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EA T'ien Ch'i Spring and Autumn


T'ien Ch'i is obviously influenced by China. I couldn't even resist the name Spring and Autumn, from the period of the same name in Chinese history. Chinese history is rich and there is plenty to draw upon. Daoism and its five elements, inner alchemy, and quest for longevity inspired the Masters of the Way as did the T'ien Shih—celestial master—of institutional Daoism convert into the Celestial Master of T'ien Ch'i. Heroes come in plenty in the Chinese tales and the Seven Immortals are all interesting figures. Sun Wukong and his friends are perhaps even more so. There is plenty of stuff to expand on should I or a merry modder find the time. Finally, T'ien Ch'i has been inspired movies from Hong Kong, China, and Korea. - Illwinter

The Celestial Empire has not yet been founded. The magic of The Way permeates the realm and reclusive mages conjure Celestial Beings to do their bidding. Nobles wage war upon each other for honor and glory. A few chosen warriors and mages dedicate their lives to training in the Way of the Five Elements. The deceased are worshipped and village priests conjure the dead to ask for guidance and aid. It is a time of legends.

General Overview

In comparison to other nations, EA T'ien Ch'i Is the most human-centric of the Early age. Bosting Well armored linemen instead of the primitive armour most other nations were. Of all the T'ien Ch'is over the ages, EA has many units that would love a Heavy bless. Their mage line up, although expensive, is very versatile in what spell they can cast. Held back by having their best mages and combat units being cap only.

National Features

Race Military Magic Access Priests Buildings
Humans Well Equipped Units for EA
Long lived Mages with wide Magic Spread.
fire 22
air 22 (Rare 3)
water 33 (Rare 4)
earth 22
astral 22 (Rare 3)
death 11
nature 22
Summable air 22 (Rare 4) water 22 (Rare 4) earth 22 (Rare 4) astral 22 (Rare 3) nature 33 (Rare 4)
Average(holy 22) Standard Forts(Fortress)

Capital Special Sites

The Gate of Spring and Autumn The Bamboo Grove
* Enables recruitment of Celestial Master
*+1 range to rituals
* Enable recruitment of Master of the Five Elements
*Warrior of the Five Elements


T'ien Ch'i has one of the best Human Line Troops of the early age with very flexible cap mages.


Variety in Commanders is limited. Only one troop leader, though decent, can be expensive. Is pretty clear which mages you should be recruiting off-fort, in-fort, and in Cap.

Sprite Unit Name Special Attributes Comments
Gold 25
Stealthy (50)
mountain survival
Forest survival
scout for scouting.
Noble Commander
Gold 105
your only decent national troop leader despite being expensive.
That increased price comes from riding a well-armored Chariot.
His greater calling is in PD, as one point in defense will give you a unit that will trample over many minor invasions.
Master of the Dead
death 11holy 11 7
Cost-efficient Research monkeys of the nation.
He has sum proficiencies if facing some skelli-spams.
He can perform Minor Death spell for support but But become truly important when you Researched Wrath of the Ancesters and start spamming meme blessed ghosts.
Master of the Way
+ Foreign Rec
water 11holy 11random1100% 9
need not eat
Decent mages you can also recruit outside forts.
They make up most of your mage core as low-level casters using gems to cast lv 2 spells.
In combat, They are all Frozen Heart spammers.
Air randoms Summon Lesser Air Elementals and cast Lightning Bolt and Orb Lightning if a Storm is up. Astral form communions, and Natures Can restrain enemies and chaff with Swarm.
Master of the Five Elements
Capital Only
fire 11air 11water 11earth 11nature 11holy 11random1100% 17
supply bonus(10)
The embodiment of Jack of All, Master of None.
Has a single Lv2 in one natural path and lv1s in all others.
You pay a lot for versatility with so many spell in their fingers, but will only pay it self back if you mix up their scripts to adapt to your opponent's plays.
These masters find themselves as adaptable general-use mages and good at site searching.
Celestial Master
Capital Only
fire 11air 11water 22astral 11holy 22random2100%+10%+100% 19
need not eat
The Grandmaster mage of T'ien Chi. Flying mage that Can have a lot of interesting crosspath with acid being a guarantee.
They are the center of armies and communion, Flying around, bringing magic superiority were ever they go.


Line Troops are made up of 3 tiers of body armour. Even the lighter armored grunts are well protected from Arrows. Whatever the breastplate, almost all wear Half Helmets, which negates most damage inflicted to the head.

Sprite Unit Name Special Attributes Comments
Gold 10
Light infentry that trades a shield for a longer two handed spear.
Will repell most units and other spears.
Requires the least amount of resources, so most spamable.
Gold 10
Man with a big slashing damage weapon.
Not well protected or proficent at hitting above average defecne targes, They are good at hacking apart monsters and very low defece armoured soldirs.
Gold 10
A main stay mass line unit.
Avrage Prot with a Tower Shield that negates most damage.
Gold 10
Having Composit bow in the EA can kill alot of units with low armour plus out range and better protected then enemy archers.
Medium Footman
Gold 10
The inbetween light and Heavy armour.
Has better Prot then Leather but without addtion encumbrance or Combats speed penalties like Full scale.
its preferable to Spam numbers or go with the Highest protection.
Can be siutationly viable if you need above avrage body armour but not be more averly effective if a fatuge cousing enchanment is up.
Medium Footman
Gold 10
Heavy Footman
Gold 10
Heavy armour for the Early age. If you have the resources, they can outgrind most humanoid troops.
You do suffer higher encombrence which can be used agenst you.
Heavy Footman
Gold 10
Gold 20
mounted Like indie Hource archers but with better stats.
cost more recruitment points, but use full as flanke attackers.
Gold 45
Cost alot in terms of Gold, resources and RP, but worth it for Trampling through infantry while protected by thier high Prot and Def.
A mass of them can help you expand early game mowing through indies.
Warrior of the Five Elements
Capital Only
resist fire(5)
resist cold(5)
resist Poison(5)
resist Shock(5)
strength of the spring(50)
The one of your main punchy units in the early game. In melee, they blend most things that come in contact with, have High defense, A wide aray of resistance, and more HP during the Spring.
They are held back by being expensive in Rec points, Low prot, low hp in winter, not to mention limited to capible prevents them to be masseable enought to to keep up with the demands of late game.
Still a Useful unit to boost your armies killing power in the earlty and midde game.


As T'ien ch'i, You get immortal Mages. They have human stats but still useful for Light thugging and Casting spells. Keep them way from Soul Slayers.

Sprite Unit Name Special Attributes Comments
Ho Hsien-Ku - Immortal
air 11nature 22 11
Supply Bonus(20)
Her primary ulity is being a medic.
True Healer is usful for fixing up important injured commanders.
Being Ethereal helps with survivablity but not much else new in combat.
Lu Tung-Pin - Immortal
fire 11air 11water 22astral 33holy 22 19
He is A Celectial Master that randomed Astral 3, and practiced his leadership and Fighting skills.
He can lead beig armys, be a light thug with his high att & def skill (held back by Human HP).
If you don't have a proper pretender, you can use him to empower and climb higher into Astral.
Li T'ieh-Kuai - Master With The Iron Crutch
air 22astral 22death 22 17
plague carrier(5)
Start Affliction(100)
The crouchy old man, don't let him be around your other troops.
Can't Fly but can Cloud Trapeze to get places.
He is your stongest national Death mage, Able to forge Skullstaffs and make Ziz for siedges.
if you imepower him or make comunions, He brings out Wailing Winds(buff troop Moral first) or Wind of Death(all but your mages will become old by the end of battle).


Reaserch Priortys

Getting Conj 3 is a priority as it gives useful early game expansion options and Demon of Heavenly Rivers are strong units to make an army around.

Conj 3+: Lesser Elementals, Power spell, Heavenly Rivers, Other powerful national summons. Summon Yetis

Evocation 4+: Wide crosspath access gives you tons of strong offensive options. Freezing Mist, Sulfur Haze, Acid Rain, Gifts from Heaven, Magma Eruption, Rain of Stones, Celestial Chastisement.

Construction 6+: All non-unique thug items and Magic Boosters. Legions of Steel, Weapons of Sharpness

Alteration 4+: Curse of Stones, Iron Warriors, Marble Warriors, Swarm, Maws of the Earth. Manifest Vitriol

Enchantment 4+: Flaming Arrows, Foul Vapors

Thum 1: communions, Mind Burn

National Spells

  • Call Ancestor: Conj 1, death 11. ( Ancestral Spiritx1) the Signature spells of Master of the Dead. Spamming out a weak Sacred ghost with a paralyzing attack.
  • Wrath of the Ancestors: Conj 7, death 11 1deathgem. ( Ancestral Spiritx20+[2/lv]). Improved Call Ancestor, Spamming Ancestral Spirit for death gems. Ancestral Spirits are good in large numbers if you give them a weapon bless or the explosion bless(with some Fire Resist).
  • Celestial Servant: Conj 1, earth 11astral 11 1earthgem. ( Celestial Servantx1) not a spell you want to cast. Requires a Celestial Master to summon a Bag of HP with High strength but will quickly die in combat. Not something to wast the time of a two fort turn cap only mage on.
  • Ambush of Tigers: nature 33 Conj 3 for 10 (summon Tigerx10+[lv]). Fast moving two attacker. Can flank.
  • Herd of Buffaloes: nature 22 Conj 3 for 10 ( Buffalox5 + 1/2 [lv]). Decent units being like Berserking Nobles. Will die quickly when faced with big numbers but more proficient then nobles at killing Size 4 and bigger enemies that they can't trample.
  • Heavenly Rivers: Conj 3, water 11astral 11 12watergem.( Demon of Heavenly Riversx3). Berserking Demon giants with really good prot and will Splatter most things with their Great clubs. Easly summonsed by Master of the Way.
  • Celestial Hounds: Conj 4, air 11astral 11 4airgem. ( Celestial Houndx2). Flying Patrol dogs. Useful if you need a lot of patroling like catching glamoured enemies. Die quickly because of lower prot. Could mass them for better harnessing results? Raiding with Celestial Masters.
  • Heavenly Fires: Conj 5, fire 11astral 11 6firegem ( Demon of Heavenly Firesx3). Only castable by Celestial Masters. Flying Firemen. Flimsy protection but throwing their Big fire wheels. Most useful when used in flying raiding partys.
  • Call Celestial Soldiers: Conj 6, air 22astral 11 15airgem. ( Celestial Soldierx5) Summon a good number of Sacreds with beefy stats and a hard-hitting glave. It can be used as late-game linemen in addition to humans and River demons.
  • Contact Huli Jing: Conj 6, nature 22 30naturegem. ( Huli Jingx1) powerful and very stealthy Fox Spy mages. She is likely to get a large spread of crossmagic, likely to possess 5 to 6 total paths. In addition to raiding, she can shadow your armies then pop up unexpectantly to lay down big spells like Mass Regeneration and Foul Vapors
  • Internal Alchemy: Alter 5, water 22astral 11 10watergem. Reduces the caster's age by -15 years but has a chance to give the caster insanity. Your troop lineup is unlikely to get old unless hit with Decay but occasionally useful if you luck into a strong indie with the given paths.
  • Celestial Chastisement: Evocation 5, astral 33. A gem-less version of Control, Inficts some damage and then takes control of the target but only works against magic beings. A lot of good units are Magic beings.

Magic Access

You have a large spread of mage, having all the paths except Blood, but Rarely Anything thing above a 2 with the exception of Water. They have large Flexibility in what their cap mages can cast but nothing too hight.

T'ien Ch'i Would love magic boosters. Robe of the Magi and Ring of Wizardry are must-have late game to give greater power and Flexibility to your Master of the Five Elements and Celestial Master

T'ien Ch'i can make the boosters for Water, Nature, Astral, plus only one for Fire.

You can summon Naiad and Huli Jing to break into Higher nature, and Kokythiad into Death 3

Combat Magic

T'ien Ch'i's Mages are very flexible, but the good ones are limited by being restricted to the capital. Tactics involving Master of the Dead and Master of the Way are to Spam Smaller spell and use gems to cast Lv2 spells.

The cap mages are flexible, but their limited number forces you to think carefully about what conflicts to put them in and how they are scripted.

Master of the Five Elements Will always have one path they are good at and can cast a Load of different spells. Just giving them and the Celestial Master gems so they can cast Summon Earthpower, Phoenix Power and Strength of Gaia, put up Storms and/or wearing boosters, which will vastly increase their available arsenal.

Because you practically know all the spell, The nation's magic game is about knowing what the best spells to script for the given situation.

Ritual Magic

Master of the Five Elements and Celestial Masters has a large spread of low-level rituals, but having the old men cast them is not mage-turn efficient in comparison to making your non-cap or indie mages do it.

Using Master of the Way to spam Heavenly Rivers is your go-to spell as the demons make fantastic infantry.

With your magic spread, you can use the site searching rituals like Augury and Dark Knowledge mid-game to discover the higher-level site.

Rituals become more useful once you forge most of the booster as you can climb by summoning stronger mages, giving you access to any globals you need to win late game.

Magic Items

The nation Has a preference for Boosters and mage items. Don't have much in terms of national recruitable thugs outside of Noble Commanders. As a nation with so many cross paths on one mage, they have the most variety in terms of Items. Forging several Robe of the Magi and/or Ring of Wizardry would be a massive reward for your nation.

National Items

  • Sword of the Five Elements: Const2, fire 11water 11, 2firegem2watergem. Grants the user Reinvigoration and a lot of Attack and Defence skill. Useful on a Mage to protect himself and reduce Fague. (thug weapons has better DPS effects). Because of price, could mass-produce them to give to all mages in a communion.
  • Armor of the Five Elements: Const2, earth 11water 11, 2earthgem2airgem. Light but high prot armour that grants additional minor resistance to Fire, Shock, poison, and Magic. Useful on thugs.

National Dicount Items

  • Chi Shoes: Const2, air 11, 4airgem. Let the wearer make an additional attack. Useful on High strength units but completed with more important Boot items like better map movement, quickness.


FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?


FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

Aside from taking an SC pretender, there are three ways to expand with EA Tien Chi:

1.) Recruit Warriors of the 5 Elements in your capital, prophet your starting Noble. One turn recruitment should yield 4-5, drop them into your starting army, which should be enough to blitz through weak to medium provinces across year one. Afterward, use H1 mages with bands of 5-10 WoT5E to expand into most other provinces. A strong bless is a must for this strategy, as WOT5E turn into paper in Fall. Hold+attack closest while the priests bless.

2.) Chariot expansion is also reliable but can be countered by other players. It also requires scales to use to full effect. Gangs of 3-4 chariots are enough, preferably with a Noble commander, set to attack rear. They can take most indies with minimal attrition.

3.) Footman spam. The least reliable requires decent scales and takes attrition against certain independents. However, gives enough numbers to deal with bumps and early rushes. Try to use primarily medium footmen. It may be advisable to switch to archers once you research Wind Guide and Flaming Arrows.

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

t-ien-ch-i-ea.txt · Last modified: 2021/03/13 19:44 by fenrir