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T'ien Ch'i is obviously influenced by China. I couldn't even resist the name Spring and Autumn, from the period of the same name in Chinese history. Chinese history is rich and there is plenty to draw upon. Daoism and its five elements, inner alchemy, and quest for longevity inspired the Masters of the Way as did the T'ien Shih—celestial master—of institutional Daoism convert into the Celestial Master of T'ien Ch'i. Heroes come in plenty in the Chinese tales and the Seven Immortals are all interesting figures. Sun Wukong and his friends are perhaps even more so. There is plenty of stuff to expand on should I or a merry modder find the time. Finally, T'ien Ch'i has been inspired movies from Hong Kong, China, and Korea. - Illwinter
The Celestial Empire 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.
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!
Race | Military | Magic Access | Priests | Buildings |
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Humans | Tower shield Soldiers Human Calvery Cheap mages. Long-lived Mages with wide Magic Spread. | ![]() ![]() ![]() ![]() ![]() ![]() Summonable ![]() ![]() ![]() ![]() ![]() | Average(![]() | ![]() |
The Heavenly Gate | The Celestial City |
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* Enables recruitment of ![]() *+1 range to ![]() *1 ![]() ![]() | * Enable recruitment of ![]() * ![]() * ![]() *1 ![]() ![]() |
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 |
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![]() | Scout![]() ![]() ![]() | ![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() ![]() Female |
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![]() | Eunuch![]() ![]() ![]() | ![]() ![]() ![]() | 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![]() ![]() ![]() | Mounted | 80ld well-equipped command Even comes with a bow so he can participate from the back without spending gems. |
![]() | Ceremonial Master![]() ![]() ![]() | ![]() ![]() ![]() | Can lead your sacred expansions and counter undead. |
![]() | Minister of Rituals![]() ![]() ![]() | ![]() ![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Your Communion mages. Decent researchers, Communion slaves, and sometimes masters. Your going to want a lot of them. |
![]() | Minister of Magic![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Cheap Nature mage, that removes Diseases and keeps big armies feed. |
![]() | Alchemist of the Five Elements![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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![]() ![]() ![]() + Foreign Rec | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Decent mages you can also recruit outside forts. They make up most of your mage core as low-level casters using gems to cast lv 2 spells. In combat, They are all Frozen Heart spammers. Air randoms Summon Lesser Air Elementals and cast Lightning Bolt and Orb Lightning if a Storm is up. Astral form communions, and Natures Can restrain enemies and chaff with Swarm. |
![]() | Imperial Alchemist![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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![]() ![]() ![]() ![]() | ![]() ![]() 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. |
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 |
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![]() | Footman![]() ![]() ![]() | 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. |
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![]() | Footman![]() ![]() ![]() | 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. |
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![]() | Footman![]() ![]() ![]() | A mainstay mass line unit. Average Prot with a Tower Shield that negates most damage. |
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![]() | Archer![]() ![]() ![]() | Having Composit bow in the MA they are the most spamable option to turn Archery buffs spells into damage. | |
![]() | Imperial Archer![]() ![]() ![]() | 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![]() ![]() ![]() | 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. |
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![]() | Ministry Footman![]() ![]() ![]() | 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. |
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![]() | Ministry Guardsman![]() ![]() ![]() | ![]() | 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![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() | Well armored Glaives, if your going to use Glaives for a job, using them is your best option. |
![]() | Imperial Guard![]() ![]() ![]() | ![]() | 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![]() ![]() ![]() | mounted | Like indie Horse archers but with better stats. cost more recruitment points, but use full as flank attackers. |
![]() | Heavy Horseman![]() ![]() ![]() | mounted | Step up from Horseman. With better Prot and an additional Hoof attack. |
![]() | Imperial Horseman![]() ![]() ![]() | mounted | Proper lance calvery, having a higher damage potential. |
![]() | Red Guard![]() ![]() ![]() ![]() | ![]() ![]() 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. |
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 |
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![]() | Ho Hsien-Ku - Immortal | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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). |
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.
A lot of the nation's magic power comes from Imperial Geomancers communions
the Celestial Master grants 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.
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)
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.
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.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Add links to guides or other overviews for this nation here.
Nations | |
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Early Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Middle Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |