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When Nazca was released in a patch for Dominions 4 it had already been on the drawing board for a long time. I really like the necrocratic concept where mummified ancestors have a position of influence in society. A kingdom forced to expand with every generation as previous kings and nobles keeps their conquered lands even after death. A kingdom slowly going bankrupt as stipends to dead ancestors keeps piling up. The first ideas on Nazca were just speculations how I wanted a Caelian splinter kingdom to be, but when I got the idea of an Inca setting for the new nation it stuck. I started to research Andean concepts and cultural history and was intrigued by mummy bundles, moieties, geoglyphs and necrocratic practices. I have no clear idea of the end of the Nazca saga, so there is room for a possible late era version in a future iteration of Dominions. - illwinter
Nazca is a mountain necrocracy of winged humanoids. It was once a far off Caelian colony, but with the fall of the Raptors and the disappearance of the Eagle Kings contact with Caelum was broken and the descendants of the Eagle Kings became Nazcan Sun Kings, Incas. With the demise of the last Eagle Kings steps were taken to preserve the wisdom of the kings of old. The necromantic practices of the Raptor Clan were not banned in Nazca and the divine kings were mummified and preserved, should their advice be needed in the future. Priests of the dead began to mummify other influential members of society as well. Since old kings and queens were supposed to be wiser than the living, a council of mummies was formed to aid and guide the Incas. The priests would listen to the mummies and divine their will. Now Nazca has turned into a necrocracy, a kingdom ruled by mummies of the silent council. The Sun Kings rule in their name, but it is the mummies of ancient kings and their interpreters who have the true power in the kingdom. The mummies of nobles and priests are transported to and fro to decide in judicial matters as well as to attend feasts and ceremonies. The royal mummies are too valuable to disturb unless the matters at hand are of utmost importance. The ice crafting of Caelum has been lost and Nazca use light armors of cloth and bronze. The Nazcans can field vast armies of unskilled soldiers. Commoners indebted to the mummies, allied soldiers from conquered human mountain kingdoms, and walking dead reanimated by the mummies of dead priests form most of the armies of the kingdom.
Nazca has flying troops, strong Death and Air mages, mages that turn into stronger undead mages when they die, mass freespawning flying slaves, reanimation priests and recruitable innate spellcasters. Nazca can quickly become overpowering and grow stronger as research goals are reached.
Nazca's undead mages still cost a fair amount each month so you will be tight on gold. Powerful nations naturally get a large diplomacy penalty with other players, usually people will tend to form a coalition against you before your snowball becomes unstoppable. Expanding with Nazca can be difficult, as their sacred troops are fragile. A good bless benefits your sacred troops and summons, but good scales make it easier to expand. Nazca is a tricky nation to play early in the game but they can become very powerful in the mid-late game.
Race | Military | Magic Access | Priests | Buildings |
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Flying Cold Resistant Commanders Mummified on death Prefers Cold 1 | Cheap flying troops Slave Levies Reanimated dead | 2 (rare 3) 2 (rare 3) 2 (rare 3) 2 (rare 3) 2 (rare 3) 1 (off-fort) | Powerful (3) 2 off-capital Undead priests can reanimate the dead Beneficial heretics | Shitty forts |
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General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis to plan around
Talk about the commanders
Img | Unit Name | Special Attributes and Paths | Comments |
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Runancha 25 6 1 | flying stealthy(55) cold resistance(5) mountain survival | A cheap flying scout, much better than what most nations get. | |
Kuraka 30 8 1 + Highlands & Mountain Rec | cold resistance(5) mountain survival | A 60 Leadership human leader. You get one for free at the start of the game. | |
Apu 40 7 1 | flying cold resistance(5) Mummify(Mallqui) mountain survival | Flying leader with 60 leadership. | |
Apusqispay 70 8 1 | flying cold resistance(5) Mummify(Mallqui) mountain survival | Flying leader with 80 leadership. | |
Mallqui 140 1 1 | sacred inspirational(1) slaver(Hatun Runa) undead inanimate cold resistance(15) poison resistance(25) need-not-eat pierce resistant spirit sight Mounted | Mummy you get from Apus and Apusqispays dying. Can generate your flying slaves. | |
Aclla 100 1 2 | 111 9 sacred flying cold resistance(5) Mummify(Mallqui Priestess) mountain survival Female | A good research chaff unit. | |
Mallqui Priestess 175 1 2 | 111 9 sacred inspirational(1) reanimator-priest reanimation-bonus(1) innate-spellcaster(1) fortune teller(10%) undead inanimate cold resistance(15) poison resistance(25) need-not-eat pierce resistant spirit sight Mounted | If an Aclla dies it becomes mummified in this form. This unit can reanimate the dead. | |
Hurin Priest 235 1 2 | 1221100% 13 sacred flying cold resistance(5) Mummify(Mallqui Priest) | A good mage with native 2. | |
Mallqui Priest 350 1 2 | 1221100% 13 sacred inspirational(1) reanimator-priest reanimation-bonus(2) innate-spellcaster(1) fortune teller(10%) undead inanimate cold resistance(15) poison resistance(25) need-not-eat pierce resistant spirit sight Mounted | When a Hurin dies they become mummified as this unit. Can reanimate the dead. | |
Inca 290 6 4 Capital Only | 223010% 13 sacred flying cold resistance(5) shock resistance(10) awe(1) Mummify(Royal Mallqui) Mummify Partner(Coya) Storm Immunity | A slow-to-recruit mage with 223. If they die, a Coya will also be sacrificed so their mummies can combine into a Royal Mallqui with 222223. You can avoid having Coyas sacrificed by not buying any, this way an Inca will become a Royal Mallqui without costing you a second mage. | |
Coya 325 1 4 Capital Only | 2222010% 17 sacred flying cold resistance(5) Mummify(Royal Mallqui) Mummify Partner(Inca) Female | A slow-to-recruit mage with 2222. If they die, an Inca will also be sacrificed so their mummies can combine into a Royal Mallquis with 222223. You can avoid having Incas sacrificed by not buying any, this way a Coya will become a Royal Mallqui without costing you a second mage. | |
Royal Mallqui 850 1 2 Capital Only | 222223010% 25 sacred inspirational(2) reanimator-priest reanimation-bonus(3) innate-spellcaster(2) fortune teller(15%) slaver(Hatun Runa) undead inanimate cold resistance(15) poison resistance(25) need-not-eat pierce resistant spirit sight Eyes(4) Mounted | Extremely powerful (but expensive) mage. Created when a dead Inca and Coya are mummified. 3 means it can claim thrones, plus it has a ton of paths and is a good candidate for a communion leader. Can also reanimate the dead and create Supayas. | |
Paqo of the Earth Mother 95 2 2 Highlands & Mountain Rec Only | 11 5 cold resistance(5) mountain survival Heretic(1) fortune teller(10%) Disease Healer(1) | Mountain heretics recruitable without a fort. No need to rely on finding indie nature mages. Can also tend diseased units. | |
Paqo of the Mountain Spirits 105 2 2 Highlands & Mountain Rec Only | 11 5 cold resistance(5) shock resistance(15) mountain survival Heretic(1) Bringer of Fortune(1) Disease Healer(1) |
Nazca's troop lineup is mostly flying units, with some cheap human chaff.
Img | Unit Name | Special Attributes and Paths | Comments |
---|---|---|---|
Hatun Runa 5 3 2 | flying slave cold resistance(5) mountain survival | Nazca's slave unit. You collect these units with certain mummy leaders. They have low morale and none of your troops really have a high taskmaster value, so these guys will rout pretty easily and fly away. | |
Human Warrior 7 3 2 + mountain Rec | cold resistance(5) undisciplined mountain survival | Nazca's only non-flying infantry options are undisciplined, but these troops can be useful for expansion since flying troops are pretty fragile for their cost. | |
Human Warrior 8 3 2 + mountain Rec | cold resistance(5) undisciplined mountain survival | Human variant. | |
Human Warrior 8 3 2 + mountain Rec | cold resistance(5) undisciplined mountain survival | Human variant. | |
Human Warrior 8 7 2 + mountain Rec | cold resistance(5) undisciplined mountain survival | Human variant. | |
Aucac Runa Spearman 10 7 9 | flying cold resistance(5) mountain survival | Cheap flying troops with subpar protection. | |
Aucac Runa Maceman 10 7 9 | flying cold resistance(5) mountain survival | Flying troop variant. | |
Aucac Runa Axeman 10 7 9 | flying cold resistance(5) mountain survival | Flying troop variant. | |
Aucac Runa Archer 10 9 9 | flying cold resistance(5) mountain survival | Flying archers have their uses. | |
Condor Warrior 20 8 23 Capital Only | sacred flying cold resistance(5) storm immunity | One of your sacred options. Gets a lance charge for its first hit but isn't very well protected. | |
Sun Guard 23 14 27 Capital Only | sacred flying cold resistance(5) bodyguard(2) | Your second sacred option. Does triple damage to undead units (useful for countering undead thugs and SCs). Better armored than the Condor Warrior. |
What heroes does Nazca have?
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.
Nasca's sacred condor summons are extremely strong. They fly, they have 2 attacks, they siege forts extremely well, and you can summon a pile of them if you have a mage with high air paths. For this reason many people take an inanimate pretender with high air paths.
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.
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:
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.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
Nazca benefits greatly from an inanimate pretender with high air paths. This allows you to research conjuration early and summon a ton of condors with the air path bonus.
This means you are stuck with an awake immobile pretender, and Nazca has a really hard time expanding. Your flying troops (and flying sacreds) are fragile, and your human troops are undisciplined. As a result, your expansion will be pretty horrible. The early game is when Nazca is weakest, so expect your neighbors to capitalize on this.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
MA Nazca: Are you my Mummy? by Renen (2018)
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 |