ {{recpoints}} 1                             | {{:abilities:stealth.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:stealth.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:storm_caller.png?nolink}}      | **??Storm Caller??**\\ {{gold}} 205\\ {{resources}} 2\\ {{recpoints}} 4\\ Coastal fort recruitment only    | {{path>A2W2,100%FAWS}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)  | 40 leadership sailing mage, [[turn order sequence | magic phase]]-capable with ??Cloud Trapeze??. Usually [[old-age | old]] when recruited. Strong {{:misc:magic:water.png?14&nolink}}water and especially strong {{:misc:magic:air.png?14&nolink}}air paths provide great combat utility. 25% are {{:misc:magic:astral.png?14&nolink}}astral randoms who can join sabbaths.                                                    |+| {{:nations:ea:berytos:storm_caller.png?nolink}}      | **??Storm Caller??**\\ {{gold}} 205\\ {{resources}} 2\\ {{recpoints}} 4\\ Coastal fort recruitment only    | {{path>A2W2,100%FAWS}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)  | 40 leadership sailing mage, [[turn order sequence | magic phase]]-capable with ??Cloud Trapeze??. Usually [[old-age | old]] when recruited. Strong {{:misc:magic:water.png?14&nolink}}water and especially strong {{:misc:magic:air.png?14&nolink}}air paths provide great combat utility, but their recruitment point cost makes them difficult to mass. 25% are {{:misc:magic:astral.png?14&nolink}}astral randoms who can join sabbaths.                                                    |
 | {{:nations:ea:berytos:berytian_priest.png?nolink}}   | **??Berytian Priest??**\\ {{gold}} 140\\ {{resources}} 2\\ {{recpoints}} 2                            | {{path>B1H1,100%FAEB}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)\\ {{:abilities:sacred.png?15&nolink}} Sacred                       | Moderately expensive blood hunter, ??Sabbath Slave?? and ??Sabbath Master??. Minor priest with 10 leadership.                                                                                                                                                                                                                                                                                                                                                 | | {{:nations:ea:berytos:berytian_priest.png?nolink}}   | **??Berytian Priest??**\\ {{gold}} 140\\ {{resources}} 2\\ {{recpoints}} 2                            | {{path>B1H1,100%FAEB}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)\\ {{:abilities:sacred.png?15&nolink}} Sacred                       | Moderately expensive blood hunter, ??Sabbath Slave?? and ??Sabbath Master??. Minor priest with 10 leadership.                                                                                                                                                                                                                                                                                                                                                 |
 | {{:nations:ea:berytos:bride-in-waiting.png?nolink}}  | **??Bride-in-Waiting??**\\ {{gold}} 415\\ {{resources}} 8\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                           | {{path>F2A2E1B2H2,100%FAEB,10%FAEB}}{{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} Sacred\\ [[Female]]  | 90 leadership mage, multiple moderate-to-high paths. [[turn order sequence | Magic phase]]-capable with ??Cloud Trapeze??. A flexible but expensive combat mage, capable of evocations/buffs/elemental summoning. Provides some useful forging crosspaths.  | | {{:nations:ea:berytos:bride-in-waiting.png?nolink}}  | **??Bride-in-Waiting??**\\ {{gold}} 415\\ {{resources}} 8\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                           | {{path>F2A2E1B2H2,100%FAEB,10%FAEB}}{{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} Sacred\\ [[Female]]  | 90 leadership mage, multiple moderate-to-high paths. [[turn order sequence | Magic phase]]-capable with ??Cloud Trapeze??. A flexible but expensive combat mage, capable of evocations/buffs/elemental summoning. Provides some useful forging crosspaths.  |
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 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]] using either astral or blood. 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]] using either astral or blood.
  
 +<WRAP box center 800 px>
 +<WRAP column half>
 **Elemental** **Elemental**
   * {{path>F3}} on Brides-in-Waiting   * {{path>F3}} on Brides-in-Waiting
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   * {{path>W3}} on Storm Callers, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and [[Elemental Royalty#Queens of Elemental Water | Queen of Elemental Water]]   * {{path>W3}} on Storm Callers, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and [[Elemental Royalty#Queens of Elemental Water | Queen of Elemental Water]]
   * {{path>E2}} on Brides-in-Waiting, {{path>E6}} via ??Earth Boots??, a ??Blood Stone??, ??Troll King's Court?? and [[Elemental Royalty#Kings of Elemental Earth | King of Elemental Earth]]   * {{path>E2}} on Brides-in-Waiting, {{path>E6}} via ??Earth Boots??, a ??Blood Stone??, ??Troll King's Court?? and [[Elemental Royalty#Kings of Elemental Earth | King of Elemental Earth]]
 +</WRAP><WRAP column half>
 **Sorceries** **Sorceries**
   * {{path>S1}} on Storm Callers   * {{path>S1}} on Storm Callers
-  * No {{misc:magic:death.png?14&nolink}}death magic at all except for a {{path>D3}} hero +  * No {{misc:magic:death.png?14&nolink}}death magic except for a {{path>D3}} hero 
-  * No {{misc:magic:nature.png?14&nolink}}nature magic at all except for a {{path>N2}} hero +  * No {{misc:magic:nature.png?14&nolink}}nature magic except for a {{path>N2}} hero 
-  * {{path>B3}} on Brides-in-Waiting, realistically as much {{misc:magic:blood.png?14&nolink}}blood as required via [[empowering]] and boosters.+  * {{path>B3}} on Brides-in-Waiting, more with boosters and [[empowerment]]. 
 +</WRAP></WRAP> 
 + 
 + 
  
 ==== National Spells ==== ==== National Spells ====
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 //List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells.// //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. 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 Melqart summon courtesy of its blood cult. 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.
  
 **Combat** **Combat**
nationtemplate.1694737332.txt.gz · Last modified: 2023/09/15 00:22 by wigglefig