I love the idea that Tien Chi’s true Parankator is the Bureaucracy itself, and the pretender god is simply the chosen Herald (or Secretary) of it. The Bureaucracy is above all beings. Come, be documented, be collated, and turn in your time sheets… or you shall be erased from the history books - with shredders and whiteout! 👨⚖️
fun fact about the bodhisattva of mercy, it has a rare one time coastal event where it can summon a a2w3e1 (a3w4e2 in combat with the item it spawns with) small dragon uid: 2459 eventid: 1373. does it make it worth the cost? probably not. is it cool? kinda
Your E S mages can forge communion items which allows Imperial alchemists to do all big elemental magic + nature. I like combining 2 or 4 slaves with and some masters with meteorite shield and/or boosters to get +2 or +3 in needed paths, I blow up the slaves and cast whatever big buffs needed. Role of meteorite shield is saving slave lives by reducing amount of slaves needed for the buff.
the downside of that approach is that you have to choose between doing that or doing a Gifts Communion since the Imperial Alchemist would eat all the slaves out from under your Gift Casters. so you have to have a good reason why you need the other paths to justify not only eating a bunch of mages, but also not bringing your biggest hammer.
Worth noting that troop morale matters a lot, often worth recruiting just for that. Base 12/13 well armored on a good commander can fight almost to the last man. Quite important for human nations invading hostile dominion.
Ah yes, T'ien C'hi, member of the four horsemen of Dominions Human nations. The other three horsemen being Ulm, Marignon and Man. Damn, if I weren't so lazy, I'd like T'ien C'hi but the sheer amount of squishy human mages? Noooo thank you. I'll take Jotuns, Fomorians and even Elves any day.
One note for the imperial alchemist: because of the earth 1, you can throw some nature gems at him so that he can cast Strength of Gaia and then Howl. Is it worth it? Maybe, but it's at least a use for him in combat.
I have tested spearmen against glaives in a bunch of head to head tests against general swordsmen and other infantry and on average glaives perform better almost always. As it would turn out, hitting a man and killing him often edges out glaives over spears in most cases because the glaive is only functionally ~8% less accurate with DRN (9 vs 10). Based on all the combats higher armor and better shields favor the glaive where lower armor favors the spear (and I mean very low armor, like furs). Spears end up doing so little damage, and a glaive is only about ~8% worse than a spear on repels (both on atk roll and morale roll), usually length 1s have shields so repel chance tends to be low regardless (don't get me stated on mounted +3, at least mounts themselves are easy to repel). To be clear glaives can suffer about 10% to 30% more casualties from ranged weapons depending on a bunch on contextual things, but if the combat lasts too long the spearmen can end up taking more casualties overall from ranged weapons. Edit 2: To also be clear here spears will almost always take significantly more melee casualties so the increased losses to ranged weapons is not as important as I imply here. TLDR: basically I wasted way too much time trying to figure out the point of glaives only to find out generally spearmen perform very poorly compared to other weapons (except maces) unless they have higher stats (which is usually not the case). edit: This was tested entirely on human units, so approximately 10 str and ~10ish HP. I would expect the significantly higher damage on larger unit spears to effect them in such a way that the weapon choice matters less because the unit will kill regardless of the weapon he wields. Maybe someday I will waste a few hours on it.
@@BabelBuilder For sure, Tien Chi 's spearman's tower shield is also a serious bump up in survivability. Sometimes all you need is a cheap wall for crossbows or mages to get in their shots.
I tried the Azure dragon and dragon of the east on another nation (Shinyama as amphibious) the bonus astral path on the non dragon form OK but do not even get dragon master. There are synergies but unfortunately do not fancy going dormant on this nation as they are too expensive for etheral awake. So I guess AAX1111's build or yours are best given the cheapness of the tiger.
Internal alchemist also or make u insane or has a chance too I forgot Wich, so yeah not a great spell. Also I recommend thinking about making the communion master/slave items , sine ur earth astral guys can craft them and makes the nature wide guys way better
I've been magic dueled by the AI once. My kitted-out Ifrit Sultan got zapped by a cheap Rusian Wizard waiting for me in the province I was raiding. Blew me away.
I really hate that damn buff/debuff that depends on the time of year. Can you stack that defence organiser skill and just have 9 of those lads trooping about maxing places out each turn?
Right so MA T'ien Ch'i. This has been one of my favorites since Dom5. I love the flavor of the Celestial Empire doing Imperial Era China things, EA TC with the Wuxia fluff is a kick-ass setting for stuff like a DnD setting or the Legend of the Five Rings setting cuz that's what these types of setting are based off of. Thats why it makes me SAD to say that the transition from Dom5 to Dom6 was a COLOSSAL nerf for all of the TCs. In Dom5, all of the various TC Cavalry was a major asset for each of the Eras. The armor being applied to the horse as well as the rider made mounted units GREAT to kill things with. In MA and LA specifically, the TC Dom6 cavalry is hot GARBAGE, hot garbage that you have to RELY upon. In MA all of the cavalry unit descriptions say that TCs cavalry is formidable and painful to deal with. The horses that are not sacred have a max protection of 10 for all of these units. This is not acceptable for the price you pay for them when they get headshot by a random Xbow and get erased from the army. What is worse the queue for re-recruiting them does NOT auto-sort them into the queue, you have to do it yourself, therefore if you are too busy to fully check it, they can pile up behind the lines waiting for you to manually re-recruit them. It is VERY irritating. Moving from EA to MA to LA as T'ien Ch'i you lose more and more Summons and National Spells. In EA you had access to the Demons of Heavenly Rivers and Fires. In MA you do not get these units. You do still have access to the Fox Witches, and they are purpose built for summoning Fay/Unseelie Knights in Dom6, making them a VASTLY more useful summon than they were in Dom5. The problem with getting Fox Witches is that MA TC does NOT have native production of Nature OR Glamour gems, so you need to search those up ASAP. Your best searchers are the two different Slow-To-Recruit mage in your cap. So getting the Fox Witches turned on and running takes a LOT of time besides research itself requiring you to get to Conj 6. This conflicts with the need to Thuamaturgy 1 and Evo 5 for the other main source of power for MA TC, Gifts from Heaven spam from the Imperial Geomancers. By the by the patch that was released on Dec 17, 2024 nerf'd this strategy as well by increasing the casting time of Gifts from Heaven to 125% from 100%. So there is yet ANOTHER knife in the ribs of MA TC. Makes me hilariously sadge. On top of all of these problems is the fact that As TC progresses through the ages, their best mages just get weaker and weaker and weaker. In EA TC, the Five Elementals mage were only 2 Rec points in the capital, meaning you could recruit them very quickly to get a wide rage of magic pathing, and the Celestial Master not only had more paths possible, being at base F1/A1/W2/S1/G1/Holy2 with more randoms it could roll into, but it could also FLY NATURALLY. By MA the Five Elements Mages have been replaced by Imperial Alchemists a Slow-to-Recruit mage with fewer randoms and are MUCH more expensive and the Celestial Masters are now A1/W2/E1/S1/G1/Holy2 with fewer randoms and can no longer Fly. They get EVEN WORSE in LA but ill save that for the LA TC vid. As a side note, the National Spells of the TC line of nations is inversely related in power level to the National Spells of the Yomi/Shinuyama/Jomon line of nations. In EA TC gets amazing summons that can break you into all kinds of environments, most notable the Demons of Heavenly Fires and Rivers, the Fox Witches, a slew of Wuxia spells that aid your mages as well as the Celestial Hounds. Yomi get spells that improve their demons and gold recruit mages, Tengus and....not a lot else. LA TC, on the other hand, has lost nearly ALL of their summons besides the Celestial Hounds, ALL of the Wuxia spells and only has like 5 National Spells in general. LA Jomon inversely has access to the most Nation Spells with a MASSIVE range of Summons like the Fox Witches, Minor Kami of the land, Tanuki which are fucking TROLLS in MP, Summonable spirit generals, Summonable Demons from EA Yomi so you don't even lose those troops, and just tons of other stuff. An interesting progression mechanic indeed. The good things about MA TC the troops are actually flavorful this time around. Sure most of them you wont recruit, but each one has a "purpose" in the fluff for the Nation. The Light Dudes are frontier garrisons, the Medium Dudes are basically the cops working for the various ministries with stuff like mancatchers, and the Heavy Dudes are the Imperial Army. This makes sense from a flavor/lore perspective, unlike the Light/Medium/Heavy troop division from either EA OR LA which are just copy-pastes of each other. Another fun fact, unlike EA or LA TC, the Footmen of MA TC actually have higher morale than just 10 depending upon if they are conscript tier, Ministry tier or Imperial Army tier, once again proving that EA and LA TC are lazy copy-paste ripoffs of MA TC. Your best Combat Mage is the Imperial Geomancer due to their Gifts from Heaven communions being an inbuilt feature. Yes they are old but you don't really need to worry about any affliction of them besides diseases, which hilariously you can easily heal with the N1 Apothecaries you can recruit right alongside them. This is a technique I use OFTEN. This is also a nation that does not give a rats ass about plagues due to like 3 of the mages having disease healer. Stick several of them in your armies at all times and you will literally NEVER die to diseases, its great! They even cast Envenom arrows onto your Xbows so that the Xbows poison sacred giants/summons for you. As well you do keep a weaker version of the Masters of the Way from EA as foreign recruits so you can recruit a few mages before each of your forts is finished with construction. The crossbows are VERY GOOD troops so your ranged options are MUCH better than in EA even if your Magic buff options aren't as good, i think your best native archer/Xbow buff is now Envenom Arrows, unlike in EA where Flaming Arrows was native. Also if you want to avoid as much FF from Gifts from Heaven as is possible just move your entire army to the backside of the field and let the enemy come to you so they have to wade thru a massive number of meteors. As for the wide path N mages being bad, do remember that you can use the Imperial Geomancers to forge Sky Metal Matrices to wire them into communions, making them VASTLY better as well. And the Red Guard sacreds, while having the Seasonal buff cycle, are still really Good Sacreds due their horses being the Cataphracts and not light/medium cav. I REALLY WISH THAT LIGHT/MEDIUM CAV COULD HAVE HATS. PLEASE ILLWINTER, EVEN A 5 PROTECTION LEATHER HAT FOR LIGHT CAV HORSES WOULD MAKE THEM 100% BETTER! The final thing i have to say about MA TC is that with the lack of Pretender Chassis, the fact that the Tiger is on the thumbnail means that ONCE AGAIN the Tiger is the best Chassis for this nation and this time its gonna be an Ethereal Bless ONLY for the Red Guards as an awake expander. TC need the help in MA. I don't even wanna think you are gonna have to do to make them viable in LA, that nation is a pile of garbage all the way around. If you want my build for them currently, its: White Tiger of the West (Chassis) E2/S8 (Paths) 5 Candles/1 Order/2 Production/1 Heat/0 Growth/3 Misfortune/2 Magic (Scales) Etherealness (Bless) AWAKE BTW i fundamentally disagree with you on how you built the Tiger. You say that your version of the Tiger needs to go with your starting army to make it effective. This is wrongheaded. An awake expander at bare minimum need to be able to expand alone. The Tiger CAN do this with Etherealness as the bless. Etherealness makes your sacred cavalry VASTLY more powerful as it makes them even harder to hurt. Remember you do NOT want Cav Sacreds piling up in your capital. I do want to say that i also disagree with you on the scale requirements. You DO need good magic scales since you have so many research goals that must be gained ASAP. You DON'T need so much order. I have 2 Production to 1 Order and i always run out of Resources in my forts before i run out of Rec points, ESPECIALLY when i am recruiting the Imperial Level troops. I did promise you a novel so here you go. Enjoy.
Interesting as I have never played this one (lack of pretender choices, cav nerf, misfortune risk etc) as envenom arrow looks like a good one. You have no access to coins booster, dwarven hammers, though as poor crafter? Are you not even more exposed to an Misfortune 3 event on the capital?
Considering all of the good boosters are at construction 5, its not that hard to wait on a single E empower on the tiger, you do generate E gems natively. You have so many research goals that you probably wont be able to generate enough research before you are there anyways. Also the Tiger cannot use the Boots or Hammer itself so i rarely find myself forging them with the Tiger itself.
@BabelBuilder Unless you mean MF3 with no order to negate its effects, then i must ask. What do you mean? My brethern in Pantokrator your Tiger HAS MF3 outright?!? 😂
@@AAX11111 FYI I did start a playthrough on your build and finally dom killed Arco T21 with inf/archers on capital and pretender and cav raiders for different provinces. Made playable by a good knights site for commanders and extra barded heavy cav. Definitely a production limited nation. MF3 caused several pop losses but Magic 2 useful and at least got gems events e.g. -280 pop +10 death gems.
“You may have demons, and dragons, and blood magic, but do you have the Magic of Paperwork? Pffffft…barbarians.”
I love the idea that Tien Chi’s true Parankator is the Bureaucracy itself, and the pretender god is simply the chosen Herald (or Secretary) of it.
The Bureaucracy is above all beings. Come, be documented, be collated, and turn in your time sheets… or you shall be erased from the history books - with shredders and whiteout! 👨⚖️
I bet they don't even file their weekly TPS reports in triplicate. Truly savage.
My second favorite nation after Ulm can field large armys and the crafting you can do with the rainbow capital mages is amazing.
If I can't have monster units, dang it I want solid troops like here and Ulm too.
39:57 i think it would be prudent to have a few light cavalry in case the AI somehow scrip their unit to attack cav or large target
All comes down to opportunity cost.
4:23 for a conscripted level troops, they sure seemed decently equipped and trained
Well equipped and decently trained.
16:51 would kinda expect a unit that named "city guard" will have a siege defense bonus, but i didn't see anything like that on the unit card
They are not that trained. >.>
fun fact about the bodhisattva of mercy, it has a rare one time coastal event where it can summon a a2w3e1 (a3w4e2 in combat with the item it spawns with) small dragon
uid: 2459 eventid: 1373.
does it make it worth the cost? probably not. is it cool? kinda
I love all the random stuff like that. Imagine getting it in multiplayer and surprising someone with like bishop fish it could summon.
17:35 and it look like they have a bodyguard modifier if I'm right
I generally only really look to bodyguard for blood hunters or when the assassins show up, but they can be usefully for sure.
0:52 "the way"
Do you know da wai?
This is da way brother.
46:47 "summon celestial hound" AKA who let the dog out the spell
We are going to need to let a lot more dogs out.
Your E S mages can forge communion items which allows Imperial alchemists to do all big elemental magic + nature. I like combining 2 or 4 slaves with and some masters with meteorite shield and/or boosters to get +2 or +3 in needed paths, I blow up the slaves and cast whatever big buffs needed. Role of meteorite shield is saving slave lives by reducing amount of slaves needed for the buff.
the downside of that approach is that you have to choose between doing that or doing a Gifts Communion since the Imperial Alchemist would eat all the slaves out from under your Gift Casters. so you have to have a good reason why you need the other paths to justify not only eating a bunch of mages, but also not bringing your biggest hammer.
Harsh, but fair. I like it. ;)
I've been waiting for this one!
Me too! I try to space out my favorite nations, so I don't have a huge slog of ones I personally find less interesting at the end of the age.
+900 social credit for babel making T'ien Ch'i 🎉
I probably need it tbf.
Worth noting that troop morale matters a lot, often worth recruiting just for that. Base 12/13 well armored on a good commander can fight almost to the last man. Quite important for human nations invading hostile dominion.
Those dang militia with like 8 run after Jerad stubs his toe or gets a splinter from his spear.
19:09 light cav expanding army. Viable or nah?
You could do some footmen as a distraction and attack rear with the lights.
Ah yes, T'ien C'hi, member of the four horsemen of Dominions Human nations.
The other three horsemen being Ulm, Marignon and Man.
Damn, if I weren't so lazy, I'd like T'ien C'hi but the sheer amount of squishy human mages? Noooo thank you. I'll take Jotuns, Fomorians and even Elves any day.
Humans: Oh yeah!? Guys lets all have 10 kids and take over the world!
This tale of immortal video is very different than what I thought it was gonna be about. 😂
Gotta mix it up a bit to keep the audience engaged! ;)
"What are you doing steppe horse?"
😂😂😂😂😂😂
To this day, I have not received an answer. :(
36:52 hell yeah! Babel embracing the ⚗️+🔥×💎=🪙
Finally, a decent alchemist!
One note for the imperial alchemist: because of the earth 1, you can throw some nature gems at him so that he can cast Strength of Gaia and then Howl. Is it worth it? Maybe, but it's at least a use for him in combat.
Howl is pretty dang efficient chaff.
I have tested spearmen against glaives in a bunch of head to head tests against general swordsmen and other infantry and on average glaives perform better almost always. As it would turn out, hitting a man and killing him often edges out glaives over spears in most cases because the glaive is only functionally ~8% less accurate with DRN (9 vs 10). Based on all the combats higher armor and better shields favor the glaive where lower armor favors the spear (and I mean very low armor, like furs). Spears end up doing so little damage, and a glaive is only about ~8% worse than a spear on repels (both on atk roll and morale roll), usually length 1s have shields so repel chance tends to be low regardless (don't get me stated on mounted +3, at least mounts themselves are easy to repel).
To be clear glaives can suffer about 10% to 30% more casualties from ranged weapons depending on a bunch on contextual things, but if the combat lasts too long the spearmen can end up taking more casualties overall from ranged weapons. Edit 2: To also be clear here spears will almost always take significantly more melee casualties so the increased losses to ranged weapons is not as important as I imply here.
TLDR: basically I wasted way too much time trying to figure out the point of glaives only to find out generally spearmen perform very poorly compared to other weapons (except maces) unless they have higher stats (which is usually not the case).
edit: This was tested entirely on human units, so approximately 10 str and ~10ish HP. I would expect the significantly higher damage on larger unit spears to effect them in such a way that the weapon choice matters less because the unit will kill regardless of the weapon he wields. Maybe someday I will waste a few hours on it.
That nice two hand str bonus really help out glaives. They also have an actual chance to break shields compared to spears.
@@BabelBuilder For sure, Tien Chi 's spearman's tower shield is also a serious bump up in survivability. Sometimes all you need is a cheap wall for crossbows or mages to get in their shots.
Can we get a review of MA Yomi next please?
Shinuyama? All in due time. I have to parse out my favorites so we don't have all my least favorite in a row!
I tried the Azure dragon and dragon of the east on another nation (Shinyama as amphibious) the bonus astral path on the non dragon form OK but do not even get dragon master. There are synergies but unfortunately do not fancy going dormant on this nation as they are too expensive for etheral awake. So I guess AAX1111's build or yours are best given the cheapness of the tiger.
I love cheap awakes that can still get scales.
Dave
I know you got the order and fortune teller but Misfortune 3 is a choice. Misfortune has been kicking my ass lately, never tanking it again.
Everyone all misfortune until.....
Internal alchemist also or make u insane or has a chance too I forgot Wich, so yeah not a great spell. Also I recommend thinking about making the communion master/slave items , sine ur earth astral guys can craft them and makes the nature wide guys way better
Dominion players dream of balanced communions.
I've been magic dueled by the AI once. My kitted-out Ifrit Sultan got zapped by a cheap Rusian Wizard waiting for me in the province I was raiding. Blew me away.
Lol, sweet! >
I really hate that damn buff/debuff that depends on the time of year.
Can you stack that defence organiser skill and just have 9 of those lads trooping about maxing places out each turn?
I can't remember testing it, but my gut tells me that would work. Worth it, though....?
Right so MA T'ien Ch'i. This has been one of my favorites since Dom5. I love the flavor of the Celestial Empire doing Imperial Era China things, EA TC with the Wuxia fluff is a kick-ass setting for stuff like a DnD setting or the Legend of the Five Rings setting cuz that's what these types of setting are based off of. Thats why it makes me SAD to say that the transition from Dom5 to Dom6 was a COLOSSAL nerf for all of the TCs.
In Dom5, all of the various TC Cavalry was a major asset for each of the Eras. The armor being applied to the horse as well as the rider made mounted units GREAT to kill things with. In MA and LA specifically, the TC Dom6 cavalry is hot GARBAGE, hot garbage that you have to RELY upon. In MA all of the cavalry unit descriptions say that TCs cavalry is formidable and painful to deal with. The horses that are not sacred have a max protection of 10 for all of these units. This is not acceptable for the price you pay for them when they get headshot by a random Xbow and get erased from the army. What is worse the queue for re-recruiting them does NOT auto-sort them into the queue, you have to do it yourself, therefore if you are too busy to fully check it, they can pile up behind the lines waiting for you to manually re-recruit them. It is VERY irritating.
Moving from EA to MA to LA as T'ien Ch'i you lose more and more Summons and National Spells. In EA you had access to the Demons of Heavenly Rivers and Fires. In MA you do not get these units. You do still have access to the Fox Witches, and they are purpose built for summoning Fay/Unseelie Knights in Dom6, making them a VASTLY more useful summon than they were in Dom5. The problem with getting Fox Witches is that MA TC does NOT have native production of Nature OR Glamour gems, so you need to search those up ASAP. Your best searchers are the two different Slow-To-Recruit mage in your cap. So getting the Fox Witches turned on and running takes a LOT of time besides research itself requiring you to get to Conj 6. This conflicts with the need to Thuamaturgy 1 and Evo 5 for the other main source of power for MA TC, Gifts from Heaven spam from the Imperial Geomancers. By the by the patch that was released on Dec 17, 2024 nerf'd this strategy as well by increasing the casting time of Gifts from Heaven to 125% from 100%. So there is yet ANOTHER knife in the ribs of MA TC. Makes me hilariously sadge. On top of all of these problems is the fact that As TC progresses through the ages, their best mages just get weaker and weaker and weaker. In EA TC, the Five Elementals mage were only 2 Rec points in the capital, meaning you could recruit them very quickly to get a wide rage of magic pathing, and the Celestial Master not only had more paths possible, being at base F1/A1/W2/S1/G1/Holy2 with more randoms it could roll into, but it could also FLY NATURALLY. By MA the Five Elements Mages have been replaced by Imperial Alchemists a Slow-to-Recruit mage with fewer randoms and are MUCH more expensive and the Celestial Masters are now A1/W2/E1/S1/G1/Holy2 with fewer randoms and can no longer Fly. They get EVEN WORSE in LA but ill save that for the LA TC vid. As a side note, the National Spells of the TC line of nations is inversely related in power level to the National Spells of the Yomi/Shinuyama/Jomon line of nations. In EA TC gets amazing summons that can break you into all kinds of environments, most notable the Demons of Heavenly Fires and Rivers, the Fox Witches, a slew of Wuxia spells that aid your mages as well as the Celestial Hounds. Yomi get spells that improve their demons and gold recruit mages, Tengus and....not a lot else. LA TC, on the other hand, has lost nearly ALL of their summons besides the Celestial Hounds, ALL of the Wuxia spells and only has like 5 National Spells in general. LA Jomon inversely has access to the most Nation Spells with a MASSIVE range of Summons like the Fox Witches, Minor Kami of the land, Tanuki which are fucking TROLLS in MP, Summonable spirit generals, Summonable Demons from EA Yomi so you don't even lose those troops, and just tons of other stuff. An interesting progression mechanic indeed.
The good things about MA TC the troops are actually flavorful this time around. Sure most of them you wont recruit, but each one has a "purpose" in the fluff for the Nation. The Light Dudes are frontier garrisons, the Medium Dudes are basically the cops working for the various ministries with stuff like mancatchers, and the Heavy Dudes are the Imperial Army. This makes sense from a flavor/lore perspective, unlike the Light/Medium/Heavy troop division from either EA OR LA which are just copy-pastes of each other. Another fun fact, unlike EA or LA TC, the Footmen of MA TC actually have higher morale than just 10 depending upon if they are conscript tier, Ministry tier or Imperial Army tier, once again proving that EA and LA TC are lazy copy-paste ripoffs of MA TC. Your best Combat Mage is the Imperial Geomancer due to their Gifts from Heaven communions being an inbuilt feature. Yes they are old but you don't really need to worry about any affliction of them besides diseases, which hilariously you can easily heal with the N1 Apothecaries you can recruit right alongside them. This is a technique I use OFTEN. This is also a nation that does not give a rats ass about plagues due to like 3 of the mages having disease healer. Stick several of them in your armies at all times and you will literally NEVER die to diseases, its great! They even cast Envenom arrows onto your Xbows so that the Xbows poison sacred giants/summons for you. As well you do keep a weaker version of the Masters of the Way from EA as foreign recruits so you can recruit a few mages before each of your forts is finished with construction. The crossbows are VERY GOOD troops so your ranged options are MUCH better than in EA even if your Magic buff options aren't as good, i think your best native archer/Xbow buff is now Envenom Arrows, unlike in EA where Flaming Arrows was native. Also if you want to avoid as much FF from Gifts from Heaven as is possible just move your entire army to the backside of the field and let the enemy come to you so they have to wade thru a massive number of meteors. As for the wide path N mages being bad, do remember that you can use the Imperial Geomancers to forge Sky Metal Matrices to wire them into communions, making them VASTLY better as well. And the Red Guard sacreds, while having the Seasonal buff cycle, are still really Good Sacreds due their horses being the Cataphracts and not light/medium cav. I REALLY WISH THAT LIGHT/MEDIUM CAV COULD HAVE HATS. PLEASE ILLWINTER, EVEN A 5 PROTECTION LEATHER HAT FOR LIGHT CAV HORSES WOULD MAKE THEM 100% BETTER!
The final thing i have to say about MA TC is that with the lack of Pretender Chassis, the fact that the Tiger is on the thumbnail means that ONCE AGAIN the Tiger is the best Chassis for this nation and this time its gonna be an Ethereal Bless ONLY for the Red Guards as an awake expander. TC need the help in MA. I don't even wanna think you are gonna have to do to make them viable in LA, that nation is a pile of garbage all the way around. If you want my build for them currently, its:
White Tiger of the West (Chassis)
E2/S8 (Paths)
5 Candles/1 Order/2 Production/1 Heat/0 Growth/3 Misfortune/2 Magic (Scales)
Etherealness (Bless)
AWAKE
BTW i fundamentally disagree with you on how you built the Tiger. You say that your version of the Tiger needs to go with your starting army to make it effective. This is wrongheaded. An awake expander at bare minimum need to be able to expand alone. The Tiger CAN do this with Etherealness as the bless. Etherealness makes your sacred cavalry VASTLY more powerful as it makes them even harder to hurt. Remember you do NOT want Cav Sacreds piling up in your capital. I do want to say that i also disagree with you on the scale requirements. You DO need good magic scales since you have so many research goals that must be gained ASAP. You DON'T need so much order. I have 2 Production to 1 Order and i always run out of Resources in my forts before i run out of Rec points, ESPECIALLY when i am recruiting the Imperial Level troops.
I did promise you a novel so here you go. Enjoy.
Interesting as I have never played this one (lack of pretender choices, cav nerf, misfortune risk etc) as envenom arrow looks like a good one. You have no access to coins booster, dwarven hammers, though as poor crafter? Are you not even more exposed to an Misfortune 3 event on the capital?
Considering all of the good boosters are at construction 5, its not that hard to wait on a single E empower on the tiger, you do generate E gems natively. You have so many research goals that you probably wont be able to generate enough research before you are there anyways. Also the Tiger cannot use the Boots or Hammer itself so i rarely find myself forging them with the Tiger itself.
Good essay. Full marks.
Poor cavalry really feeling those changes. :(
Not a bad tiger, but man can you imagine my luck with MF3.
@BabelBuilder Unless you mean MF3 with no order to negate its effects, then i must ask. What do you mean? My brethern in Pantokrator your Tiger HAS MF3 outright?!? 😂
@@AAX11111 FYI I did start a playthrough on your build and finally dom killed Arco T21 with inf/archers on capital and pretender and cav raiders for different provinces. Made playable by a good knights site for commanders and extra barded heavy cav. Definitely a production limited nation. MF3 caused several pop losses but Magic 2 useful and at least got gems events e.g. -280 pop +10 death gems.
First one here! Great nation, not as interesting as it's EA versión. Also, the middle armores troop also as +1 defense compared with your light troop
I think I like MA over EA, but they are both fun. Gifts from Heaven are truly !
I never knew bodhisattva was pronounced as "bodewysta". Sounds Polish...
>
They have waaay too many units 😂😂😂
I think a lot of rosters like this could lose the middle ground unit of each type and be just fine.
Like, comment, subscribe.
Hope everyone is having a great holiday season. (OMG this politically correct crap has to stop at some point).
Merry Christmas Slice.