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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.
How the nation plays and what it is good at should go here,
aka why would it be cool to play, what's good about it (in general terms) and where they falter.
How does this nation compare to other similar nations with similar units or specialties (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based, etc.)
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 a lot of units that would love a bless. Their mage line up, although expensive are very versatile in what spell they can cast.
| Race | Military | Magic Access | Priests | Buildings |
|---|---|---|---|---|
| Humans | equipment cost quality sacred recruit leadership | Summable | Average(H2) | |
| The Gate of Spring and Autumn | The Bamboo Grove |
|---|---|
* Enables recruitment of Celestial Master*+1 range to *1 2 2 1 | * Enable recruitment of Master of the Five Elements* Warrior of the Five Elements |
General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around
description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| | Scout 25 | | scout for scouting. |
| | Noble Commander 105 | Mounted | 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 | | 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 | | 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 | | 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 may pay is 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 | 10% 100% | 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 they go. |
description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.
Line Troops are made up of 3 tiers of armour.
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| | Footman 10 | Decribe. | |
| | Footman 10 | Decribe. | |
| | Footman 10 | Decribe. | |
| | Archer 10 | Decribe. | |
| | Medium Footman 10 | Decribe. | |
| | Medium Footman 10 | Decribe. | |
| | Heavy Footman 10 | Decribe. | |
| | Heavy Footman 10 | Decribe. | |
| | Horseman 20 | mounted | Decribe. |
| | Noble 45 | mounted | Decribe. |
| | Warrior of the Five Elements | | Decribe |
any breakout hits that might sway someone towards luck or away from it ?
national spell or summon cost and usecase, judgment if it's good.
. (
Ancestral Spiritx20+[2/lv])
. (
Celestial Servantx1)
(summon
Tigerx10+[lv]). Fast moving two attacker. Can flank.
(
Buffalox5 + 1/2 [lv]).
. (
Demon of Heavenly Riversx3)
. (
Celestial Houndx2)
. (
Demon of Heavenly Firesx3)
. (
. (
Huli Jingx1)
. Reduces the caster's age by -15 years but has a chance to give the caster insanity.
What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable
What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?
What is the best ritual you could cast. Are their any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?
Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
nation exclusive items
items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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
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