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t-ien-ch-i-la [2022/02/26 07:04]
demonsthenes [National Spells] Clean up national spell descriptions.
t-ien-ch-i-la [2023/02/23 05:31] (current)
sinwah Removed foreign rec descriptor for Master of the Way
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 ===== National Overview ===== ===== National Overview =====
  
-\\ Things kind of went back to the Early Age Style when the Huns overthrow the Bureaucracy. Destroying the highly organized infrastructure that supported elite soldiers with advanced equipment and Specialise administrators and mages. It was then replaced by a nation of Horsemaster Nomade and a return of the forgotten Ancestor worship with a vengeance. +\\ Things kind of went back to the Early Ages when the Huns (or Mongols) overthrew the Bureaucracy, destroying the highly organized infrastructure that supported elite soldiers with advanced equipment, alongside specialized administrators and mages. It has been replaced by the rule of nomads on horseback, and the forgotten ancestor worship has returned with a vengeance. 
  
-\\ This nation has access to a wide selection of magic paths, but (ignoring 10% randoms) can't recruit mages with any path higher than level 2. That means the nation will have to rely on [[communions]] or [[magic]] booster items to cast higher level spells. +\\ This nation has access to a wide selection of magic paths, but (ignoring 10% randoms) can't recruit mages with any path higher than level 2. This means the nation will have to rely on [[communions]] or [[magic]] booster items to cast higher level spells. 
-\\ Communions are a little tricky to do since only the capital only ??Celestial Master#1712?? has guaranteed {{:misc:magic:astral.png?20&nolink}} astral magic. All other mages have 1/4 chance of {{path>S1}}. This means that T'ien Ch'i can potentially put any of its six available magic paths into a communion, but finding enough communion slaves can be difficult. Since all the mages have different crosspaths, the communion slaves will often generate more fatigue+\\ Communions are a little tricky to dosince only the capital only ??Celestial Master#1712?? has guaranteed {{:misc:magic:astral.png?20&nolink}} [[astral]] magic. All other mages have only a 1/4 chance of {{path>S1}}. This does mean that T'ien Ch'i can potentially put any of its six available magic paths into a communion, but finding enough communion slaves fit for the task can be difficult. Extra fatigue is generated for communion slaves who don't have the paths for the spells their masters cast
-\\ Since the nation does have the {{:misc:magic:earth.png?20&nolink}}{{:misc:magic:astral.png?20&nolink}} earth/astral crosspath, it is possible to craft the ??Crystal Matrix?? and ??Slave Matrix?? for communions and extra boosters like ??Crystal Coin?? and ??Crystal Shield??. +\\ Since the nation does have the {{:misc:magic:earth.png?20&nolink}}{{:misc:magic:astral.png?20&nolink}} earth/astral crosspath, it is possible to craft the ??Crystal Matrix?? and ??Slave Matrix?? for communionsand extra boosters such as the ??Crystal Coin?? and the ??Crystal Shield??. 
-\\ \\ When it comes to troops, this nation has access to mostly the same infantry as [[t-ien-ch-i-ea|early age]] and [[t-ien-ch-i-ma|middle Age T'ien Ch'i]]. These are still functional, if not quite as impressive as in the previous ages, simple because most nations and independent forces have better troops in the late age. However, T'ien Ch'i in the late age has access to ??Barbarian Heavy Horsemen??, a cheap heavy cavalry unit that can also be recruited outside of forts. This means that it is feasible to build fewer forts as this nation and still produce many units+\\ \\ When it comes to troops, this nation has access to mostly the same infantry as [[t-ien-ch-i-ea|early age]] and [[t-ien-ch-i-ma|middle Age T'ien Ch'i]]. These are still functional, if not quite as impressive as in the previous ages, simply because most nations and independent forces have better troops in the late age. However, T'ien Ch'i in the late age has access to ??Barbarian Heavy Horsemen??, a cheap heavy cavalry unit that can also be recruited outside of forts. This means that it is feasible to build fewer forts as this nation and still produce decent armies. Late Age T'ien Ch'i also has an off-fort Mage
-\\ \\ Another interesting feature of this nation is the access to the ??Call Ancestor?? and ??Wrath of the Ancestors?? spells. These are combat spells that summon ??Ancestral Spirit??s. These spirits have poor stats, with 0 [[protection]] and 1 hp. However, they are also [[ethereal]], have an [[armor negating]] paralyze attack, and are sacredSo there is an option to go for a heavy bless, trying to make these spirits useful, although this is considered something of a meme in the community. Even without a bless, ??Wrath of the Ancestors?? can be useful as a ??Swarm?? alternative.+\\ \\ Another interesting feature of this nation is the access to the ??Call Ancestor?? and ??Wrath of the Ancestors?? spells. These are combat spells that summon ??Ancestral Spirit??s. These spirits have poor stats, with 0 [[protection]] and 1 hp. On the other hand, they are also [[ethereal]], [[sacred]], and in possession of an [[armor negating]] [[paralysis]] attack. Making these spirits fearsome with your [[bless]] is an option; even without a bless, though, ??Wrath of the Ancestors?? can be useful as a ??Swarm?? alternative.
 ===== National Features ===== ===== National Features =====
  
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 ==== Commanders ==== ==== Commanders ====
  
-^ Sprite                                                    ^ Unit Name                                                                                                                              ^ SpecialAttributes                                                                                                                                                                                                                                  ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               +^ Sprite                                                 ^ Unit Name                                                                                                                              ^ SpecialAttributes                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        
-| {{:nations:la:tien_chi:mounted_scout.png?nolink}}      | **??Mounted Scout??**\\ {{gold}} 30\\ {{resources}} 13 \\ {{recpoints}} 1                                                              | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ [[mounted]]                                                                                                                                                                              | More expensive than independent scouts, with a slightly higher map move, offset by not having the usual [[Terrain Survival|Forest Survival and Mountain Survival ]] that independent scouts have.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        +| {{:nations:la:tien_chi:mounted_scout.png?nolink}}      | **??Mounted Scout??**\\ {{gold}} 30\\ {{resources}} 13 \\ {{recpoints}} 1                                                              | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ [[mounted]]                                                                                                                                                                           | More expensive than independent scouts, with a slightly higher map move, offset by not having the usual [[Terrain Survival|Forest Survival and Mountain Survival ]] that independent scouts have.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
-| {{:nations:la:tien_chi:general.png?nolink}}            | **??General#792??**\\ {{gold}} 80\\ {{resources}} 41 \\ {{recpoints}} 1                                                                | [[mounted]]                                                                                                                                                                                                                                        | The **??General#792??** and the **??Khan#930??** are your main generals. Both can do formations, and they have the same map move, so they can fill the same roles. The Khan is more expensive but can lead more troops and gives his troops +2 morale instead of +1. The Khan requires 2 recruitment points to recruit, but this is offset by him being recruitable outside forts, so no fort turns need to be spent. \\ Note that all your other commanders can only lead 10 troops, so these are your only national options for leading your armies.                                                                                                                                                                                                                                                                                                                                                                  +| {{:nations:la:tien_chi:general.png?nolink}}            | **??General#792??**\\ {{gold}} 80\\ {{resources}} 41 \\ {{recpoints}} 1                                                                | [[mounted]]                                                                                                                                                                                                                                     | The **??General#792??** and the **??Khan#930??** are your main generals. Both can do formations, and they have the same map move, so they can fill the same roles. The Khan is more expensive but can lead more troops and gives his troops +2 morale instead of +1. The Khan requires 2 recruitment points to recruit, but this is offset by him being recruitable outside forts, so no fort turns need to be spent. \\ \\ Note that all your other commanders can only lead 10 troops, so these are your only national options for leading your armies.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          
-| {{:nations:la:tien_chi:khan.png?nolink}}               | **??Khan#930??**\\ {{gold}} 135\\ {{resources}} 41 \\ {{recpoints}} 2 \\ + Foreign Rec                                                 | {{:abilities:pillager.png?15&nolink}}[[Pillager]](5) \\ [[mounted]]                                                                                                                                                                                | :::                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    +| {{:nations:la:tien_chi:khan.png?nolink}}               | **??Khan#930??**\\ {{gold}} 135\\ {{resources}} 41 \\ {{recpoints}} 2 \\ + Foreign Rec                                                 | {{:abilities:pillager.png?15&nolink}}[[Pillager]](5) \\ [[mounted]]                                                                                                                                                                             | :::                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
-| {{:nations:la:tien_chi:ceremonial_master.png?nolink}}  | **??Ceremonial Master#1895??**\\ {{gold}} 45\\ {{resources}} 3 \\ {{recpoints}} 1                                                      | {{path>H1}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]                                                                                                                                                                                      | A cheap {{path>H1}}. The nation doesn't have higher holy access, so these are useful to bless ??Ancestor Vessel??s in armies you field not with your Prophet or Pretender. Can be a great use of the last commander point in a Citadel if you can't afford to start a second mage.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   +| {{:nations:la:tien_chi:ceremonial_master.png?nolink}}  | **??Ceremonial Master#1895??**\\ {{gold}} 45\\ {{resources}} 3 \\ {{recpoints}} 1                                                      | {{path>H1}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]                                                                                                                                                                                   | A cheap {{path>H1}}. The nation doesn't have higher holy access, so these are useful to bless ??Ancestor Vessel??s in armies you field not with your Prophet or Pretender. Can be a great use of the last commander point in a Citadel if you can't afford to start a second mage.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              
-| {{:nations:la:tien_chi:master_of_the_way.png?nolink}}  | **??Master of the Way#808??**\\ {{gold}} 135\\ {{resources}} 1 \\ {{recpoints}} 2 \\ + Foreign Rec                                     | {{path>W1H1,100%AWSN}} {{:misc:gui:research.png?nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]   \\ {{:abilities:need_not_eat.png?20&nolink}} [[Need-Not-Eat]]                                                                     | The **??Master of the Way#808??** is the nation's cheapest mage but also its weakest, with only two Arcane paths. They can still be useful combat mages, especially if you go into Alteration (for ??Frozen Heart?? & point buffs like ??Mossbody??, and ??Quickness??).  But your more expensive mages are far more impressive. They're not very efficient researchers, costing {{gold}}15 per {{:misc:gui:research.png?nolink}}, but they're still slightly-more-gold-efficient than the Ancestors and slightly-more-fort-turn-efficient than the Celestial Masters.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  +| {{:nations:la:tien_chi:master_of_the_way.png?nolink}}  | **??Master of the Way#808??**\\ {{gold}} 135\\ {{resources}} 1 \\ {{recpoints}} 2                                   | {{path>W1H1,100%AWSN}} {{:misc:gui:research.png?nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]   \\ {{:abilities:need_not_eat.png?20&nolink}} [[Need-Not-Eat]]                                                                     | The **??Master of the Way#808??** is the nation's cheapest mage but also its weakest, with only two Arcane paths. They can still be useful combat mages, especially if you go into Alteration (for ??Frozen Heart?? & point buffs like ??Mossbody??, and ??Quickness??).  But your more expensive mages are far more impressive. \\ \\ They're not very efficient researchers, costing {{gold}}15 per {{:misc:gui:research.png?nolink}}, but they're still slightly-more-gold-efficient than the Ancestors and slightly-more-fort-turn-efficient than the Celestial Masters.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          
-| {{:nations:la:tien_chi:ancestor_smith.png?nolink }}    | **??Ancestor Smith#1709??**\\ {{gold}} 220\\ {{resources}} 16 \\ {{recpoints}} 2                                                       | {{path>E2D1H1,100%ASND}} {{:misc:gui:research.png?nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]   \\ {{:abilities:forge_bonus.png?20&nolink}} [[Forge Bonus]](1)\\ {{:abilities:old_age.png?20&nolink}} [[Old Age]](67/50)       | The **??Ancestor Smith#1709??** is a useful combat mage with {{path>E2D1H1,100%ASND}}. He is notable for being the best {{:misc:magic:earth.png?15&nolink}} Earth Mage in the nation, meaning he can cast the usual earth buffs: ??Summon Earthpower??, ??Legions of Steel??, and ??Strength of Giants??. They also get a 1-gem discount when forging magic items; Paired with ??Dwarven Hammer??s which they can forge with ??Earth Boots??, you can reduce the cost of items made by the ??Ancestor Smith?? by 3 gems! \\ The {{:misc:magic:nature.png?15&nolink}} Nature randoms can also serve as budget thugs with ??Ironskin??, ??Temper Flesh??, ??Personal Regeneration??, and (if you have a fluffer) ??Body Ethereal?? or ??Mossbody??. The Ancestors have good stats (for Humans), even with the old age penalties, and come pre-equipped with decent magic gear (but no helmet); this one comes with an Ancestor Sword, which has a [[Fear]] effect and decent attack/defense bonuses. \\ Unlike other ancestor mages, the ??Ancestor Smith?? does not come with [[Spirit Sight]]. +| {{:nations:la:tien_chi:ancestor_smith.png?nolink }}    | **??Ancestor Smith#1709??**\\ {{gold}} 220\\ {{resources}} 16 \\ {{recpoints}} 2                                                       | {{path>E2D1H1,100%ASND}} {{:misc:gui:research.png?nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]   \\ {{:abilities:forge_bonus.png?20&nolink}} [[Forge Bonus]](1)\\ {{:abilities:old_age.png?20&nolink}} [[Old Age]](67/50)       | The **??Ancestor Smith#1709??** is a useful combat mage with access to the same paths as the other two ancestor mages belowbut distributed differently\\ \\ He is notable for being the best {{:misc:magic:earth.png?15&nolink}} Earth Mage in the nation, meaning he can cast the usual earth buffs: ??Summon Earthpower??, ??Legions of Steel??, and ??Strength of Giants??. They also get a 1-gem discount when forging magic items; Paired with ??Dwarven Hammer??s which they can forge with ??Earth Boots??, you can reduce the cost of items made by the ??Ancestor Smith?? by 3 gems! \\ \\ The {{:misc:magic:nature.png?15&nolink}} Nature randoms can also serve as budget thugs with ??Ironskin??, ??Temper Flesh??, ??Personal Regeneration??, and (if you have a fluffer) ??Body Ethereal?? or ??Mossbody??. The Ancestors have good stats (for Humans), even with the old age penalties, and come pre-equipped with decent magic gear (but no helmet); this one comes with an Ancestor Sword, which has a [[Fear]] effect and decent attack/defense bonuses. \\ Unlike other ancestor mages, the ??Ancestor Smith?? does not come with [[Spirit Sight]]. 
-| {{:nations:la:tien_chi:spirit_master.png?nolink }}     | **??Spirit Master#1710??**\\ {{gold}} 220\\ {{resources}} 11 \\ {{recpoints}} 2                                                        | {{path>D1N2H1,100%AESD}} {{:misc:gui:research.png?nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]   \\ {{:abilities:supply_bonus.png?20&nolink}} [[supply Bonus]](20)\\ {{:abilities:old_age.png?20&nolink}} [[Old Age]](127/100)  | The **??Spirit Master#1710??** is a useful combat mage with {{path>D1N2H1,100%AESD}}, meaning he has access to the same paths as the ??Ancestor Smith??, but distributed differently. Notable for being the best {{:misc:magic:nature.png?15&nolink}} nature mage in the nation. The ??path>N2E1D1?? randoms are particularly valuable in combat, because they can cast ??Strength of Gaia?? for an extra nature path boost.                                                                                                                                                                                                                                                                                                                                                                                                                                                 +| {{:nations:la:tien_chi:spirit_master.png?nolink }}     | **??Spirit Master#1710??**\\ {{gold}} 220\\ {{resources}} 11 \\ {{recpoints}} 2                                                        | {{path>D1N2H1,100%AESD}} {{:misc:gui:research.png?nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]   \\ {{:abilities:spirit_sight.png?20&nolink}} [[spirit sight]]\\  {{:abilities:supply_bonus.png?20&nolink}} [[supply Bonus]](20)\\ {{:abilities:old_age.png?20&nolink}} [[Old Age]](127/100)  | The **??Spirit Master#1710??** is a useful combat mage with access to the same paths as the ??Ancestor Smith??, but distributed differently. \\ \\ Notable for being the best {{:misc:magic:nature.png?15&nolink}} nature mage in the nation. The {{path>N2E1D1}} randoms are particularly valuable in combat, because they can cast ??Strength of Gaia?? for an extra nature path boost.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    
-| {{:nations:la:tien_chi:ancestor_guide.png?nolink}}    | **??Ancestor Guide#1711??**\\ {{gold}} 220\\ {{resources}} 11 \\ {{recpoints}} 2                                                       | {{path>A1D2H1,100%AESN}} {{:misc:gui:research.png?nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]   \\ {{:abilities:spirit_sight.png?20&nolink}} [[spirit sight]]\\ {{:abilities:old_age.png?20&nolink}} [[Old Age]](67/50)        | The **??Ancestor Guide??** is a useful combat mage with {{path>A1D2H1,100%AESN}}, meaning he has access to the same paths as the Ancestral Smith and the Spirit Master but distributed differently. He is notable for being the best {{:misc:magic:death.png?15&nolink}} death mage in the nation, enabling him to cast things like ??Horde of Skeletons?? and ??Shadow Blast??. Every one of them can cast ??Wailing Winds?? with a ??Skull Staff??! \\ Unlike his peers, he does //not// start with a magic weapon, but his Quarterstaff provides him with decent defense.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             +| {{:nations:la:tien_chi:ancestor_guide.png?nolink}}     | **??Ancestor Guide#1711??**\\ {{gold}} 220\\ {{resources}} 11 \\ {{recpoints}} 2                                                       | {{path>A1D2H1,100%AESN}} {{:misc:gui:research.png?nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]   \\ {{:abilities:spirit_sight.png?20&nolink}} [[spirit sight]]\\ {{:abilities:old_age.png?20&nolink}} [[Old Age]](67/50)        | The **??Ancestor Guide??** is a useful combat mage with access to the same paths as the ??Ancestor Smith?? and the ??Spirit Master?? but distributed differently. \\ \\ He is notable for having a chance at {{path>A2}} and always being the best possible {{:misc:magic:death.png?15&nolink}} death mage in the nation, enabling him to cast things like ??Horde of Skeletons?? and ??Shadow Blast??. Every one of them can cast ??Wailing Winds?? with a ??Skull Staff??! \\ Unlike his peers, he does //not// start with a magic weapon, but his Quarterstaff provides him with decent defense.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    
-| {{:nations:la:tien_chi:celestial_master.png?nolink }}  | **??Celestial Master#1712??**\\ {{gold}} 220\\ {{resources}} 5 \\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A1W2S1H1,100%AESN,10%AWSN}} {{:misc:gui:research.png?nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:need_not_eat.png?20&nolink}} [[Need-Not-Eat]]                                                          | The **??Celestial Master#1712??** is the nation's only capital-only commander. With {{path>A1W2S1H1,100%AESN,10%AWSN}}, he has access to all of the nation's paths except death. He is slow to recruit, but notable for typically being the nation's best {{:misc:magic:water.png?15&nolink}} water or {{:misc:magic:astral.png?15&nolink}} astral mage. He is important for summoning your ??Celestial Soldier??s.                                                                                                                                                                                                                                                                                                                                                                                                                                                    |+| {{:nations:la:tien_chi:celestial_master.png?nolink }}  | **??Celestial Master#1712??**\\ {{gold}} 220\\ {{resources}} 5 \\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A1W2S1H1,100%AESN,10%AWSN}} {{:misc:gui:research.png?nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:need_not_eat.png?20&nolink}} [[Need-Not-Eat]]                                                          | The **??Celestial Master#1712??** is the nation's only capital-only commander. With {{path>A1W2S1H1,100%AESN,10%AWSN}}, he has access to all of the nation's paths except death. He is slow to recruit, but notable for typically being the nation's best {{:misc:magic:water.png?15&nolink}} water or {{:misc:magic:astral.png?15&nolink}} astral mage. He is important for summoning your ??Celestial Soldier??s.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
 ==== Units ==== ==== Units ====
  
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   * Your {{path>E2S1}} ??Ancestor Smith?? are hard to use in battle because of magic ??Magic Duel??, but are a key strength of the nation. Keep them safe in labs.  With a ??Dwarven Hammer??, they can make ??Crystal Matrix?? and ??Slave Matrix?? for {{gems>E3S4}}. You can never have enough of these, because sometimes you want to make 4 ??Slave Matrix?? in a single turn.   * Your {{path>E2S1}} ??Ancestor Smith?? are hard to use in battle because of magic ??Magic Duel??, but are a key strength of the nation. Keep them safe in labs.  With a ??Dwarven Hammer??, they can make ??Crystal Matrix?? and ??Slave Matrix?? for {{gems>E3S4}}. You can never have enough of these, because sometimes you want to make 4 ??Slave Matrix?? in a single turn.
  
-  * Form a crystal matrix communion with 4 x ??Slave Matrix??. A range of options works, but a good option can be to use a max of ??E2D1A1?? ??Ancestor Smith?? and ??D2E1A1?? ??Ancestor Guide??, which lets you cast Earth/Death/Air battlefield magic (??Fog Warriors??, ??Army of Gold??, ??Weapons of Sharpness??, ??Arrow Fend??, ??Mass Flight?? or ??Storm??, ??Darkness?? and ??Rigor Mortis?? etc.) in an on path communion.  (You probably can't cast all of those spells in the same battle).+  * Form a crystal matrix communion with 4 x ??Slave Matrix??. A range of options works, but a good option can be to use a mix of {{path>E2D1A1}} random ??Ancestor Smith?? and {{path>D2E1A1}} ??Ancestor Guide??, which lets you cast Earth/Death/Air battlefield magic (??Fog Warriors??, ??Army of Gold??, ??Weapons of Sharpness??, ??Arrow Fend??, ??Mass Flight?? or ??Storm??, ??Darkness?? and ??Rigor Mortis?? etc.) in an on path communion.
  
-  * You can also make the ??Crystal Shield?? where useful.  (Does it work with a Crystal communion to buff the paths of the slaves on the first turn If so that is likely worth it, since it dramatically reduces fatigue costs).+  * You can also make the ??Crystal Shield?? where useful. Note that because ??Power of the Spheres?? is a self buff, putting this item on a mage with a ??Crystal Matrix?? will apply it the start of the battle to all mages who have a ??Slave Matrix?? as well.
  
   * If you plan to do crystal communions, keep in mind that the above costs a lot of Earth/Astral gems (especially if you count the investment in a supply of ??Dwarven Hammer??s).   * If you plan to do crystal communions, keep in mind that the above costs a lot of Earth/Astral gems (especially if you count the investment in a supply of ??Dwarven Hammer??s).
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   * With a ??Naiad?? you can get {{path>N5}} or {{path>W5}} with boosters. Which also gets you ??Faerie Court?? for a higher {{path>A3}}, which is great for ??Summon Great Eagle?? and other ritual magic.   * With a ??Naiad?? you can get {{path>N5}} or {{path>W5}} with boosters. Which also gets you ??Faerie Court?? for a higher {{path>A3}}, which is great for ??Summon Great Eagle?? and other ritual magic.
  
-  * The nation can naturally forge a ??Thistle Mace?? and ??Moonvine Bracelet??, which lets a ??Spirit Master?? cast ??Awaken Ivy King?? Your new ??Ivy King?? can use those boosters to forge a ??Treelord's Staff??, with which a {{path>D2N2}} ??Spirit Master?? randoms can summon a ??Lamia Queen?? to dip into blood magic for the late game.+  * The nation can naturally forge a ??Thistle Mace?? and ??Moonvine Bracelet??, which lets a ??Spirit Master?? cast ??Awaken Ivy King?? Your new ??Ivy King?? can use those boosters to forge a ??Treelord's Staff??, with which a {{path>D2N2}} ??Spirit Master?? randoms can summon a ??Lamia Queen?? to dip into blood magic for the late game. You can skip the ??Treelord's Staff?? if your Pretender can forge you a ??Ring of Sorcery??.
  
   * All ??Spirit Master??s can all cast ??Charm??, and all ??Ancestor Guide??s can cast ??Control the Dead??. You only need to charm or enslave one blood mage to start a small blood economy.   * All ??Spirit Master??s can all cast ??Charm??, and all ??Ancestor Guide??s can cast ??Control the Dead??. You only need to charm or enslave one blood mage to start a small blood economy.
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   ***??Call Ancestor??**: Conjuration 1, {{path>D1}}. ( {{:nations:la:tien_chi:Ancestral_spirit.png?2nolink}} ??Ancestral Spirit??x1). All of your ancestor mages can cast this; creates a weak [[sacred]] ghost with poor stats and a paralyzing attack. Note that summoned sacreds are not automatically blessed unless your pretender is present in friendly Dominion.   ***??Call Ancestor??**: Conjuration 1, {{path>D1}}. ( {{:nations:la:tien_chi:Ancestral_spirit.png?2nolink}} ??Ancestral Spirit??x1). All of your ancestor mages can cast this; creates a weak [[sacred]] ghost with poor stats and a paralyzing attack. Note that summoned sacreds are not automatically blessed unless your pretender is present in friendly Dominion.
  
-  ***??Wrath of the Ancestors??**: Conjuration 7, {{path>D1}} {{gems>1D}}. ( {{:nations:la:tien_chi:Ancestral_spirit.png?nolink}} ??Ancestral Spirit??x20+[2/lv]). Improved Call Ancestor, summons 20+ ??Ancestral Spirit?? for a death gem. Can be used like ??Swarm?? for distraction chaff. Summonable sacreds, even with weak stats, can be quite dangerous with various blesses (weapon blesses, death explosion, Charged Body, Fire Shield, Heat Aura, etc.).+  ***??Wrath of the Ancestors??**: Conjuration 7, {{path>D1}} {{gems>1D}}. ( {{:nations:la:tien_chi:Ancestral_spirit.png?nolink}} ??Ancestral Spirit??x20+[2/lv]). Improved Call Ancestor, summons 20+ ??Ancestral Spirit?? for a death gem. Can be used like ??Swarm?? for distraction chaff. Summonable sacreds, even with weak stats, can be quite dangerous with various blesses (weapon blesses, death explosion, Charged Body, Fire Shield, Heat Aura, etc.). As with ??Call Ancestor??, your summoned sacreds are not automatically blessed.
  
   ***??Celestial Servant??**: Conjuration 1, {{path>E1S1}} {{gems>1E}}. ({{:nations:la:tien_chi:Celestial_Servant.png?nolink}} ??Celestial Servant#903?? x 1) is primarily a thematic spell. It is hard to find a strong military reason to have a ??Celestial Master?? or ??Ancestor Smith?? turn to summon a single unit with a lot of hp and strength, no armor, and a one-handed rake.   ***??Celestial Servant??**: Conjuration 1, {{path>E1S1}} {{gems>1E}}. ({{:nations:la:tien_chi:Celestial_Servant.png?nolink}} ??Celestial Servant#903?? x 1) is primarily a thematic spell. It is hard to find a strong military reason to have a ??Celestial Master?? or ??Ancestor Smith?? turn to summon a single unit with a lot of hp and strength, no armor, and a one-handed rake.
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   ***??Call Celestial Soldiers??**: Conjuration 6, {{path>A2S1}} {{gems>15A}}. ({{:nations:ea:tien_chi:Celestial_soldier.png?nolink}} ??Celestial Soldier??x5) Your {{path>A2S1}} ??Celestial Master??s can cast this to summon several elite [[sacred]] giants with excellent stats and the nation's signature hard-hitting glaive. Great as late-game linemen, especially if you took a strong bless.   ***??Call Celestial Soldiers??**: Conjuration 6, {{path>A2S1}} {{gems>15A}}. ({{:nations:ea:tien_chi:Celestial_soldier.png?nolink}} ??Celestial Soldier??x5) Your {{path>A2S1}} ??Celestial Master??s can cast this to summon several elite [[sacred]] giants with excellent stats and the nation's signature hard-hitting glaive. Great as late-game linemen, especially if you took a strong bless.
  
-  ***??Internal Alchemy??**: Alteration 5, {{path>W2S1}} {{gems>10W}}. Primarily a thematic spell. Reduces the caster's age by -15 years but has a chance to give the caster [[Insane|insanity]]. One of the very few ways to reduce a unit's age in Dominions, but it's hard to come up with a situation where you'd want to cast this for any reason other than role-playing.+  ***??Internal Alchemy??**: Alteration 5, {{path>W2S1}} {{gems>10W}}. Primarily a thematic spell. Reduces the caster's age by -15 years but has a chance to give the caster [[Insane|insanity]]. One of the very few ways to reduce a unit's age in Dominions, but it's hard to come up with a situation where you'd want to cast this for any reason other than role-playing. It's at least //more//-useful for this era than in the other eras, since your ??Celestial Master#1712??s who have 10% randoms will typically be old -- provided that they don't have {{path>N1}}, anyway
  
   ***??Celestial Chastisement??**: Evocation 5, {{path>S3}}. A less fatiguing version of ??Control?? that critically doesn't cost gems to cast. Inficts guaranteed armor negating damage and then attempts to [[enslave]] a [[magic being]]. Many powerful units and mages, including summoned elementals, are [[magic being]]s and thus vulnerable to this spell. Held back by short range and the nation's limited high astral access.   ***??Celestial Chastisement??**: Evocation 5, {{path>S3}}. A less fatiguing version of ??Control?? that critically doesn't cost gems to cast. Inficts guaranteed armor negating damage and then attempts to [[enslave]] a [[magic being]]. Many powerful units and mages, including summoned elementals, are [[magic being]]s and thus vulnerable to this spell. Held back by short range and the nation's limited high astral access.
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 =====Strategy===== =====Strategy=====
-FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses? 
  
-====Power Curve==== +====Horse archer warfare==== 
-//This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the earlymid and late game, and what makes it strong/weak at each of those pointsThis 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.//+ 
 +T'ien Ch'i's ??Barbarian Heavy Horseman?? is perhaps the best scales expansion unit of the Late Age.  
 + 
 +  * With good scales, high resource provinces like forests can often recruit multiple ??Barbarian Heavy Horseman?? per turn; set enough provinces on repeat recruit, and you can quickly mass an army of these elite units. Gathering your cavalry efficiently requires recruiting extra commanders. 
 +  * If you're planning for your capital to maximize ??Ancestor Vessel?? production, consider making 3 ??Ceremonial Master?? on your first turn and another on the second, while you don't have yet the resources to use all your holy points on sacred troops. You'll use them to bless parties of sacreds during expansion, and in the meantime, the extra commanders will be invaluable for gathering your foreign recruits(A bit later, site searchers can gather cavalry while passing through). 
 +  * Because the ??Khan?? is very expensive and the ??General?? requires capital resources and a commander point, it can be valuable to recruit a couple independent ??Mounted Commander?? leaders for logistics later in expansion
 +  * With Order 2 Production 2it's possible to be recruiting 20-25 heavy cavalry a turn by turn 7. 
 + 
 +During expansionyou'll often want to place your heavy cavalry in a line on hold and attackso they fire a couple arrows and then charge into melee. (This generally performs better than trading arrow fire with independent crossbowmen). If you have any ??Ceremonial Master?? commanders in the squad, make sure they are far behind other units while still being close enough to bless your ??Ancestor Vessel??s. 
 + 
 +The tactical AI for the T'ien Ch'i cavalry (and all other mixed archer/melee units) can be quite problematic if your goal is to use them as heavy cavalry, not archers. The problem is that cavalry on attack orders will often switch to firing their bow after killing or routing the squad they initially targeted. In large battles, this can often lead to unexpected defeats, where a weaker enemy force that would be easily beaten by massed cavalry is able to surround and kill your cavalry units individually while 90% of your force fires mostly ineffective arrows 
 + 
 +There is a workaround for this tactical problem: If you include a unit without a bow in a squad containing horse archers, the entire squad will generally continue fighting in melee. You can use the infantry in your starting army for this purpose, and it is a good reason to recruit a few independent ??Heavy Cavalry?? to mix into your squads. 
 + 
 +The fact that your ??Ancestor Vessel??s have a bow can be quite tactically useful as the game progresses for protecting your sacreds in long battles. Usually, the only way to keep elite troops from charging into battle is to give them a Guard Commander order. 
 + 
 +If you put squads of ??Ancestor Vessel?? and ??Barbarian Heavy Horseman?? on Hold and Fire, they will stay put, giving you as much time as you like to cast buffs while contributing somewhat to the fight with their bows. When they run out of ammunition, they'll all charge in together and hit enemies that may already be disorganized or fatigued from fighting any other troops your brought (infantry, province defense, mercenaries). Firing bows in Dominions does generate any fatigue for the archer, so your ancestors will be hitting the enemy fresh. The downside is that your elite melee troops will not be fighting in melee for the first 10 turns of the battle; this tactic can be counterproductive without the right mage support. 
 + 
 +One way to use this hold-and-fire strategy is as a way to buy your mages time to paint point buffs like ??Mossbody?? and ??Luck?? with all 5 scripting slots (and possibly more with off script casting). (Unfortunately, ??Quickness?? will make archers fire two arrows per turn, resulting in the quickened units running out of ammunition early and thus charging alone). 
 + 
 +Later on, this tactic can be particularly nice in combination with fatigue play (using some combination of ??Curse of Stones??, ??Grip of Winter??, ??Rigor Mortis??, ??Relief??, ??Quagmire??, and delaying spells like ??Swarm??) as a way to ensure most of your attrition falls on your more easily replaced unitsFatigue plays combine particularly well with this tactic, because enemy troops have to walk across the entire battlefield in order to close with your ancestors. 
 + 
 + 
 + 
 + 
 + 
  
-====Expansion Strategies==== 
-//List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// 
  
 ====Example Pretender Builds==== ====Example Pretender Builds====
t-ien-ch-i-la.1645859069.txt.gz · Last modified: 2022/02/26 07:04 by demonsthenes