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t-ien-ch-i-ma [2021/05/03 00:38] joste [Combat Magic] |
t-ien-ch-i-ma [2024/07/09 04:41] (current) johnnydown Add Dom5 version marker |
{{ :nations:flags:ea_t'ien_ch'i.png?nolink|}} | [[dom6/t-ien-ch-i-ma|{{:wiki:dom5_version.png?100 }}]]{{ :nations:flags:MA_tien_chi.png?nolink|}} |
====== MA T'ien Ch'i Imperial Bureaucracy ====== | ====== MA T'ien Ch'i Imperial Bureaucracy ====== |
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=====National Features===== | =====National Features===== |
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^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | ^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ |
| Humans | Tower shield Soldiers\\ Human Calvery\\ Cheap mages.\\ Long-lived Mages with wide Magic Spread. | {{path>F2}} (Rare 3) \\ {{path>A2}} (Rare 3) \\ {{path>W3}} (Rare 4) \\ {{path>E2}} (Rare 3)\\ {{path>S2}} (Rare 3)\\ {{path>N2}} (Rare 3)\\ **Summable**\\ {{path>A2}} (Rare 4) {{path>W2}} (Rare 4) {{path>E2}} (Rare 4) {{path>S2}} (Rare 3) {{path>N3}} (Rare 4) | Average({{path>H2}}) | {{:misc:gui:castle.png?30&nolink}} Standard Forts (castle) | | | Humans | Tower shield Soldiers\\ Human Cavalry\\ Cheap mages.\\ Long-lived Mages with wide Magic Spread. | {{path>W3}} (Rare 4) \\ {{path>F2}} (Rare 3) \\ {{path>A2}} (Rare 3) \\ {{path>E2}} (Rare 3)\\ {{path>S2}} (Rare 3)\\ {{path>N2}} (Rare 3)\\ **Summonable**\\ {{path>A2}} (Rare 4) {{path>W2}} (Rare 4) {{path>E2}} (Rare 4) {{path>S2}} (Rare 3) {{path>N3}} (Rare 4) | Average ({{path>H2}}) | {{:misc:gui:castle.png?30&nolink}} Standard Forts (castle) | |
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| === Bad (but sometimes Good) Omens === |
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| The Imperial Ministry of Rituals has devised a method of countering 'bad omens'. Unfortunately, this has only made the 'bad omens' [[events]] **twice as common**, and **thrice as common** in forests and mountains. These typically lead to consequential bad events that range from annoying to disastrous, but they sometimes lead to events that are helpful; someone might find 3 {{:misc:magic:naturegem.png?nolink}}Nature [[Gems]] they didn't want, for example, or an active Volcano [[Sites|site]] (providing 3 {{:misc:magic:firegem.png?nolink}}Fire Gems per turn) might pop up under some of your taxpayers. On the other hand, your Ritual Ministers (such as the ??Ceremonial Master?? and the ??Minister of Rituals??) get a bonus chance to negate the results of the omens (on top of their [[Fortune Teller]] abilities), whether they're good or bad, with the ??Minister of Rituals?? being better with the bonus chance than they are with their typical divination check. |
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| === The Emperor's New Health === |
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| If you add a Swamp to the Empire, your invisible Emperor might get sick from it after turn 15. This is not great, as it adds [[Unrest]] and {{:misc:scales:misfortune.png?14&nolink}}Misfortune [[Scales]] to the capital, but it could be profitable. His outlook is bleak on his own, with a roughly-76% chance of dying in the next turn and an absolute maximum of six turns to live, but having an ??Imperial Alchemist?? in the capital with give him another turn and slightly-better odds of surviving the next turns. If one of your **nationally-recruited** {{:abilities:disease_healer.png?14&nolink}}[[Disease Healer|Disease Healers]] is in the Swamp, they might find a treatment that saves the Emperor's life, giving them a **+{{path>N1}} pathboost** in the process; the odds are around 75% for the ??Imperial Alchemist??s, and around 25% for the others. Ultimately his odds of dying are still higher than his odds of surviving, but the pathboost is quite nice if you can get it. |
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| If the Emperor dies, this lowers {{:misc:dominioncandle.png?3&nolink}}[[Dominion]] in the capital by 3 (which could get you dom-killed), and adds 3 points of {{:misc:scales:misfortune.png?14&nolink}}Misfortune and {{:misc:scales:turmoil.png?14&nolink}}Turmoil to it. The resulting succession crisis hits two random provinces in the Empire, has one of your ??Prince General??s [[Assassination|Assassinated]] by an ??Assassin?? (**regardless of where they are**), and ultimately undoes the negative effects on the capital (other than the deaths) during the next turn. Hopefully your single turn of increased nationwide event chance doesn't give your capital //more// problems. |
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| Unlike most national event chains (and MA T'ien Ch'i has two more that I'll have trouble explaining), this one is **not** unique; as in real life, more than one Emperor can get sick, and the same Emperor can get sick more than once. |
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==== Capital Special Sites ==== | ==== Capital Special Sites ==== |
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^ The Heavenly Gate ^ The Celestial City ^ | ^ The Heavenly Gate ^ The Celestial City ^ |
| * Enables recruitment of {{:nations:ma:tien_chi:celestial_master.png?nolink}}??Celestial Master#803??\\ *+1 range to {{:misc:magic:astral.png?20&nolink}} rituals\\ *{{gems>1A2S}} | * Enable recruitment of {{:nations:ma:tien_chi:Imperial_Alchemist.png?nolink}}??Imperial Alchemist??\\ *{{:nations:ma:tien_chi:prince_general.png?nolink}}??Prince General??\\ *{{:nations:ma:tien_chi:red_guard.png?nolink}}??Red Guard??\\ *{{gems>1W1E}} | | | * Enables recruitment of {{:nations:ma:tien_chi:celestial_master.png?nolink}}??Celestial Master#803??\\ *+1 range to {{:misc:magic:astral.png?20&nolink}} rituals\\ *{{gems>1A2S}} | * Enables recruitment of {{:nations:ma:tien_chi:Imperial_Alchemist.png?nolink}}??Imperial Alchemist??\\ *{{:nations:ma:tien_chi:prince_general.png?nolink}}??Prince General??\\ *{{:nations:ma:tien_chi:red_guard.png?nolink}}??Red Guard??\\ *{{gems>1W1E}} | |
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==== Commanders ==== | ==== Commanders ==== |
Your forts have a lot of options for production. Lots of utility commanders and cheap mages. Many commanders {{:abilities:fortune_teller.png?15&nolink}}[[fortune teller]] so you can tank Misfortune. | Your forts have a lot of options for production. Lots of utility commanders and cheap mages. Many commanders are {{:abilities:fortune_teller.png?15&nolink}}[[fortune teller|Fortune Tellers]], so you can tank {{:misc:scales:misfortune.png?14&nolink}}Misfortune more easily. |
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^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ |
| {{:nations:ma:tien_chi:scout.png?30&nolink}} | **??Scout??**\\ {{gold}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:forest_survival.png?20&nolink}}[[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. | | | {{:nations:ma:tien_chi:scout.png?30&nolink}} | **??Scout??**\\ {{gold}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:forest_survival.png?20&nolink}}[[Forest survival]]\\ | You get two options for gathering info, a normal scout and a Spy.\\ very few nations have Spies! You're paying 45 extra Gold (and passing on buying another Scout that turn) for better info, higher Stealth, and possible [[Unrest|trolling]]. | |
| {{:nations:ma:tien_chi:imperial_Consort.png?30&nolink}} | **??Imperial Consort??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{:abilities:stealthy.png?15&nolink}}[[stealthy]](70)\\ {{:abilities:spy.png?15&nolink}}[[spy]]\\ [[Female]] | ::: | | | {{:nations:ma:tien_chi:imperial_Consort.png?30&nolink}} | **??Imperial Consort??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{:abilities:stealthy.png?15&nolink}}[[stealthy]](70)\\ {{:abilities:spy.png?15&nolink}}[[spy]]\\ [[Female]] | ::: | |
| {{:nations:ma:tien_chi:eunuch.png?30&nolink}} | **??Eunuch??**\\ {{gold}} 35\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:Patrol_bonus.png?15&nolink}} [[Patrol bonus]] (15)\\ {{:abilities:Defence_Organizer.png?20&nolink}}[[Defence Organizer]](2)\\ {{:abilities:tax_collector.png?20&nolink}}[[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. | | | {{:nations:ma:tien_chi:eunuch.png?30&nolink}} | **??Eunuch??**\\ {{gold}} 35\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:Patrol_bonus.png?15&nolink}} [[Patrol bonus]] (15)\\ {{:abilities:Defence_Organizer.png?20&nolink}}[[Defence Organizer]](2)\\ {{:abilities:tax_collector.png?20&nolink}}[[tax-collector]]\\ | A general-purpose commander, he can be used for expansion, but he's better at maintaining the stability of your territory.\\ Not just effective at patrolling and shuffling your doods, he also also increases local PD for free.\\ It's worth having a few early on, roaming the lands & setting up defenses. | |
| {{:nations:ma:tien_chi:General.png?30&nolink}} | **??General#792??**\\ {{gold}} 80\\ {{:misc:gui:resources.png?15&nolink}} 41 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | [[Mounted]] | 80ld well-equipped command Even comes with a bow so he can participate from the back without spending gems. | | | {{:nations:ma:tien_chi:General.png?30&nolink}} | **??General#792??**\\ {{gold}} 80\\ {{:misc:gui:resources.png?15&nolink}} 41 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | [[Mounted]] | 80 Leadership and well-equipped. \\ He even comes with a bow, so he can stay within your other archers and participate alongside them. | |
| {{:nations:ma:tien_chi:ceremonial_master.png?30&nolink}} | **??Ceremonial Master??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}}[[fortune teller]](10%) | Can lead your sacred expansions and counter undead.\\ | | | {{:nations:ma:tien_chi:ceremonial_master.png?30&nolink}} | **??Ceremonial Master??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}}[[fortune teller]](10%) | Can lead your sacred expansions and counter undead.\\ | |
| {{:nations:ma:tien_chi:Minister_of_Rituals.png?30&nolink}} | **??Minister of Rituals??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H2}} \\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}}[[fortune teller]](10%)\\ {{:abilities:Bringer_of_fortune.png?15&nolink}}[[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. | | | {{:nations:ma:tien_chi:Minister_of_Rituals.png?30&nolink}} | **??Minister of Rituals??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H2}} \\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}}[[fortune teller]](10%)\\ {{:abilities:Bringer_of_fortune.png?15&nolink}}[[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. | |
| {{:nations:ma:tien_chi:Imperial_geomancer.png?30&nolink}} | **??Imperial Geomancer??**\\ {{gold}} 65\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>E1S1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:fortune_teller.png?15&nolink}}[[fortune teller]](10%)\\ {{:abilities:old_age.png?15&nolink}}[[Old Age]](55/50) | Your Communion mages. Decent researchers, Communion slaves, and sometimes masters.\\ Your going to want a lot of them. | | | {{:nations:ma:tien_chi:Imperial_geomancer.png?30&nolink}} | **??Imperial Geomancer??**\\ {{gold}} 65\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>E1S1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:fortune_teller.png?15&nolink}}[[fortune teller]](10%)\\ {{:abilities:old_age.png?15&nolink}}[[Old Age]](55/50) | Your Communion mages. Decent researchers, Communion slaves, and Masters for battlefield Earth.\\ You will want a lot of them, at least in the mid-game. | |
| {{:nations:ma:tien_chi:Minister_of_Magic.png?30&nolink}} | **??Minister of Magic??**\\ {{gold}} 65\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>100%AWES,10%AWES}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:adept_researcher.png?15&nolink}}[[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. | | | {{:nations:ma:tien_chi:Minister_of_Magic.png?30&nolink}} | **??Minister of Magic??**\\ {{gold}} 65\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>100%AWES,10%AWES}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:adept_researcher.png?15&nolink}}[[adept researcher]](+4) | Purely a Research monkey, with 11.2 Research Points (on average) for the price of 9.\\ They're not very useful in combat, but the {{path>A1}} ones can make ??Owl Quills??. | |
| {{:nations:ma:tien_chi:Apothecary.png?30&nolink}} | **??Apothecary??**\\ {{gold}} 65\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:supply_bonus.png?15&nolink}}[[supply bonus]](10)\\ {{:abilities:resist_poison.png?20&nolink}} [[resist poison]](5)\\ {{:abilities:Disease_healer.png?15&nolink}}[[Disease Healer]](1)\\ | Cheap Nature mage, that removes Diseases and keeps big armies feed. | | | {{:nations:ma:tien_chi:Apothecary.png?30&nolink}} | **??Apothecary??**\\ {{gold}} 65\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:supply_bonus.png?15&nolink}}[[supply bonus]](10)\\ {{:abilities:resist_poison.png?20&nolink}} [[resist poison]](5)\\ {{:abilities:Disease_healer.png?15&nolink}}[[Disease Healer]](1)\\ | On top of being slightly cheaper than indie {{path>N1}} mages, he removes [[Disease|Diseases]]. \\ He's your cheapest option for boosting Supply. \\ When not needed for that, keep him with your Geomancers for when Winter comes. | |
| {{:nations:ma:tien_chi:Alchemist_of_the_five_elements.png?30&nolink}} | **??Alchemist of the Five Elements??**\\ {{gold}} 85\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1,100%FAWE,10%FAWEN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:supply_bonus.png?15&nolink}}[[supply bonus]](10)\\ {{:abilities:resist_poison.png?20&nolink}} [[resist poison]](8)\\ {{:abilities:Disease_healer.png?15&nolink}}[[Disease Healer]](1)\\ {{:abilities:Alchemy.png?15&nolink}}[[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. | | | {{:nations:ma:tien_chi:Alchemist_of_the_five_elements.png?30&nolink}} | **??Alchemist of the Five Elements??**\\ {{gold}} 85\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1,100%FAWE,10%FAWEN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:supply_bonus.png?15&nolink}}[[supply bonus]](10)\\ {{:abilities:resist_poison.png?20&nolink}} [[resist poison]](8)\\ {{:abilities:Disease_healer.png?15&nolink}}[[Disease Healer]](1)\\ {{:abilities:Alchemist.png?15&nolink}}[[Alchemist]](25)\\ | For twenty additional gold, you get an Apothecary with 1.1 (on average) extra paths.\\ Amusingly, only a little more than half of them can actually make use of their Alchemy skills. \\ {{path>F1N1}}'s are the stars of the bunch, being your only off-capital Fire access for ??Transmute Fire?? and ??Lightless Lantern??s. | |
| {{:nations:ma:tien_chi:master_of_the_way.png?30&nolink}} | **??Master of the Way??**\\ {{:misc:gui:gold.png?15&nolink}} 135\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ + Foreign Rec | {{path>W1H1,100%AWSN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}}[[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 Elemental??s and cast ??Lightning Bolt?? and ??Orb Lightning?? if a ??Storm?? is up. Astral form communions, and Natures Can restrain enemies and chaff with ??Swarm??. | | | {{:nations:ma:tien_chi:master_of_the_way.png?30&nolink}} | **??Master of the Way??**\\ {{:misc:gui:gold.png?15&nolink}} 135\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ + Foreign Rec | {{path>W1H1,100%AWSN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}}[[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 can all spam ??Frozen Heart??.\\ Air randoms can ??Summon Lesser Air Elemental??s and take advantage of Celestial Master ??Storm??s. Astral's can form communions, and Nature's can restrain enemies and chaff with ??Swarm??. | |
| {{:nations:ma:tien_chi:imperial_Alchemist.png?30&nolink}} | **??Imperial Alchemist??**\\ {{:misc:gui:gold.png?15&nolink}} 220\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1A1W1E1}}, {{path>N2,100%FAWE,10%FAWEN}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:resist_poison.png?20&nolink}} [[resist poison]](8)\\ {{:abilities:Disease_healer.png?15&nolink}}[[Disease Healer]](2)\\ {{:abilities:supply_bonus.png?15&nolink}}[[supply bonus]](20)\\ {{:abilities:Alchemy.png?15&nolink}}[[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. | | | {{:nations:ma:tien_chi:imperial_Alchemist.png?30&nolink}} | **??Imperial Alchemist??**\\ {{:misc:gui:gold.png?15&nolink}} 220\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1A1W1E1}}, {{path>N2,100%FAWE,10%FAWEN}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:resist_poison.png?20&nolink}} [[resist poison]](8)\\ {{:abilities:Disease_healer.png?15&nolink}}[[Disease Healer]](2)\\ {{:abilities:supply_bonus.png?15&nolink}}[[supply bonus]](20)\\ {{:abilities:alchemist.png?15&nolink}}[[Alchemist]](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. \\ Their only downside compared to EA is that they aren't [[Sacred]], increasing their upkeep.\\ Oh, and that they're slow to recruit. | |
| {{:nations:ma:tien_chi:celestial_master.png?30&nolink}} | **??Celestial Master#803??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>A1W2E1S1}}{{path>H2,100%AWSN,10%AWSN}} {{:misc:gui:research.png?15&nolink}} 19\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}}[[need not eat]]\\ {{:abilities:spirit_sight.png?15&nolink}}[[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). | | | {{:nations:ma:tien_chi:celestial_master.png?30&nolink}} | **??Celestial Master#803??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>A1W2E1S1}},{{path>H2,100%AWSN,10%AWSN}} {{:misc:gui:research.png?15&nolink}} 19\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}}[[need not eat]]\\ {{:abilities:spirit_sight.png?15&nolink}}[[Spirit-Sight]] | While less mobile than its EA incarnation, & with less path variety, the Master now has cheap [[Communion|Slaves]] in the form of Geomancers. \\ Celestial Masters can be rough on their Geomancers, but it's worth the high battlefield Air/Water/Astral/Nature/Holy. \\ Out-of-battle, they're needed for your ??Celestial Hound??s and ??Celestial Soldier??s. | |
| {{:nations:ma:tien_chi:Prince_general.png?30&nolink}} | **??Prince General??**\\ {{:misc:gui:gold.png?15&nolink}} 230\\ {{:misc:gui:resources.png?15&nolink}} 38 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:strength_of_the_spring.png?15&nolink}}[[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. | | | {{:nations:ma:tien_chi:Prince_general.png?30&nolink}} | **??Prince General??**\\ {{:misc:gui:gold.png?15&nolink}} 230\\ {{:misc:gui:resources.png?15&nolink}} 38 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:strength_of_the_spring.png?15&nolink}}[[strength of the spring]](50)\\ [[Mounted]] | Sacred 120 Leadership, having more HP during Spring but less during Autumn.\\ He //could// be a light thug, in the Spring, if your [[Bless]] is good. | |
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==== Troops ==== | ==== Troops ==== |
===== Magic ===== | ===== Magic ===== |
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| ==== Magic Access ==== |
| Has a spread across the elemental paths plus nature and Astral. nothing goes above a 2 except for water. |
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| 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. |
==== National Spells ==== | ==== National Spells ==== |
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***??Celestial Servant??**: Conj 1, {{path>E1S1}} {{gems>1E}}. ({{:nations:ea:tien_chi:Celestial_Servant.png?nolink}} ??Celestial Servant??x1) 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. | ***??Celestial Servant??**: Conj 1, {{path>E1S1}} {{gems>1E}}. ({{:nations:ea:tien_chi:Celestial_Servant.png?nolink}} ??Celestial Servant#903?? x1) 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. |
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***??Ambush of Tigers??:** {{path>N3}} Conj 3 for 10{{:misc:magic:naturegem.png?nolink}} (summon {{:nations:La:jomon:tiger.png?nolink}} ??Tiger??x10+[lv]). Fast moving two attacker. Can flank.\\ | ***??Ambush of Tigers??:** {{path>N3}} Conj 3 for 10{{:misc:magic:naturegem.png?nolink}} (summon {{:nations:La:jomon:tiger.png?nolink}} ??Tiger??x10+[lv]). Fast moving two attacker. Can flank.\\ |
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***??Living Mercury??**: Enchant 5, {{gems>7W}} {{path>W1E1}}. {{:nations:ma:tien_chi:Living_mercury.png?nolink}} ??Living Mercury??x1) What if ??Water Elemental??s 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. | ***??Living Mercury??**: Enchant 5, {{gems>7W}} {{path>W1E1}}. {{:nations:ma:tien_chi:Living_mercury.png?nolink}} ??Living Mercury??x1) What if ??Water Elemental??s 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 ==== | |
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Has a spread across the elemental paths plus nature and Astral. nothing goes above a 2 except for water. | ====Notable Generic Magic==== |
| ===Combat Magic=== |
| A lot of the nation's magic power comes from Imperial Geomancers communions |
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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. | the Celestial Master grants Water magic along with Air. Geomancers Do the {{:misc:magic:earth.png?15&nolink}} Earth and {{:misc:magic:astral.png?15&nolink}} Astral, and the Alchemist can do all the elemental and {{:misc:magic:nature.png?15&nolink}} nature cross paths if stitched into the communion. |
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====Combat Magic==== | |
Alot of the nation's magic power comes from Imperial Geomancers communions | |
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the Celestial Master grant Water magic along with Air. Geomancers Do the {{:misc:magic:earth.png?15&nolink}} Earth and {{:misc:magic:astral.png?15&nolink}} Astral, and the Alchemist can do all the elemental and {{:misc:magic:nature.png?15&nolink}} nature cross paths if stitched into the communion. | |
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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??. | 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??. |
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Your also likely to have some lesser Alcamest to spam lesser nature magics like ??Swarm?? or ??Vine Arrow??. | Your also likely to have some lesser Alcamest to spam lesser nature magics like ??Swarm?? or ??Vine Arrow??. |
====Ritual Magic==== | ===Ritual Magic=== |
Wide and shallow give you a lot of unique spells but makes it hard to use the more powerful rituals. | Wide and shallow give you a lot of unique spells but makes it hard to use the more powerful rituals. |
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===National Items=== | ===National Items=== |
***??Sword of the Five Elements??**: Const2, {{path>F1W1}}, {{gems>2F2W}}. 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. | ***??Sword of the Five Elements??**: Const2, {{path>F1W1}}, {{gems>2F2W}}. Grants the user [[Reinvigoration]] and a lot of Attack and Defence skill. Useful on a Mage to protect himself and reduce Fatigue. (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, {{path>E1W1}}, {{gems>2E2A}}. Light but high prot armour that grants additional minor resistance to Fire, Shock, poison, and Magic. Useful on thugs. | ***??Armor of the Five Elements??**: Const2, {{path>E1A1}}, {{gems>2E2A}}. Light but high prot armour that grants additional minor resistance to Fire, Shock, poison, and Magic. Useful on thugs. |
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===National Dicount Items=== | ===National Discount Items=== |
***??Chi Shoes??**: Const2, {{path>A1}}, {{gems>4A}}. Let the wearer make an additional attack. Useful on High strength units but completed with more important Boot items like better map movement, quickness. | ***??Chi Shoes??**: Const2, {{path>A1}}, {{gems>4A}}. Let the wearer make an additional attack. Useful on High strength units but competes with more important Boot items like better map movement, quickness. |
***??Jade Armor??**: Const6, {{path>W2E1}}, {{gems>8W4E}}. 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. | ***??Jade Armor??**: Const6, {{path>W2E1}}, {{gems>8W4E}}. 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===== | =====Strategy===== |
FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses? | ====Power Curve==== |
| //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This 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.// |
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| ====Expansion Strategies==== |
| //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// |
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| ====Example Pretender Builds==== |
| //List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.// |
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| =====See More===== |
| //Add links to guides or other overviews for this nation here.// |
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====Pretender==== | {{template>nationindex}} |
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 | |
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=====Links===== | {{tag>nation stubs ma-nation}} |
youtube of someone discussing the nation \\ | |
guide page on steam??\\ | |
forum thread or AAR | |
{{tag>nation stubs}} | |