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t-ien-ch-i-ma

MA T'ien Ch'i Imperial Bureaucracy

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 of T’ien Ch’i is ancient. Since the founding of the Empire, peace has reigned and a Bureaucracy of great efficiency has evolved. Ministers and officials chosen by skill rather than birth govern the Empire. The Emperor and his family are considered divine, but are not involved in the administration. The cavalry of T’ien Ch’i is well known and the infantry is varied and versatile. The eunuchs who run the Bureaucracy are able to conscript troops for the defense of provinces as part of the taxes due to the Emperor. A magic tradition called The Way is practiced by hermits and scholars in the kingdom. Prominent Masters of the Way come to the Heavenly Gate in the capital to be ordained as Celestial Masters. These mage-priests can summon heavenly beings from the Celestial Sphere to serve the Empire.

General Overview

Now that you're running a fully-civilized realm, you have the specialization that the T'ien Ch'i of the Early Age sorely lacks. Disease Healers, cheap Mages, troop organizers, and useful Priests are now all available outside of your capital, along with extra-special specialists such as Spies and Communion Slaves. Most of what was cool in the Early Age is still around in one form or another, too, such as Capital guys with access to many different magic paths at the same time, and those strange Water Mages that you don't need to build Forts for. To top it all off, your army has been given a somewhat-loving upgrade, with glorious discount versions of Marignon's Knights of the Chalice. The only downside is that your lore-rich region still doesn't have a whole lot of Pretender options to choose from… Oh, and this time you don't have Death, Demons, or Chariots!

National Features

Race Military Magic Access Priests Buildings
Humans Tower shield Soldiers
Human Calvery
Cheap mages.
Long-lived Mages with wide Magic Spread.
fire 22 (Rare 3)
air 22 (Rare 3)
water 33 (Rare 4)
earth 22 (Rare 3)
astral 22 (Rare 3)
nature 22 (Rare 3)
Summonable
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 (castle)

Capital Special Sites

The Heavenly Gate The Celestial City
* Enables recruitment of Celestial Master
*+1 range to rituals
*1airgem2astralpearl
* Enable recruitment of Imperial Alchemist
*Prince General
*Red Guard
*1watergem1earthgem

Notable Units

Commanders

Your forts have a lot of options for production. Lots of utility commanders and cheap mages. Many commanders fortune teller so you can tank Misfortune.

Sprite Unit Name Special Attributes Comments
Scout
Gold 25
4
1
Stealthy (50)
mountain survival
Forest survival
get two options for gathering info, a normal scout or a Consorts.
very few nations have Spys and your paying some extra and giving up recruiting another non-mage that turn, but She is very unlikely to be caught by patrols.
Imperial Consort
70
1
2
stealthy(70)
spy
Female
Eunuch
Gold 35
5
1
Patrol bonus (15)
Defence Organizer(2)
tax-collector
A general-purpose commander can be used for expansion but very useful at maintaining the stability of your territory.
not only effective at patrolling and moving your doods around but also easily increase the local PD.
Worth having a few early games to roam the lands setting up defenses.
General
Gold 80
41
1
Mounted 80ld well-equipped command Even comes with a bow so he can participate from the back without spending gems.
Ceremonial Master
45
3
1
holy 11
Sacred
fortune teller(10%)
Can lead your sacred expansions and counter undead.
Minister of Rituals
70
5
2
holy 22
Sacred
fortune teller(10%)
Bringer of fortune(2)
Step up a priest with more holy spells. Giving up mage production In a fort to Having a stack of them also will boost good event, Hopefully causing an influx of Gems, Gold, and mabey unique mages.
Imperial Geomancer
Gold 65
4
2
earth 11astral 11 9
fortune teller(10%)
Old Age(55/50)
Your Communion mages. Decent researchers, Communion slaves, and sometimes masters.
Your going to want a lot of them.
Minister of Magic
Gold 65
4
2
random1100%+10% 11
adept researcher(+4)
Purely Research monkey, having high research despite their cheapness and one path.
Not useful in combat but Air randoms can make Owl Quills.
Get a few to get to your Research goals faster.
Apothecary
Gold 65
2
2
nature 11 7
supply bonus(10)
resist poison(5)
Disease Healer(1)
Cheap Nature mage, that removes Diseases and keeps big armies feed.
Alchemist of the Five Elements
Gold 85
2
2
nature 11random1100%+10% 9
supply bonus(10)
resist poison(8)
Disease Healer(1)
Alchemy(25)
Improved Apothecary for not that much more gold, Gets an additional random path.
Probably would get over Apothecaries to get that fire random so your can more efficiently fuel your war economy with an influx of gold.
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.
Imperial Alchemist
220
4
4
Capital Only
fire 11air 11water 11earth 11, nature 22random1100%+10% 17
resist poison(8)
Disease Healer(2)
supply bonus(20)
Alchemy(50)
a fusion of the Master of the Five Elements from EA and an Alchemist.
Still a jack of trades mage, Decent to have a few for sight searching and forging.
Celestial Master
275
5
4
Capital Only
air 11water 22earth 11astral 11holy 22random1100%+10% 19
Sacred
need not eat
Spirit-Sight
Weaker than its EA incarnation with less path variety, but now have a proper communion to lead in the form of Geomancers.
Still needed to make some of your better national summon, they also bring to the battlefield High-level Air with a common in addition to cross path involving it and Water, Earth, and Astral (and some also add nature to mix).
Prince General
230
38
2
Capital Only
Sacred
strength of the spring(50)
mounted
Sacred 120Ld, having more HP during Spring but less in Fall.
More often used to lead your biggest armies but could be used as a light thug depending on your bless.

Troops

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
Footman
Gold 10
9
9
Light infantry that trades a shield for a longer two-handed spear.
Will repel most units and other spears.
Requires the least amount of resources, so most spamable.
Footman
Gold 10
11
9
Man with a big slashing damage weapon.
Not well protected or proficient at hitting above-average defense targets, They are good at hacking apart very low defense but high armored and or HP targets.
Footman
Gold 10
11
9
A mainstay mass line unit.
Average Prot with a Tower Shield that negates most damage.
Archer
Gold 10
12
9
Having Composit bow in the MA they are the most spamable option to turn Archery buffs spells into damage.
Imperial Archer
Gold 13
21
16
Take an archer and pay more for Full-scale Armour. Often not worth it since you could get Crossbowmans for the same price.
Imperial Crossbowman
Gold 13
21
16
the defining threat of the LA in as age doesn't have the widespread heavy enough armour to resist it.
Even before buffs, they sacrifice the rate of fire of bows for high damage, Armor-Piercing damage, ignoring 60% of enemy prot.
Ministry Footman
Gold 12
14
14
The in-between light and Heavy armour.
Has better Prot than Leather but without additional encumbrance or Combats speed penalties like Full scale. And even point higher in Moral and Defence Skill.
it is preferable to Spam numbers or go with the Highest protection.
Can be situationally viable if you need above average body armour but not be any more adversely affected if a fatigue-causing enchantment is up.
Ministry Guardsman
Gold 12
14
14
patrol bonus(1) like a cross between Footman with glave and Ministry Footman, but also have a patrol bonus, Making them a more efficient unit with Eunuchs to patrol out unrest and find Stealthy units.
Is a step up from footmen glaves as they are more likely to survive being hit and hitting their target.
Imperial Footman
Gold 13
20
16
A footman in Heavy armour and +2 moral, and +1 Attack and Def(but result in no change in def because of the armour penalty). More expensive than the less protected but spamable Footman, but they create a longer-lasting bulwark to hold the enemy up.
Imperial City Guard
Gold 13
20
18
patrol bonus(2) Well armored Glaives, if your going to use Glaives for a job, using them is your best option.
Imperial Guard
Gold 15
23
21
bodyguard(4) Imperial Footman with higher damage slashing weapon, could be used as your most expensive frontline option, but the best calling is bodyguarding mages.
Although they are not good at stoping normal Asstaions methods (Water Elementals, Summon Spamming, Diseases Demons), the best they can do is Being there when their charge is attacked and buy time for the confusing mage to finish his buff cycles and rain death on the assailant before its too late.
Horseman
Gold 20
11
24
mounted Like indie Horse archers but with better stats.
cost more recruitment points, but use full as flank attackers.
Heavy Horseman
Gold 25
21
36
mounted Step up from Horseman. With better Prot and an additional Hoof attack.
Imperial Horseman
Gold 35
29
46
mounted Proper lance calvery, having a higher damage potential.
Red Guard
50
38
46
Capital Only
Sacred
strength of the spring(50)
mounted
Very good sacred heavy calv. Often beat out Imperial Horseman despite being cap only and more expensive.
Very effective expanders.
You may have to mind what season it is, as despite their high defense they are most likely to die in one successful hit during the fall.

Heroes

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
Sacred
immortal
Supply Bonus(20)
Healer(1)
Ethereal
flying
Female
Her primary utility is being a medic.
True Healer is useful for fixing up important injured commanders.
Being Ethereal helps with survivability but not much else new in combat.
Lu Tung-Pin - Immortal
fire 11air 11water 22astral 33holy 22 19
Sacred
immortal
ambidextrous(3)
He is A Celectial Master that randomized Astral 3, and practiced his leadership and Fighting skills.
He can lead big army, 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
Sacred
immortal
Fear(7)
Old-Age(865\500)
Spirit-Sight
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 strongest national Death mage, Able to forge Skullstaffs and make Ziz for sieges.
if you empower him or make communions, He brings out Wailing Winds (buff troop Moral first) or Wind of Death (all but your mages will become old by the end of the battle).

Magic

National Spells

  • Celestial Servant: Conj 1, earth 11astral 11 1earthgem. ( Celestial Servantx1) not a spell you want to cast. Slightly better in MA as your ready encouraged to spam Geomancers which are the most efficient mage to summon them. if you have a bunch of Geomancers, Servant could be more gem efficient siege chaff at the cost of giving up a lot of research for a turn but you will need to take a lot of Supply bonues to prevent your own forces from starving.
  • 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.
  • 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?
  • 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 Living Mercury.
  • 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.
  • Thousand Year Ginseng: Construction 5, 8naturegem nature 11. Improved version of Internal Alchemy with no side effects. Most nature mages are not close to old, but some times you have to shave down 5 years for indies or someone that was hit by decay.
  • Living Mercury: Enchant 5, 7watergem water 11earth 11. Living Mercuryx1) What if Water Elementals had a poison cloud. Effective units to hold and kill what its holding up, having the defenses of a purely liquid creature. You do have to be careful when scripting as they will also kill your own troops if they get close. Good Idea to give everyone poison resistance as your first action.

Magic Access

Has a spread across the elemental paths plus nature and Astral. nothing goes above a 2 except for water.

As an astral mage, you will have access to the higher level spells in combat with a Communion. with a Celestial Master or Imperial Alchemist with Crystal Matix at its head.

Combat Magic

Alot of the nation's magic power comes from Imperial Geomancers communions

the Celestial Master grant Water magic along with Air. Geomancers Do the Earth and Astral, and the Alchemist can do all the elemental and nature cross paths if stitched into the communion.

There is a lot of spells you can do from buffing or raining army-wide death with Gifts from Heaven, or spam persition magic like Mind Burn or Soul Slay.

Your also likely to have some lesser Alcamest to spam lesser nature magics like Swarm or Vine Arrow.

Ritual Magic

Wide and shallow give you a lot of unique spells but makes it hard to use the more powerful rituals.

gets some good national summons you could consider Summon Crocodiles as Mind Burn sponges.

You also get a lot out of Transmute Fire efficiently turn fire gems into gold (turning earth gems to gold give out less value)

Magic Items

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 on your Imperial Alchemists.

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.
  • Jade Armor: Const6, water 22earth 11, 8watergem4earthgem. Depending on the thug your trying to make could be a replacement for Boots of Quickness if need a different kind of footwear, or save gems on by fusing quickness with body prot.

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

t-ien-ch-i-ma.txt · Last modified: 2021/10/24 04:33 by wigglefig