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T'ien Ch'i Spring and Autumn

Lore

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

FIXME 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.

National Features

Race Military Magic Access Priests Buildings
Humans equipment
cost
quality
sacred recruit
leadership
(2)
(2, rare 3)
(3, rare 4)
(2)
(2, Rare 3)
(1)
(2)
Summable (2, Rare 4) (2, Rare 4) (2, rare 4) (2, Rare 3) (3, Rare 4)
Average(H2) Standard Forts(Fortress)

Capital Special Sites

The Gate of Spring and Autumn The Bamboo Grove
* Enables recruitment of Celestial Master
*+1 range to rituals
*1firegem2watergem2astralpearl1deathgem
* Enable recruitment of Master of the Five Elements
*Warrior of the Five Elements

Notable Units

FIXME 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

Commanders

FIXME 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
Gold 25
4
1
Stealthy (50)
mountain survival
Forest survival
scout for scouting.
Noble Commander
Gold 105
45
1
Trample
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
70
2
2
death 11holy 11 7
Sacred
Spirit-Sight
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
135
1
2
+ Foreign Rec
water 11holy 11random1100% 9
Sacred
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
255
1
2
Capital Only
fire 11air 11water 11earth 11nature 11holy 11random1100% 17
Sacred
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 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
320
2
4
Capital Only
fire 11air 11water 22astral 11holy 22random2100%
10%
100%
19
Sacred
need not eat
Spirit-Sight
flying
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.

Troops

FIXME 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
Gold 10
9
9
Decribe.
Footman
Gold 10
11
9
Decribe.
Footman
Gold 10
11
9
Decribe.
Archer
Gold 10
12
9
Decribe.
Medium Footman
Gold 10
14
9
Decribe.
Medium Footman
Gold 10
14
9
Decribe.
Heavy Footman
Gold 10
20
9
Decribe.
Heavy Footman
Gold 10
20
9
Decribe.
Horseman
Gold 20
11
24
mounted Decribe.
Noble
Gold 45
45
46
trample
mounted
Decribe.
Warrior of the Five Elements
35
6
31
Capital Only
Sacred
resist fire(5)
resist cold(5)
resist Poison(5)
resist Shock(5)
strength of the spring(50)
ambidextrous(2)
Decribe

Heroes

FIXME any breakout hits that might sway someone towards luck or away from it ?

Magic

National Spells

FIXMEnational spell or summon cost and usecase, judgment if it's good.

  • Call Ancestor: Conj 1, death 11. ( Ancestral Spiritx1)
  • Wrath of the Ancestors: Conj 7, death 11 1deathgem. ( Ancestral Spiritx20+[2/lv])
  • Celestial Servant: Conj 1, earth 11astral 11 1earthgem. ( Celestial Servantx1)
  • 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]).
  • Heavenly Rivers: Conj 3, water 11astral 11 12watergem. ( Demon of Heavenly Riversx3)
  • Celestial Hounds: Conj 4, air 11astral 11 4airgem. ( Celestial Houndx2)
  • Heavenly Fires: Conj 5, fire 11astral 11 6firegem. ( Demon of Heavenly Firesx3)
  • Call Celestial Soldiers: Conj 6, air 22astral 11 15airgem. ( Celestial Soldierx5)
  • Cantact Huli Jing: Conj 6, nature 22 30naturegem. ( Huli Jingx1)
  • 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.
  • 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

FIXME 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

Combat Magic

FIXME 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?

Ritual Magic

FIXME 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?

Magic Items

FIXME 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)?

National Items

FIXME nation exclusive items

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

Strategy

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

Pretender

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

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

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.1598732385.txt.gz · Last modified: 2020/08/29 20:19 by joste