User Tools

Site Tools


ys-ma

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
ys-ma [2022/07/17 14:02]
nunda [Troops] merrow comments
ys-ma [2023/12/05 06:48] (current)
fenrir [National Features] spelled out starting preferences and their effects
Line 22: Line 22:
 | {{:misc:gui:sea.png?20&nolink}}**Underwater**\\ {{:abilities:amphibious.png?20&nolink}}**Amphibious**\\ **Morgens**\\ (Non-Stealthy Elves)\\ **Merrows**\\ (Strong & Unskilled)\\ **Humans on Coasts**  | Lt. & Hvy. Infantry \\ Knights \\ Sacred Elf Cav \\ Swans  | {{path>A4}} (Rare 5)\\ {{path>W3}} (Rare 4)\\ {{path>E2}} (Rare 3)\\ {{path>S2}}*\\ {{path>F1}} (Uncommon, Rare 2)\\ {{path>N1}} (Uncommon)\\ *Uncommon {{path>S1}} Underwater\\ **Heroes:**\\ {{path>F3A3W2E2}}\\ {{path>F1A4W3E2}}  | {{path>H2}} Capital Only\\ {{path>H1}} in Forts  | {{:misc:gui:castle.png?20&nolink}} Standard Forts\\ {{:misc:gui:Citadel.png?20&nolink}} Starts with a Citadel\\ UW Forts\\ Coastal Recruits  | | {{:misc:gui:sea.png?20&nolink}}**Underwater**\\ {{:abilities:amphibious.png?20&nolink}}**Amphibious**\\ **Morgens**\\ (Non-Stealthy Elves)\\ **Merrows**\\ (Strong & Unskilled)\\ **Humans on Coasts**  | Lt. & Hvy. Infantry \\ Knights \\ Sacred Elf Cav \\ Swans  | {{path>A4}} (Rare 5)\\ {{path>W3}} (Rare 4)\\ {{path>E2}} (Rare 3)\\ {{path>S2}}*\\ {{path>F1}} (Uncommon, Rare 2)\\ {{path>N1}} (Uncommon)\\ *Uncommon {{path>S1}} Underwater\\ **Heroes:**\\ {{path>F3A3W2E2}}\\ {{path>F1A4W3E2}}  | {{path>H2}} Capital Only\\ {{path>H1}} in Forts  | {{:misc:gui:castle.png?20&nolink}} Standard Forts\\ {{:misc:gui:Citadel.png?20&nolink}} Starts with a Citadel\\ UW Forts\\ Coastal Recruits  |
  
- +**The City on the Coast** 
 + 
 +Ys must start [[underwater]], and is weighted towards starting in a regular Sea province bordering a land province. Since Underwater-province forts cannot pull Resources from "dry" provinces, this means Ys will generally have a smaller "cap circle" than most other nations, thereby limiting the maximum potential for its [[Sacred]] troop production. On the other hand, Ys also starts with a Citadel, meaning its capital will extract more from its "cap circle" than most other factions. This is the only underwater Citadel in the game, disregarding land-to-Sea castings of ??Three Red Seconds??
 + 
 +Like with most underwater nations, Ys's land recruits are only available in provinces bordering an underwater province; inland forts will only have the [[Independents]] available.
  
 ==== Capital Sites ==== ==== Capital Sites ====
Line 47: Line 51:
 | {{:nations:ma:ys:ysian_druid.png?nolink}}             | **??Ysian Druid??**\\ {{:misc:gui:gold.png?15&nolink}} 165\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                             | {{path>W1E1H1,100%WESN}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                      | Not a particularly efficient mage for the paths, but is the cheapest ??Water Elemental#408?? summoner and a competent point-buff dispenser (??Mossbody??, ??Body Ethereal??, ??Iron Warriors??) for getting the most out of Ys' thugs and sacreds. Astral randoms can also form communions.\\ If you're in a water war, you're going to need a lot of them to win the early mage fights.                                                                                                                                                                                                        | | {{:nations:ma:ys:ysian_druid.png?nolink}}             | **??Ysian Druid??**\\ {{:misc:gui:gold.png?15&nolink}} 165\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                             | {{path>W1E1H1,100%WESN}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                      | Not a particularly efficient mage for the paths, but is the cheapest ??Water Elemental#408?? summoner and a competent point-buff dispenser (??Mossbody??, ??Body Ethereal??, ??Iron Warriors??) for getting the most out of Ys' thugs and sacreds. Astral randoms can also form communions.\\ If you're in a water war, you're going to need a lot of them to win the early mage fights.                                                                                                                                                                                                        |
 | {{:nations:ma:ys:Morgen_champion.png?nolink}}         | **??Morgen Champion??**\\ {{:misc:gui:gold.png?15&nolink}} 250\\ {{:misc:gui:resources.png?15&nolink}} 53 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2  \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A1W1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:resist_fire.png?15&nolink}} [[Resist Fire]] (5)\\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1)\\ {{:abilities:glamour.png?15&nolink}} [[Glamour]]\\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]]\\ [[Mounted]]  \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max Size 3)\\ [[Land Shape]] ⇔ ??Morgen Champion#2918?? \\ [[Female]]   | Great thugs that are not slow to recruit. They ride a fire-breathing horse and have air and water which are decent thug paths (??Liquid Body??, ??Mistform??, ??Quicken Self??). They are also spell singers, reducing fatigue accumulated from casting spells (albeit at the cost of increasing buff time, which can be significant).\\ \\  In addition to being amphibious, their sailing ability grants massive mobility, allowing units under the Champion's command to travel greater distances and bypass problematic land and water provinces as if the army could fly.  | | {{:nations:ma:ys:Morgen_champion.png?nolink}}         | **??Morgen Champion??**\\ {{:misc:gui:gold.png?15&nolink}} 250\\ {{:misc:gui:resources.png?15&nolink}} 53 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2  \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A1W1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:resist_fire.png?15&nolink}} [[Resist Fire]] (5)\\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1)\\ {{:abilities:glamour.png?15&nolink}} [[Glamour]]\\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]]\\ [[Mounted]]  \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max Size 3)\\ [[Land Shape]] ⇔ ??Morgen Champion#2918?? \\ [[Female]]   | Great thugs that are not slow to recruit. They ride a fire-breathing horse and have air and water which are decent thug paths (??Liquid Body??, ??Mistform??, ??Quicken Self??). They are also spell singers, reducing fatigue accumulated from casting spells (albeit at the cost of increasing buff time, which can be significant).\\ \\  In addition to being amphibious, their sailing ability grants massive mobility, allowing units under the Champion's command to travel greater distances and bypass problematic land and water provinces as if the army could fly.  |
-| {{:nations:ma:ys:Morgen_Princess.png?nolink}}         | **??Morgen Princess??**\\ {{:misc:gui:gold.png?15&nolink}} 340\\ {{:misc:gui:resources.png?15&nolink}} 51 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A2W1H2}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:resist_fire.png?15&nolink}} [[Resist Fire]] (5)\\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1)\\ {{:abilities:glamour.png?15&nolink}} [[Glamour]]\\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]]\\ [[Mounted]]  \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max Size 3)\\ [[Land Shape]] ⇔ ??Morgen Princess#2920?? \\ [[Female]]  | Much more expensive (especially in CP) for only a 1-path increase. This does not allow Morgen Princesses to cast much more than Champions in combatbut does reduce fatigue generated and allows them to magic-phase via ??Cloud Trapeze??. Also an excellent leader at 120 leadership.                                                                                                                                                                                                                                                                                                                        |+| {{:nations:ma:ys:Morgen_Princess.png?nolink}}         | **??Morgen Princess??**\\ {{:misc:gui:gold.png?15&nolink}} 340\\ {{:misc:gui:resources.png?15&nolink}} 51 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A2W1H2}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:resist_fire.png?15&nolink}} [[Resist Fire]] (5)\\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1)\\ {{:abilities:glamour.png?15&nolink}} [[Glamour]]\\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]]\\ [[Mounted]]  \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max Size 3)\\ [[Land Shape]] ⇔ ??Morgen Princess#2920?? \\ [[Female]]  | Much more expensive (especially in CP) for a 1-path increase. This notably allows Morgen Princesses to cast ??Mistform?? without gem expenditurereduces fatigue generated and allows them to magic-phase via ??Cloud Trapeze??. Also an excellent leader at 120 leadership.                                                                                                                                                                                                                                                                                                                        |
 | {{:nations:ma:ys:Morgen_sorceress.png?nolink}}        | **??Morgen Sorceress??**\\ {{:misc:gui:gold.png?15&nolink}} 420\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A3W2E1H2,100%FAWE,10%FAWE}} {{:misc:gui:research.png?15&nolink}} 19\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:darkvision.png?20&nolink}} [[Darkvision]] (50%)\\ {{:abilities:resist_shock.png?15&nolink}} [[Resist Shock]] (5)\\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1)\\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (65)\\ {{:abilities:glamour.png?15&nolink}} [[Glamour]]\\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]]\\ [[Female]]                                          | Your super mage, powerful in air, and getting crosspaths with Water, Earth, and some Fire.\\ Can make you ??Rune Smasher??s and wear 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 these archmages will show up, and can air drop in to raid lands.                                                                                                                                           | | {{:nations:ma:ys:Morgen_sorceress.png?nolink}}        | **??Morgen Sorceress??**\\ {{:misc:gui:gold.png?15&nolink}} 420\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A3W2E1H2,100%FAWE,10%FAWE}} {{:misc:gui:research.png?15&nolink}} 19\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:darkvision.png?20&nolink}} [[Darkvision]] (50%)\\ {{:abilities:resist_shock.png?15&nolink}} [[Resist Shock]] (5)\\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1)\\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (65)\\ {{:abilities:glamour.png?15&nolink}} [[Glamour]]\\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]]\\ [[Female]]                                          | Your super mage, powerful in air, and getting crosspaths with Water, Earth, and some Fire.\\ Can make you ??Rune Smasher??s and wear 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 these archmages will show up, and can air drop in to raid lands.                                                                                                                                           |
  
ys-ma.1658066527.txt.gz · Last modified: 2022/07/17 14:02 by nunda