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MA Ys - Morgen Queens

Lore

"Ys is based on Breton myths of the sunken city of Ys/Kêr-Is and morgen water spirits. To expand the nation I added some Irish/Welsh ideas of the merrow as well as the Marverni tribe of Kernou to give the nation an opportunity to establish coastal forts with their own unique units. I initially intended to merge the Ysian backstory with Marignon and add a Melusine morgen hero for that nation, but never got around to finish my ideas. It is not unlikely that Melusine and some other Ys/Marignon connections appear in upcoming Dominions 5 patches." - Illwinter

"Ker-Ys was a Tuatha city of unrivaled splendor. Its walls of crystal and bronze rose above the shores of Kernou, a former Marverni province conquered by the Tuatha of Tir na n’Og. Through trade and sorcery it became a city of marvels inhabited by Tuatha, humans and Merrow, a race of mermen that lived in the seas near Tir na n’Og and Kernou. With the fall of Tir na n’Og, Dahut, a mighty Tuatha sorceress and queen of the city, hid Ker-Ys beneath the waves, creating a refuge for the sorceresses of Tir na n’Og. The city became inhabited by Tuatha and their Merrow allies. Living in the enchanted city underneath the waves transformed the Tuatha and they have turned into Morgen, a superior race of semi-divine beings, who are to the Merrow what the Tuatha were to men. Ys is an underwater queendom ruled by Morgen. Humans of Kernou ancestry comprise most of the coastal population." - illwinter

General Overview

FIXME How the nation plays and what it is good at should go here, aka why would it be cool to play, what's good about it (in general terms) and where they falter.
How does this nation compare to other similar nations with similar units or specialties (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based, etc.)

an underwater Nation that is powerful near the coast. Done have a weakness as it's not the strongest in underwater combat mage vs other underwater nations, and hard to project power the far way you are from the coast. Have Powerful Capital Sacreds.

National Features

Race Military Magic Access Priests Buildings
Underwater
Amphibious
Morgens
(Non-Stealthy Elves)
Merrows
(Strong & Unskilled)
Humans on Coasts
Lt. & Hvy. Infantry
Knights
Sacred Elf Cav
Swans
Good Land Guys
air 44 (Rare 5)
water 33 (Rare 4)
earth 22 (Rare 3)
astral 22*
fire 11 (Uncommon, Rare 2)
nature 11 (Uncommon)
*Uncommon astral 11 Underwater
Heroes:
fire 33air 33water 22earth 22
fire 11air 44water 33earth 22
Average (holy 22) Standard Forts
Starts with a Citadel
UW Forts
Coastal Recruits

Capital Special Sites

Ker-Ys
* Enables recruitment of:
* Morgen Champion
* Morgen Princess
* Morgen Sorceress
Morvarc'h Knight
*2airgem2watergem1earthgem

Notable Units

Your nation's main unit is the Morgans. Amphibious Elves with Glamour, Unforunly only your Sorceress can stealth, but They are still Extra hard to hit, a trait in common with all elves.

Your chaff troops are made up of the Merrow, a Group of Ugly Merfok with above average HP and strength, and 1 more Magic Resistance, but one less Attack skill than normal humans.

From Costal forts, you have decently Armored Human warriors, and Freespawn Swan chaff.

Commanders

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts

Sprite Unit Name Special Attributes Comments
Ysian Scout
25
1
1
stealthy (50)
amphibious
Darkvision(50%)
Normal amoubous scout
Ysian Commander
45
23
1
amphibious
Darkvision(50%)
Minor Aphibous commander to shuffle troops.
Knight Commander of Ys
105
23
1
amphibious
Darkvision(50%)
mounted
land shape(Knight Commander of Ys)
Good 80ld Commander but can only Rerute underwater.
Ysian Druid
165
1
2
water 11earth 11holy 11random1100% 11
Sacred
amphibious
Darkvision(50%)
Ok Mage but Are Not very gold efficient.
Your early off cap mages. Gives you your nationally cheapest water for water fights, with Earth for buffing troops, Astral for communions, and Nature to climb for Niade.
if your in a water war, your going to need a lot of them to win the early mage fights.
Morgen Champion
250
53
2
Capital Only
air 11water 11holy 22 9
Sacred
amphibious
Darkvision(50%)
Resist Fire(5)
Iron Vulnerability(1)
Glamour
Spell Singer
mounted
Sailing (3,999)
land shape(Morgen Champion)
female
Great thugs that are not slow to recruit.
on top of being on a firebreathing horse, Air, and Water Fantastic thug paths:
Liquid Body, Flight, Quickenself
having Spell singer, though may make spells longer to cast, will reduce fatigue, which will affect your CC ability.
In addition to Being Ampibous, Sailing Grant's massive mobility, with the ability to travel greater distances and bypass problematic land and water Provence as if the army could fly.
Morgen Princess
345
51
4
Capital Only
air 22water 11holy 22 11
Sacred
amphibious
Darkvision(50%)
Resist Fire(5)
Iron Vulnerability(1)
Glamour
Spell Singer
mounted
Sailing (3,999)
land shape(Morgen Princess)
female
More expensive and Take two turns to make but are more efficient at casting Mistform and uses Cloud Trapeze.
May want a few to Raid better, or Lead important armies with impressive their 120ld.
Morgen Sorceress
420
1
4
Capital Only
air 33water 22earth 11holy 22random1100%+10% 19
Sacred
amphibious
Darkvision(50%)
Resist Shock(5)
Iron Vulnerability(1)
stealthy (65)
Glamour
Spell Singer
female
Your super mage, Powful in air, and getting Crosspaths with Water, Earth, and some fire.
making you Rune Smashers.
Get a Crystal Matrix so they can power up more in communions.
Also don't forget they get traditional Elvish Stealth Glamour, making them hard for your opponent to predict when this archmages will show up, and can air drop in to raid lands.
Coastal Fort Recruitment
Sprite Unit Name Special Attributes Comments
Swanherd
40
1
1
Coastal Fort Rec only
Sacred
Animal Awe(1)
Inspirational(-1)
beastmaster(3)
Summon Allies(Swanx2)
Guy to free spawn Swans. Best use is filling your coastal forts with massive quantaties of siedge chaff.
Outside of cheap sieging, Swans are not good at being Buffed, so the only other use is as flying Distractions in battle.
Kernou Chieftain
50
17
1
Coastal Fort Rec only
Inspirational(1) Your national Coatal commander.
You have him if you need something better then a indie Commander but don't have time for your Knight Commander to reach the fort.
Kernou Druid
165
1
2
Coastal Fort Rec only
earth 11astral 11holy 11random1100% 11
Sacred
Your main communion mage.
Grate at Gifts from Heaven with access to boost Percition

Troops

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.

Underwater Fort Recruitment

can only be produce under the sea. Thies troops are amphibious. Also have Darkvision so they fight fine in the many deep-sea province and don't mind when Solar Eclipse or Darkness is cast.

Sprite Unit Name Special Attributes Comments
Ysian Militia
8
2
3
amphibious
Darkvision(50%)
Early game siege chaff that quickly get replaced by Swans.
Ysian Spearman
12
3
9
amphibious
Darkvision(50%)
Early Game Expansion chaff when you lack resources to produce an optimal number of knights.
Ysian Infantry
12
19
9
amphibious
Darkvision(50%)
Dec
Ysian Man at Arms
15
23
15
amphibious
Darkvision(50%)
Dec
Knight of Ys
45
23
46
amphibious
Darkvision(50%)
mounted
land shape(Knight of Ys)
Dec
Morvarc'h Knight
115
53
56
Capital Only
Sacred
amphibious
Darkvision(50%)
Resist Fire(5)
Iron Vulnerability(1)
Glamour
mounted
Sailing (3,999)
land shape(Morvarc'h Knight)
female
Dec

Coastal Fort Recruitment

Sprite Unit Name Special Attributes Comments
Kernou Warrior
9
18
7
Coastal Fort Rec only
Guys with javlans. Make Good lineholders. More so when stronger buffs become avalible.
Kernou Noble Warrior
12
21
14
Coastal Fort Rec only
More expensive Warriors with better armor.
more tempting if you requre land troops with higher prot.
Kernou Cavalry
25
24
36
Coastal Fort Rec only
Mounted Cheaper land knights if you can't get Knight of Ys.
Best use is as bodyguards for you mounted commanders to draw ranged attacks away.

Heroes

FIXME any breakout hits that might sway someone towards luck or away from it ? If you do get them, they make Great Site searchers, Crosspath Forgers, and Uniqre battle mages with a Wide Usability range.

Sprite Unit Name Special Attributes Comments
Dahut - Morgen Queen
Min Hero arrival Turn(5)
fire 11air 44water 33earth 22holy 22 25
Sacred
amphibious
Darkvision(50%)
Resist Fire(5)
Resist Cold(5)
Resist shock(7)
Iron Vulnerability(1)
Glamour
Spell Singer
mounted
Sailing (3,999)
land shape(Dahut - Morgen Queen)
female
Don't grant you anything To unique compared to putting booster on Sorceresses.
Still has a Morgen knight chassis with an unpredictable degree of scripting potential.
Malgven - Queen of the North
Min Hero arrival Turn(10)
fire 33air 33water 22earth 22holy 22 25
Sacred
amphibious
Darkvision(50%)
Resist Fire(10)
Resist shock(5)
Iron Vulnerability(1)
Glamour
Spell Singer
mounted
Sailing (3,999)
land shape(Malgven - Queen of the North)
female
Your best Fire Acces, Able to Conjure Flame Spirits without the empowerment for more fire.
Alternative, by empowering, Can make Flame Helmets and summon Fire Kings for fire 66.
Also have the easest time making Rune Smashers.

Magic

Reaserch Priority

Conjuration 4 (if at early war with another underwater nation) Summon Water Power, Shark Attack

(else)

Alteration 2 Quicken Self, Mistform, 4 Liquid Body, Wind Guide, 4-8 Warrior spells.

Enchantment 2 Flight, 3-5 Gift of Flight, Cloud Trapeze, 6 Domes

Construction 2 Thug weapons and Dwarven Hammers, 4 Better thug, boosters, and mage items.

Evocation Spell for Later game Morgan Sorcoress and Comunnions. Acid spells, Gifts from Heaven, Storm, Magic Duel

National Spells

NONE

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

Morgans are Air mages with Morgan Sorcesses able to get to the breaking point of air 44 to forge the two boosters and summon Air queens.

Not the easiest to produce or reliable water access an underwear nation could have for undersea combat, but you still have High water with the easy-to-make booster water is known for and making Water queens.

Sorceresses also grant you some fire access, but it's only a fire 11, will get you crosspaths with air, water, and earth, but requires Empowerment for more important spells. having a fire 33 lets you get Flame Spirits if you need more fire mage in battle.

Your mages with randoms, will often get additional earth, getting earth 33 with Earth Boots, with getting earth 44 for rituals with a Troll King. You can go higher in communions if you have enough Communion slaves.

by using a Earth Boots, a Kernou Druid can forge Starshine Skullcap and Crystal Coin to boot him to astral 44. Can make Stronger Army-wide Astral caster to taking a Banner of the Northern Star.

You get some nature 11 randoms, but if you but two water booster on a Ysian Druid to make Naiads for water 33nature 33, then make Thistle Maces, and even Moonvine Bracelet by empowering a Kernou Druid

Once you get into nature 33, you can make Troll Shamans, for crosspaths with Death, Earth, and Nature, especially few being death 33 after they forge their own Skull Staffs.

If you do them climbing with the Shaman, Lamia Queen grants better access to death, along with Blood.

You also get almost natural access to a rare item, Staff of Elemental Mastery. taking an Earth random Sorceresses, Give her booster and empower earth once to make some. Also, make Crystal Shield to boost all the user paths when in combat.

Combat Magic

Your combat magic falls into smaller Communions mages, the thug spells on your Morgan and big magic from the Sorceress.

Remember that communion also boosts Holy paths for Divine Blessing your whole army.

You don't have arrows, so Storm to shut down Archers and fire spells is good. The boost is not useful for mass Thunder Striker as your air mages are not strong or plentiful. Also Wind Guide is still a useful spell to boost your mages' perception to land their spells. Cast Wrathful Skies late game if you have shock resitence.

Lot of buffing and Fluffing, with Quicken Self, Liquid Body and Flight for casting on self. Also the Duid Communions are capable of Fluffing with your thugs and also your knights. Wave Warriors, Body Ethereal, Battle Fortune, Gift of Flight, Mass Protection, Legions of Steel, Strength of Giants.

Given you have lots of Brass Gear, Rust Mist can be effective.

Blade wind Kill low prot chaff. Acid Rain is a Sorceress spell now one has resistance to.

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

You can't make it more gem efficient with Ivy Lord unlike Vine Man, but Algae Man are useful High HP two attack chaff for one 1naturegem.

Also Ivy King summoning Vine Ogres will pay for themselves after a year of casting.

Morgen Sorceress can make Green Lions but it's a slow process and may not be the best use of an expensive and powerful elf mage.

You love Coastal provinces, so Trade Wind will supply your need for gold for your expensive knights.

One of the Easiest and best nations to cast Perpetual Storm. As a water nation that prefers conquering the land, Your taxes will also be blown away by the winds. (you still get full income from underwater holdings), This also Will shut down all arrows which you don't use and make other armies, not on horses slow.

You have the available booster to craft Golems, Near Supercombatents you can teleport on an enemy that was expecting a Morgen.

Your very dependent on your capital so casting one of the Domes spell is importent.

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

As you have Good thugs, thug items are helpful (good thing you can create Dwarven Hammers) having Cross paths with Air, Water, Earth, Astral, and Fire makes good items.

WIth a little climbing/empowerment can make Rune Smasher. pared with Spell Focus and Eye of the Void for large amount of magic penetration.

If you want morgen to hold more weapons, The Copper Arm is an option.

Strategy

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

You are a nation based heavily on your capital, as in How to maximize the production efficiency of your capital restricted units. As the goal of the game is to win the game before anyone else (often by complete destruction or Throne rush) units recruitment is actually a limited resource, especially an expensive cap-only unit. Ys' greatest strength is its morgen on firebreathing horses, any remote spell that reduces your production is a problem (especially if spammed) so but up a dome.

In addition to Morvarc'h early expansion, Morgan thugs will also claim land.

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?

when Doing scales, a lot of your good national units Require lots of Resources, so always take some production.

You have Strong Sacreds to carry you early and mid-game, so often best to use a Pretender as a later strategy.

Morgen High Queen
Example by Attica. an imprisoned Rambow mage meant to boost your sacreds defenses, resiting most forms of spell attacks (the traditional way to eliminate strong troops).
Reinvigoration keeps the armored Morgan from fatiguing out too quickly (they will still tier despite low encumbrance from being mounted and Spellsinger). and with Blood Surge turn strength into more Strength.
this high magic defense, low fatigue bless also benefits the Druid communion, with the extra sliver of HP boosts Druids to next Regeneration Bracket

Chassis: Imprisoned
Morgen High Queen
Paths: fire 33air 44water 33earth 44astral 44death 33nature 33blood 44
Bless: Attack Skill, Minor Shock Resistence, Major Shock Resistence, Major Cold Resistence, 2x Reinvigoration, Minor Magic Resistence, Major Magic Resistence, 3xUndying, Relislient, Major Poison Resistence, Blood Surge.
Scales: Dominion strength6Turmoil2Productivity3Heat3Growth3Misfortune2Magic3

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

You don't get the best Starting army for expansion. Try to keep Casualties down when expanding. Morvarc'hs are strong for expansion but you still have a venerable time when you don't have your whole cap circle to produce enough of them yet to replace yours starting Merrows.

Your early Research priorities are depending on relations with other UW nations. if at war then focus research on traditional aquatice combat in Conjuration and mass recurse Ysian Druids, else your free to leaning thug spell for morgens in Alteration 2 and Enchantment 2.

for diplomacy, if your borders are secure with other water nations, you can negotiate for getting most of the coast while expanding inland, while they get most of the sea or pond to themselves.

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

ys-ma.txt · Last modified: 2021/03/31 15:50 by joste