Edition 31 web release

Foundation Book VII: Nations

A reproducible nation-dossier method with complete chapters for all 35 Early Age and 37 Middle Age nations, with the open questions kept visible.

Published reference Dominions 6.37 190,592 words 2,439 sections
Table of contents

Foundation Book VII: Nations#

The Nation Dossier Method, Middle Age Arcoscephale, Marignon, Pyrène, Ulm, Man, Abysia, Pythium, Eriu, Agartha, Uruk, Ashdod, T’ien Ch’i, and Machaka#

What a nation dossier should do#

A nation guide should do more than name strong units and recommend a research queue. It should explain how a nation turns its starting roster into a functioning state, how that state changes when research arrives, how its plans fail, and how to rebuild those plans when the ruleset changes.

This volume of the nation library does two jobs:

  • establish a reproducible method for every later nation dossier;
  • apply that method to Middle Age Arcoscephale, the Old Kingdom, Middle Age Marignon, Fiery Justice, Middle Age Pyrène, Time of the Akelarre, Middle Age Ulm, Forges of Ulm, Middle Age Man, Tower of Avalon, Middle Age Abysia, Blood and Fire, Middle Age Pythium, Emerald Empire, Middle Age Eriu, Last of the Tuatha, Middle Age Agartha, Golem Cult, Middle Age Uruk, City States, Middle Age Ashdod, Reign of the Anakim, Middle Age T’ien Ch’i, Imperial Bureaucracy, and Middle Age Machaka, Reign of Sorcerors.

It offers a safe first route through the roster and opening, but it also follows the harder questions of mage probability, force packages, path access, counters, logistics, and opportunity cost. There is no single build detached from map, opponents, settings, and patch. The dossier instead presents several coherent strategic families and the conditions that favour each one.

Edition note#

Book I defines the common 6.36 live baseline and evidence terms. The dossiers’ structured object comparisons remain pinned to their stated 6.35 snapshot. Unmodded rules, DE 2.16, Divinitus 1.15.3 DE, and the combined load order stay visibly separate. Book IX owns the general mod catalogue; Book VII applies it to individual nations.

How to use this dossier#

The one-page brief, roster, expansion plan, mage roles, research branches, army packages, and turn checklists form the practical core. Probability portfolios, communion failure analysis, access ladders, matchups, reserves, and controlled tests provide the expert layer. Each nation chapter begins again from its own ruleset and evidence label; advice from one dossier should not be carried into another merely because both are Middle Age nations.

Part I: The Nation Dossier Method#

What a complete nation guide must answer#

A useful dossier answers twelve questions.

Question Required evidence
What is the nation trying to convert? National summary, roster, magic, economy
What wins neutral expansion? Unit statistics, formations, repeated tests
What prevents an early defeat? Neighbour analysis, reachable research, reserve plan
What does each fort recruit? Commander costs, recruitment points, role demand
What does each mage random actually enable? Exact random scheme and probability
Which research creates deployable packages? Spells, paths, gems, mage-turns, delivery
Which paths are native, bootstrapped, or Pretender-dependent? Access ladder with every step named
How does the nation fight different defence classes? Armour, numbers, elites, giants, ethereal, undead, magic resistance
How does it raid, defend, siege, and claim? Movement, leadership, magic, siege strength, priests
What information does it possess or lack? Scouts, spies, scrying, remote spells, battle evidence
Which Pretender family solves the actual constraint? Legal design, scales, timing, bless and ritual jobs
What changes under each mod? Source diff, load order, combined test

If one answer is missing, the guide should say so. Concealing uncertainty creates a brittle strategy.

The four layers of a nation#

Every nation should be analysed in four layers.

Layer Contents Common mistake
Rules Roster, paths, costs, sites, spells, dominion, buildings Repeating obsolete data
Capacity What can be recruited, researched, forged, and delivered Treating theoretical access as immediate access
Doctrine How the capacities can be combined Presenting one context-dependent plan as law
Evidence Tests, replays, probability, and source records Treating an anecdotal win as proof

The rules layer is descriptive. Capacity is conditional: an E2S1 mage does not automatically equal an E2S2 ritual caster; the necessary item, gems, laboratory, and forge turn must exist. Doctrine is comparative: one package is chosen because it fits an enemy, a deadline, and an economy. Evidence determines confidence.

The national conversion chain#

The central dossier model is:

scales and starting assets
-> expansion and borders
-> forts and recruitment
-> mage distribution
-> research and gems
-> battlefield or ritual packages
-> positional gains
-> siege, Throne claim, and victory

A nation can fail at any arrow. Strong troops may expand but consume so many resources that the second fort cannot recruit. Broad magic may remain a collection of low paths if no communion or booster plan exists. A devastating battlefield spell may arrive without the troops, gems, or movement needed to exploit it. A winning army may lack siege or claim capacity.

Each nation chapter records both assets and conversions.

The national identity statement#

A national identity statement should be one paragraph, not a slogan. It should name:

  • the reliable early force;
  • the recruitment bottleneck;
  • the magic engine;
  • the information advantage;
  • the main strategic transition;
  • the principal vulnerabilities.

An identity statement is a starting hypothesis. It must be revised when a patch or mod changes one of those elements.

Roster analysis by job#

Units should first be grouped by job, then compared by statistics.

Job Questions
Screen How cheaply can it absorb missiles, charges, and first contact?
Line What ordinary damage can it resist, and how long before fatigue defeats it?
Damage What armour, size, defence, or resistance class can it kill?
Flank Can it reach exposed mages or force the enemy to deploy wider?
Trampler What sizes can it trample, and how are morale and magic resistance protected?
Sacred Is the unit scarce, cap-only, resource-heavy, or massable?
Siege body What wall damage, supply use, and opportunity cost does it impose?
Raider Which Province Defence and local recruits can it beat reliably?
Bodyguard What assassination, arrow, or flying threat does it prevent?

“Elite” is not a job. “High protection” is not a complete evaluation. A high-protection unit with low combat speed, high encumbrance, and ordinary damage may be an excellent anvil and a poor pursuit force.

Commander analysis by constrained turn#

Commanders compete for recruitment capacity. Their gold cost is only one part of the decision.

For every commander, record:

  • commander recruitment-point cost;
  • fort and terrain restrictions;
  • leadership types and limits;
  • research;
  • priest level;
  • magic and randoms;
  • strategic abilities;
  • likely monthly orders;
  • what is delayed when this commander is recruited.

A capital-only four-point mage has a different strategic cost from a one-point scout even if sufficient gold exists for both. Nation plans should budget fort-turns, capital-turns, and commander points as explicitly as gold.

Magic access as a probability portfolio#

Random paths are not a list of possible maxima. They are a distribution.

For every random mage, the dossier should record:

  • fixed paths;
  • each random roll and its probability;
  • maximum natural paths;
  • probability of each important threshold;
  • mutually impossible combinations;
  • expected recruits needed for a role;
  • the effect of bad variance;
  • what a Pretender or independent mage can replace.

If a required result occurs with probability (p), the probability of seeing at least one result after (n) independent recruits is:

[ P() = 1-(1-p)^n ]

The expected count (1/p) is not a guarantee. A one-in-eight specialist has about a 65.6% chance to appear within eight recruits, not certainty. It takes twenty-three recruits to exceed a 95% chance:

[ 1-(7/8)^{23} % ]

This distinction matters when the first war arrives before the desired random.

Native, bootstrapped, and imported access#

Every path claim belongs in one of four classes.

Class Meaning
Native A normal national recruit can perform the job without external help
Boosted native A national recruit can perform it with named items or self-buffs
Bootstrapped An earlier summon, transformation, empowerment, or national event creates access
Imported A Pretender, hero, independent, mercenary, Throne, site, or ally provides access

The access ledger must name every bridge. “Arcoscephale can cast a Death ritual” is incomplete if it actually means “a rare Nature hero forges or casts into a summon chain that eventually produces Death.”

Research as response trees#

A fixed research queue assumes the enemy and map will cooperate. A response tree has:

  • a trunk of broadly useful early research;
  • branches for observed threats;
  • conversion nodes where research becomes a fieldable package;
  • rejoin points so emergency research does not permanently destroy the long plan.

Every node should specify:

  • school and level;
  • spell or item obtained;
  • eligible caster;
  • required communion, booster, or self-buff;
  • gem load;
  • troop or target interaction;
  • operational delivery;
  • counters;
  • what the research delays.

Army packages, not spell lists#

An army package is:

troops + commanders + mages + scripts + gems + formation
+ movement route + retreat route + replacement plan

A spell becomes strategy only when the nation can put the correct caster, protection, gems, and targets in the same battle.

Each package should have:

  • purpose: what defence or target it defeats;
  • minimum core: the smallest robust version;
  • scaling rule: what to add as the enemy grows;
  • failure branch: what happens if the script is interrupted;
  • counter warning: the most economical answer available to the enemy;
  • replacement cost: how quickly the nation can field another.

Matchup classification#

Nation-versus-nation memorisation becomes obsolete quickly. Defence classes are more durable.

Enemy class Questions
Massed light troops Can the nation kill squares faster than it is surrounded?
Heavy armour Is damage high enough, or is armour destruction available?
High defence and glamour Are attack buffs, area effects, or sight effects available?
Giants and elite sacreds Can control, fatigue, armour-negating damage, or mass be delivered?
Undead and demons Are priests, magic weapons, banishment, morale, and resistance adequate?
Flyers and cavalry Is the rear protected and the line deep enough?
Tramplers Can size, body-blocking, control, and morale attacks stop them?
Battle-mage mass Can the nation disperse, interrupt, resist, or strike first?
Thugs and supercombatants Can the chassis be controlled, exhausted, penetrated, or ignored?
Remote and stealth warfare Are domes, patrols, redundant labs, and reserves in place?

Specific opponents can then be placed into one or more classes.

Pretender families#

A dossier should present families, not copied designs:

  • awake expansion: buys early territory and deterrence;
  • dormant intervention: appears for the first war or path bridge;
  • imprisoned scales: maximises the recruitable state;
  • bless support: improves a sacred unit that can be recruited in relevant numbers;
  • ritual bridge: supplies paths the national roster cannot reach;
  • hybrid: deliberately performs two of these jobs at a real cost to each.

Every proposed build must pass five audits:

  1. legality in the exact version and mod order;
  2. expansion or survival job;
  3. scales and recruitment compatibility;
  4. mid-game job on awakening;
  5. unique late-game access that cannot be bought more cheaply elsewhere.

Verification standard#

Nation claims are verified in this order:

  1. official manual or current official data;
  2. current structured object data;
  3. supplied mod source;
  4. controlled game test;
  5. detailed community evidence;
  6. strategic inference.

The source hierarchy does not make community strategy unimportant. It prevents strategic experience from being confused with engine definition.

Minimum controlled-test suite#

Every nation eventually receives:

  • three or more turn-12 expansion runs for each serious Pretender family;
  • controlled battles against the main independent types;
  • random-mage sampling large enough to detect transcription errors;
  • communion fatigue and script tests;
  • a research timing test with realistic infrastructure;
  • siege and storm tests;
  • representative matchups against armour, elites, undead, flyers, tramplers, and magic;
  • modded repetitions under each supported load order;
  • a save, turn number, settings record, result table, and replay note.

Until those tests are recorded, precise party sizes and timing claims remain hypotheses.

Part II: Middle Age Arcoscephale, the Old Kingdom#

The one-page national brief#

Middle Age Arcoscephale is a human combined-arms nation whose ordinary military is old-fashioned but broad: inexpensive formation infantry, armoured spear lines, chariots, elephants, and a small capital sacred. Its strategic engine is a network of recruit-anywhere Mystics backed by capital Astrologers, priestess-healers, and automatic scrying inside friendly dominion.

The nation converts gold into versatile S1 elemental mages, those mages into communions or independent specialist casters, and research into an adaptable battlefield. It is strongest when intelligence identifies the defence to defeat before the army is scripted. It is weakest when expensive human mages are caught unprotected, when tramplers are exposed to morale or magic-resistance attacks, when heavy infantry is exhausted, or when random-path variance prevents a required specialist from arriving on time.

National profile#

Feature Unmodded Dominions 6.35
Race Humans
Military Heavy spear infantry, chariots, elephants
Recruitable magic Astral, Fire, Water, Earth; some Nature
Priests H1 and H2 priestess-healers
Dominion Accurate automatic military reports inside dominion
Scale limit Order limit +1
Forts Standard
Laboratories 300 gold
Capital income 1 Nature gem and 4 Astral pearls per month
Central constraint Gold- and mage-turn-intensive magical state
Central advantage Information plus highly adaptable recruit-anywhere magic

Lore and strategic meaning#

The Old Kingdom is intentionally archaic. Its armies retain cumbersome armour, long spears, chariots, and war elephants while ancient Astrologers return to guide the realm. This is not only flavour. The roster juxtaposes slow, reliable formation troops with volatile tramplers, while the mage corps juxtaposes broad low-level access with capital astral depth.

Three strategic themes follow.

First, knowledge precedes commitment. Automatic scrying inside dominion and Astrologers who read the heavens support a nation that should know what is approaching before choosing a script.

Second, the old army needs magical renewal. The troops can expand and hold ground, but armour, fatigue, morale, large targets, and elite opposition eventually require tailored magic.

Third, restoration is cumulative. Arcoscephale becomes stronger as forts produce Mystics, research broadens, boosters accumulate, and communions scale. Losing a mage core or capital does more than remove units; it breaks the conversion chain.

National special features#

Automatic dominion scrying#

Official: provinces inside Arcoscephale’s dominion receive accurate automatic military reports. Current structured data also identifies this scrying as capable of revealing glamoured units, and disciple partners receive the information.

This is a strategic advantage, not omniscience.

It helps with:

  • army size and composition near the interior;
  • early warning against ordinary movement;
  • more informed deployment of elephants, communions, and counters;
  • identifying when a border force has split;
  • tracking glamoured forces that ordinary reports may conceal.

It does not replace:

  • scouts beyond dominion;
  • spies for income, unrest, Province Defence, and deeper provincial information;
  • battle replays for scripts, gems, and exact spell use;
  • patrols against stealth;
  • caution against magic movement, assassinations, remote attacks, and simultaneous orders.

The correct doctrine is a layered network:

  1. scouts beyond the border;
  2. dominion scrying across owned approaches;
  3. reserve mages at central laboratories;
  4. battle reports converted into response scripts.

Order limit +1#

The nation can take one more step toward Order than an ordinary nation. This is not an instruction to maximise Order in every design. It is an option to support:

  • expensive Mystics and Astrologers;
  • fort and laboratory construction;
  • elephant and chariot recruitment;
  • larger mundane armies;
  • reduced dependence on risky event income.

The scale must be evaluated against the Pretender family and opportunity cost. A high-Order scales design and an awake expander solve different problems.

Healing#

Hiereiai have Healing 1. Archousai have Healing 3.

Official rule: a healer automatically attempts to cure a number of afflictions up to the value of the ability in the same province each turn. Healing is a provincial capacity. It does not guarantee that the exact desired affliction on the exact desired unit disappears immediately.

Healing improves the expected service life of:

  • expensive commanders;
  • Astrologers;
  • battle-wounded Mystics;
  • a combat Pretender that can be healed;
  • surviving elephants and sacreds;
  • thugs and summoned commanders without healing restrictions.

Healing does not make reckless attacks efficient. Dead units cannot be healed, some beings have special restrictions, and cursed-item afflictions require removal of the item first.

Recruitable commander roster#

The following table is the official revision-2 unmodded roster. Rec is commander recruitment-point cost.

Commander Gold Res Rec Principal attributes and role
Scout 35 5 1 Stealth 50, Forest and Mountain Survival; forward intelligence
Mounted Commander 70 9 1 Leadership 75, Map Move 16; fast transport for compatible forces
Hypaspist Commander 95 25 1 Leadership 100, Protection 15, Defence 14; armoured line commander
Hoplite Commander 105 31 1 Leadership 100, Protection 18; slow heavy commander
Strategos 150 30 2 Leadership 150, Morale 15; large formations and army command
Hiereia 155 1 2 N1H1, Sacred, Healing 1; recruitable outside forts
Mystic 190 1 2 S1 plus elemental/astral randoms, Research +1; main national mage
Archousa 235 1 2 N1H2, Sacred, Healing 3, Leadership 50
Astrologer 270 1 4 Capital only, S3 plus randoms, Fortune Teller 10; astral specialist

Recruitment doctrine#

No commander is “free” merely because the treasury can pay for it.

  • A Scout competes with a leader or mage for the local commander queue.
  • A Strategos is valuable when leadership quality and army size justify the extra recruitment cost.
  • A Hiereia can be recruited outside forts, preserving fort mage production while extending temples, healing, supplies, and H1 support.
  • A Mystic is normally the default fort investment because it produces research and future battlefield flexibility.
  • An Archousa is a healing and H2 capacity purchase, not a generic researcher.
  • An Astrologer consumes scarce capital recruitment capacity and should have a defined astral job.

The recurring question is:

Which missing capacity causes the next failure: intelligence, transport, leadership, religion, healing, research, or high Astral?

Recruitable troop roster#

The official revision-2 values below describe the unmodded units. Mounts and coriders are separate combat entities where applicable.

Unit Gold Res Rec Protection Morale Combat / map move Primary role
Slinger 7 2 3 5 7 12 / 14 Cheap ranged harassment and screening
Cardaces 10 8 9 9 10 11 / 16 Cheap formation infantry
Peltast 10 5 9 5 10 11 / 16 Mobile spear and javelin screen
Hoplite 13 31 16 18 11 7 / 14 Resource-heavy armoured anvil
Hypaspist 16 25 23 15 13 10 / 16 Higher-defence, higher-morale heavy infantry
Charioteer 40 7 9 9 10 Rider 12 / 16 Chariot trampling and mobile missile pressure
Elephant Rider 100 3 9 5 8 Rider 12 / 16 War-elephant trampling with two archers
Heart Companion 20 31 23 18 13 8 / 14 Capital-only sacred heavy spear infantry

Mounts#

Mount HP Prot MR Morale Combat / map move Role and risk
Riding Horse 18 3 5 7 26 / 22 Gives the Mounted Commander strategic and tactical speed
Chariot 20 3 5 9 20 / 20 Trampling platform; vulnerable if stopped or controlled
War Elephant 64 11 6 9 18 / 22 Large trampler; powerful against smaller bodies, vulnerable to MR and morale pressure

Troop roles and comparisons#

Slingers#

Slingers are cheap bodies and ranged nuisance fire. Their morale, protection, attack, and defence are poor. They are useful when:

  • an inexpensive screen protects a more valuable line;
  • mass missiles can punish unshielded or low-protection enemies;
  • recruitment resources are scarce;
  • siege bodies are urgently required.

They should not be treated as a reliable melee line. A routed slinger mass can contribute to wider morale problems.

Cardaces#

Cardaces are the economical formation body. Protection 9 and Defence 13 are respectable for ten gold and eight resources, but their damage remains that of ordinary human spear infantry.

Use them to:

  • add square density and bodies;
  • hold ordinary light troops;
  • screen elephants or mages;
  • fill lines when resources cannot support Hoplites;
  • absorb attacks whose damage would waste expensive armour anyway.

Do not ask Cardaces to solve high protection, giants, or elite sacreds without magic.

Peltasts#

Peltasts exchange armour for javelins and low resource cost. They support early contact by throwing before melee and are less resource-constrained than the heavy line.

They are preferable when:

  • the target is lightly protected;
  • mobility and replacement matter;
  • a sacrificial screen is needed;
  • a province has gold but poor resources.

They are vulnerable to sustained missiles and decisive melee contact.

Hoplites#

Hoplites bring Protection 18 and long spears at only thirteen gold, but cost thirty-one resources and carry Encumbrance 8, Combat Speed 7, and Map Move 14.

Their favourable fight is a direct clash against ordinary, low- or moderate-damage infantry that must spend time cutting through armour. Their unfavourable fight includes:

  • armour-negating or armour-piercing attacks;
  • high-strength giants;
  • armour destruction;
  • prolonged fatigue environments;
  • enemies that refuse the front and reach the mages;
  • operational races where Map Move 14 is too slow.

Hoplites are an anvil. They need a hammer or a magical answer.

Hypaspists#

Hypaspists cost more gold and recruitment points than Hoplites but save six resources, gain Defence 13, Morale 13, Combat Speed 10, and Map Move 16 while retaining Protection 15.

They are generally better when:

  • enemy damage already threatens to penetrate Protection 18;
  • defence, morale, and mobility matter more than three protection;
  • the army must keep pace with faster elements;
  • gold is available but capital or local resources are constrained.

Hoplites are better at absorbing repeated ordinary hits. Hypaspists are a more flexible high-quality line. The choice should be made against an enemy damage profile and the province’s resource economy, not by declaring one universally superior.

Chariots#

The chariot package supplies mobility, a trampling mount, and a corider archer. It threatens flanks and lighter units but is less decisive than the elephant against dense small bodies.

Chariots benefit from:

  • a screen that prevents premature pinning;
  • flank deployment;
  • targets lacking large body-blockers;
  • magic that improves survival or disrupts the enemy line.

They suffer when:

  • surrounded after the charge;
  • confronted by large units;
  • controlled by magic;
  • committed into weapons and buffs designed to punish mounts.

War elephants#

The elephant is Arcoscephale’s most dramatic early force and its easiest trap.

Its 64 HP, Protection 11, Size, Combat Speed 18, Map Move 22, and trample can collapse ordinary human formations. The rider and two elephant archers add bodies and attacks, but the elephant’s MR 6 and Morale 9 create explicit counter surfaces.

Use elephants as a package:

  • a disciplined line or screen absorbs lances and delays contact;
  • elephants begin behind or beside the screen rather than alone in front;
  • leadership and standards support morale where available;
  • the target has been scouted for size, anti-large damage, fear, paralysis, and MR-negates effects;
  • a retreat route exists;
  • the number committed is large enough to decide contact but not so large that one panic destroys the treasury.

Avoid treating elephants as an answer to:

  • giants and other large bodies that cannot be trampled efficiently;
  • high-defence elite troops that stop and surround them;
  • concentrated fear or morale attacks;
  • cheap MR-negates control or killing;
  • poison, fatigue, and effects that exploit a large valuable target;
  • narrow deployment where they cannot reach useful targets.

Heart Companions#

Heart Companions are capital-only, sacred, heavily armoured spear infantry. They are individually better than Hoplites, but remain Map Move 14 and consume scarce capital resources.

Their scarcity changes bless economics. A bless that exists only to improve a slow, capital-only sacred must be compared with:

  • more scales for the entire economy;
  • an awake expander;
  • missing Death, Air, Glamour, or Blood access;
  • a combat or ritual Pretender.

A light incidental bless can add value. A major bless needs a campaign plan that proves the capital can recruit enough Companions without delaying other essential forces.

Formation doctrine#

Arcoscephale’s infantry benefits from formation-fighter density, but density has two faces.

It improves:

  • concentration of melee attacks;
  • the number of armoured bodies holding a frontage;
  • the ability to protect mages behind a compact line;
  • efficient buff coverage.

It increases exposure to:

  • area damage;
  • fatigue clouds;
  • battlefield-wide debuffs;
  • trampling if the enemy is large enough;
  • mass routing when a dense formation loses many units quickly.

The default army should not be one dense block. It needs separate functional elements:

  • a central anvil;
  • one or two flank or trample groups;
  • a rear guard against flyers and attack-rear orders;
  • mages separated enough to reduce common-area losses;
  • spare commanders so one casualty does not strand the army.

Part III: The Mage State#

Why the Mystic defines the nation#

The Mystic is the repeatable national engine:

  • recruitable in any fort;
  • guaranteed Astral 1;
  • one guaranteed random from Fire, Water, Earth, or Astral;
  • an independent 50% Fire random;
  • an independent 50% Water random;
  • an independent 50% Earth random;
  • Research +1;
  • able to enter Astral communions;
  • capable of independent low-level magic even when no communion is appropriate.

The important word is independent. The three 50% rolls are separate from the guaranteed four-path random and from each other.

Mystic random structure#

Let:

  • (R) be one guaranteed uniform roll among F, W, E, and S;
  • (F_b), (W_b), and (E_b) be independent 50% bonus rolls.

The final paths are:

S1
+ one level from R
+ F1 if Fb succeeds
+ W1 if Wb succeeds
+ E1 if Eb succeeds

There are thirty-two equally likely combinations before any other game effects: four values of (R) multiplied by eight combinations of the three binary bonus rolls.

Mystic threshold probabilities#

Result Probability Interpretation
F0 / W0 / E0 37.5% each No level in that element
F1 / W1 / E1 exactly 50% each Useful low-level elemental caster
F2 / W2 / E2 12.5% each One-in-eight natural specialist
S1 exactly 75% Ordinary communion-capable Mystic
S2 25% Stronger Astral caster or master
Any named element at 1+ 62.5% Five in eight
Any named pair of elements at 1+ 37.5% Example: F1+ and E1+
F, W, and E all at 1+ 21.875% Seven in thirty-two
Two elemental paths at level 2 0% Mutually impossible from this random scheme
E2 and S2 0% Both require the single guaranteed roll

The last two rows are strategically important. A Mystic can be broad, but the same guaranteed roll cannot create two doubled paths. Plans requiring E2S2 or F2E2 need boosters, empowerment, a Pretender, a hero, or another access source.

Probability of obtaining a specialist#

For a one-in-eight F2, W2, or E2 Mystic:

Recruits Chance of at least one
1 12.5%
4 41.4%
8 65.6%
12 79.9%
16 88.2%
23 95.4%

Derived: the table assumes independent recruitment rolls and uses (1-(7/8)^n).

This produces a recruitment rule:

A one-in-eight random is a portfolio capability, not a deadline-safe capability.

If a war plan requires E2 by a fixed turn, build redundancy, recruit from multiple forts, or provide another route.

Mystic role classification#

Rename or otherwise record Mystics when recruited. A practical classification is:

Tag Minimum path Principal jobs
S2 S2 Astral master, penetration and Astral scaling
F2 F2 Fire specialist, Fire self-buff route, high-damage evocation
W2 W2 Water specialist, cold damage, Water buffs, elemental summons
E2 E2 Earth specialist, protection, armour destruction, forging and Dragon Teeth
FWE F1W1E1 Broad point buffs, site search, cross-path utility
FE F1E1+ Fire/Earth cross-path and forging candidate
WE W1E1+ Water/Earth cross-path and protection/control candidate
FW F1W1+ Elemental resistance and mixed evocation candidate
S1 utility No doubled path Communion slave, research, low-level Astral and random-specific support

This is not a permanent caste system. A war can change priorities. The point is to prevent an E2 specialist from spending twenty turns as an anonymous researcher and then being unavailable when armour destruction is required.

The Astrologer#

The capital-only Astrologer has:

  • fixed S3;
  • one guaranteed random among F, W, E, and S;
  • a further 10% random among F, W, E, and S;
  • Fortune Teller 10;
  • commander recruitment cost 4;
  • Research 13 in the current structured data;
  • high magical leadership.

Astrologer probability#

Assuming the 10% roll independently chooses one of the four listed paths:

Astral result Probability
S3 73.125%
S4 26.25%
S5 0.625%
S4 or higher 26.875%

For any one element:

Elemental result Probability
No level 73.125%
Level 1 26.25%
Level 2 0.625%

Derived: these values include the rare 10% random instead of rounding the unit to “one in four S4.”

Astrologer roles#

Astrologers are recruited for jobs that justify capital scarcity:

  • reliable S3 master casting;
  • S4 or rare S5 ritual and remote-magic thresholds;
  • high-Astral penetration;
  • a capital communion anchor;
  • Fortune Teller concentration;
  • eventual high-end Astral rituals and battlefield magic;
  • an elemental random that opens a specific Astral cross-path.

An Astrologer should not automatically replace a Mystic as a generic researcher. The capital turn, gold, and recruitment points are the real comparison.

Priestess-healers#

Hiereia#

The Hiereia is N1H1, Healing 1, sacred, and recruitable outside forts.

Her roles include:

  • building temples without consuming a fort mage turn;
  • blessing sacreds;
  • Sermon of Courage and other low-priest support;
  • low Nature support;
  • provincial healing;
  • supply assistance;
  • accompanying expansion or siege forces where one affliction recovered matters.

Outside-fort recruitment is a state-building advantage. Provinces without forts can produce religious infrastructure and healing while the forts continue producing Mystics.

Archousa#

The unmodded Archousa is N1H2 with Healing 3 and Leadership 50.

Her roles include:

  • stronger healing concentration;
  • H2 battle and ritual duties;
  • leading a modest army while providing priest support;
  • protecting the long-term value of expensive units and commanders.

She is not a substitute for broad Nature magic. Unmodded Arcoscephale’s normal recruitable Nature ceiling is N1.

Recruitment portfolios#

The research-first portfolio#

Use when:

  • borders are stable;
  • the mundane army can deter a rush;
  • no urgent H2 or healing deficit exists;
  • an early research breakpoint creates the next advantage.

Default:

  • most new forts recruit Mystics;
  • capital alternates Astrologers and whatever national need is genuinely scarce;
  • Hiereiai come from non-fort provinces;
  • scouts are scheduled rather than forgotten.

Risk:

  • too little mundane leadership;
  • mages accumulated in one vulnerable laboratory;
  • no reserve army;
  • specialist variance arriving late.

The healing-and-expander portfolio#

Use with an awake or dormant combat Pretender and expensive surviving troops.

Add:

  • one or more Archousai at recovery hubs;
  • Hiereiai following army groups;
  • a safe path from battlefront to healing province;
  • explicit checks for beings or afflictions that cannot be healed normally.

Risk:

  • buying more healing than the casualty pattern warrants;
  • delaying the research or Astral depth that prevents the next wounds.

The communion portfolio#

Use when the first war requires path elevation.

Recruit:

  • enough Mystics to separate slaves, masters, independent casters, and research;
  • S2 or desired elemental masters;
  • reserve slaves;
  • ordinary leaders and screens that keep mages alive.

Risk:

  • every master is counted but slaves are treated as expendable;
  • slaves are also required for independent spells;
  • shared self-buffs or fatigue kill the slave line;
  • one battlefield clear destroys years of research investment.

The dispersed-reserve portfolio#

Use against remote attacks, flyers, raiders, assassins, or fast fronts.

Maintain:

  • small mage cells in several laboratories;
  • spare pearls and elemental gems at operational hubs;
  • scouts on approach routes;
  • a mobile ordinary reserve;
  • a protected capital core.

Risk:

  • insufficient concentration for the decisive battle;
  • gems and items stranded in isolated labs;
  • scattered mages defeated in detail.

Part IV: Unmodded Magic Access#

Native access summary#

Path Repeatable native ceiling Main source Important limitation
Fire F2 One-in-eight Mystic No native high Fire without communion or boosters
Air None Hero only at A1 Normal roster cannot use Air
Water W2 One-in-eight Mystic High Water requires communion or access chain
Earth E2 One-in-eight Mystic E2 and S2 do not occur on the same Mystic
Astral S4 common peak; rare S5 Astrologer Capital-only high Astral
Death None Summons, hero/Pretender routes Several national rituals are inaccessible initially
Nature N1 Hiereia and Archousa N3 hero is chance-dependent
Glamour None Summon or imported route No normal national access
Blood None Deep summon or imported route No normal Blood economy
Holy H2 Archousa H3 normally requires prophet/Pretender or imported access

“Ceiling” here means a recruitable unit before boosters, empowerment, heroes, or communions. It does not mean that every spell at that level is strategically available; school, gems, range, and battlefield conditions still apply.

Native battlefield strengths#

Astral#

Astral is the stable spine:

  • every Mystic can join a communion;
  • S2 Mystics and S3+ Astrologers can serve as stronger masters;
  • low-level Astral offers ethereal, luck, fatigue, mind, and resistance tools;
  • high Astral creates remote and battlefield threats;
  • capital pearl income supports early Astral use.

Astral also creates vulnerabilities:

  • enemy Astral mages can threaten Magic Duel dynamics;
  • communion clusters attract area attacks;
  • pearls have competing uses in combat, forging, remote magic, and legendary rituals;
  • an Astral plan without penetration can fail against high MR.

Fire#

Fire supplies direct damage and morale pressure. F2 Mystics are natural specialists; F1 Mystics can reach higher levels through a communion or self-buff where available.

Fire is strongest against:

  • dense ordinary troops;
  • cold-aligned or fire-vulnerable targets;
  • formations whose protection is less relevant to the chosen spell.

It is weaker against:

  • fire resistance;
  • dispersed targets;
  • friendly formations too close to inaccurate area fire;
  • battles where fatigue and gem use outrun protection.

Water#

Water supplies cold damage, control, quickness and resistance effects, and elemental summons. W2 specialists are one in eight; W1 is common enough to support mixed packages.

Water is especially valuable when:

  • the enemy lacks Cold Resistance;
  • control and slowing matter more than raw kills;
  • a Water/Earth Mystic can combine defensive and fatigue tools;
  • summoned elementals can exploit enemy size or formation.

Earth#

Earth renews Arcoscephale’s old infantry:

  • protection;
  • strength;
  • armour destruction;
  • battlefield control;
  • reinvigoration and path elevation;
  • constructs and national summons;
  • forging.

E2 specialists are among the most important randoms because they can use national Sow Dragon Teeth without ritual access problems and can anchor Earth communions. Earth still does not solve every high-protection fight: the chosen package must specify whether it raises friendly durability, lowers enemy armour, deals high damage, or controls movement.

Nature#

N1 is support, not broad Nature dominance. It provides selected protection, entanglement, poison-related, healing, supply, and small-summon options as research permits.

Without a hero, Pretender, independent, empowerment, or summon chain, the nation does not naturally reach the powerful N3-N5 ritual tier. A guide that assumes easy high Nature is using another age, a mod, or an unrecorded access source.

Communions#

Why Arcoscephale uses them#

Mystics combine guaranteed S1 with heterogeneous elements. A communion:

  • raises each master’s known paths according to the number of slaves;
  • distributes spell fatigue across participants;
  • lets low elemental randoms reach battlefield thresholds;
  • makes a roster of modest mages behave like a high-path school.

The official level thresholds are:

Slaves Master bonus
2 +1
4 +2
8 +3
16 +4
32 +5

The bonus applies only to paths the master already knows.

The smallest useful communion#

Two slaves are enough to raise paths by one. This can turn:

  • F2 into F3;
  • W2 into W3;
  • E2 into E3;
  • S2 into S3;
  • an Astrologer S3 into S4.

The small communion is efficient for a limited script, but brittle:

  • one slave loss can remove the bonus;
  • fatigue per slave is higher;
  • an overambitious master script can collapse it;
  • the master may choose an unintended expensive spell after scripted orders.

Four- and eight-slave communions#

Four slaves provide +2 and are the first general-purpose threshold for turning common F1/W1/E1 Mystics into level 3 casters.

Eight slaves provide +3 and support high-end battlefield effects, but create a large concentration of expensive mages. The cost includes:

  • eight researchers leaving laboratories;
  • pearls or scripting needed to establish the communion;
  • bodyguards and formation space;
  • fatigue management;
  • risk of battlefield-wide or rear attacks;
  • the loss of those mages if the army is trapped.

Master selection#

Choose masters by spell package:

  • F2 master for Fire;
  • W2 master for Water;
  • E2 master for Earth;
  • S2 Mystic or S3+ Astrologer for Astral;
  • cross-path Mystic when the spell or shared buff genuinely requires it.

Avoid adding masters merely because they can join. Every additional master:

  • increases total fatigue placed into the slave pool;
  • expands spell-selection variance after scripts;
  • raises the value of the target presented to the enemy.

Slave selection#

The cheapest-looking S1 Mystic may still carry a valuable cross-path. Slave selection should preserve:

  • rare E2, W2, and F2 specialists;
  • S2 masters;
  • cross-paths needed for forging or point buffs;
  • battlefield-independent casters.

If every Mystic costs the same, “slave” is a temporary assignment, not a low-value unit type.

Fatigue failure#

Official communion fatigue depends on:

  • the spell’s fatigue cost;
  • the number of participants;
  • the slave’s relevant effective path compared with the master’s;
  • bonuses and effects included in effective skill;
  • the continued number of living slaves.

The dangerous cascade is:

slave becomes exhausted
-> slave stops contributing or dies
-> remaining slaves receive more fatigue
-> master bonus can fall below a threshold
-> later spells become more expensive or illegal
-> communion collapses

The package must be tested with the actual master scripts, gems, self-buffs, enemy pressure, and expected battle length.

When not to use a communion#

Communions are not mandatory.

Independent casting is often better when:

  • many Mystics can each cast a useful low-level spell;
  • the spell does not need path elevation;
  • the enemy can punish a mage cluster;
  • the battle is small;
  • slaves would cost more mage-turns than the target is worth;
  • one pearl per independent caster produces more total useful actions;
  • the desired mix of spells is easier to control without shared fatigue.

Community discussion of MA Arcoscephale correctly highlights this tradeoff: a Mystic assigned as a slave is not a cheap acolyte; it is a 190-gold researcher and possible specialist that no longer casts independently.

National spells and rituals#

The official unmodded national list contains one battlefield summon and seven rituals.

Spell or ritual School Requirement Cost Result Native access
Sow Dragon Teeth Enchantment 6 E2 1 Earth gem 10 Spartae in battle Yes: E2 Mystic
Forge Brass Bull Construction 6 F3E3 25 Fire gems 1 Khalkotauros Not on an unboosted recruit
Summon Hound of Twilight Conjuration 5 E2D1 3 Earth gems 1 Hound of Twilight No native Death
Craft Keledone Construction 6 E2S2 5 Earth gems 1 Keledone No natural E2S2 Mystic
Bind Keres Conjuration 6 D2 12 Death gems 3 Keres No native Death
Procession of the Underworld Conjuration 5 D3 13 Death gems 15 Lampads No native Death
Awaken Hamadryad Enchantment 5 N4 25 Nature gems 1 N3 Hamadryad Hero or imported path route
Monster Boar Conjuration 5 N3 10 Nature gems Remote unrest monster, range 5 Hero or imported path route

National access is not castability#

Five of the eight entries are not immediately castable by the normal recruitable roster. This is deliberate strategic terrain.

  • Sow Dragon Teeth is the clean native national tool.
  • Craft Keledone requires bridging the missing point on an E2S1 or another caster.
  • Forge Brass Bull requires substantial dual-path elevation.
  • the Death rituals require imported or bootstrapped Death;
  • high Nature depends on a hero, Pretender, independent, empowerment, or another chain.

The dossier separates “the nation owns this ritual” from “the present game can cast it.”

Path-access ladder#

Fire#

  1. Recruit Mystics until F1 and F2 roles are available.
  2. Use communion bonuses or a Fire self-buff to reach battlefield thresholds.
  3. Forge only after confirming the current item path and Construction level.
  4. Use Pretender Fire when a ritual requires a dual path the Mystic distribution cannot produce.

Water#

  1. Recruit W1 and W2 Mystics.
  2. Use Water self-buffs and communions for battlefield scaling.
  3. Use booster chains when ritual thresholds require them.
  4. Treat very high Water as a deliberate project rather than normal roster access.

Earth#

  1. Preserve E2 Mystics.
  2. Use Earth self-buffs in battle.
  3. Forge Earth boosters when current research and item paths allow.
  4. Use E2 to cast Sow Dragon Teeth.
  5. Bridge E2S1 to E2S2 for Craft Keledone through a named Astral booster or another caster.

Astral#

  1. Every Mystic provides S1.
  2. S2 Mystics become stronger masters and forgers.
  3. Astrologers provide S3, commonly S4, and rarely S5.
  4. Astral boosters extend high rituals and penetration.
  5. Communions reach extreme battlefield levels but do not cast ordinary rituals.

Nature#

  1. Hiereiai and Archousai provide N1.
  2. The national hero Axieros provides N3 if he appears.
  3. A single Nature booster can bring N3 to N4 for Awaken Hamadryad, subject to current item legality.
  4. Pretender or independent access can make the route reliable.

Death#

  1. There is no recruitable national Death.
  2. A Pretender is the reliable pregame bridge.
  3. Suitable independent mages, sites, heroes, empowerment, or summons can create a later bridge.
  4. Once D2 or D3 exists, the national Keres and Lampad rituals can produce units with further magic potential if made commanders by an appropriate current spell.

Air, Glamour, and Blood#

These are absent from the ordinary national roster.

  • Air appears on Orokestes at A1, if the hero arrives.
  • Glamour and Blood require imported or summon-chain access.
  • A Pretender taking one of these paths should have a clear job beyond merely making the national summary look broad.

Part V: Expansion and the First Year#

Expansion objectives#

Arcoscephalian expansion is successful when it produces:

  • enough provinces to finance multiple forts and laboratories;
  • resource provinces that let those forts recruit the intended line;
  • surviving elephants, infantry, and commanders;
  • a border that automatic scrying can help cover;
  • an early fort schedule that begins multiplying Mystics;
  • a credible force against opportunistic neighbours.

Province count alone is insufficient. Eight disconnected or exposed provinces with no second fort can be weaker than six provinces with a defensible boundary and a fort already building.

Starting force#

Unmodded Arcoscephale begins with:

  • a Hypaspist Commander;
  • a Scout;
  • twenty Peltasts;
  • twenty Hoplites.

The starting army already contains a screen and an armoured line. It can take suitable human infantry provinces, but the correct first target depends on the actual report. Heavy cavalry, barbarians, crossbows, large numbers, and other high-damage independents can convert the expensive Hoplite line into an early setback.

Starting formation hypothesis#

Strategic doctrine, test pending:

  • Hoplites form the central or forward anvil.
  • Peltasts begin slightly behind or on a flank so javelins do not disrupt the first contact.
  • The commander remains protected and away from the most likely projectile path.
  • Orders and distance are adjusted to make the two lines contact in a useful sequence.

This is a starting point for testing, not a universal script. Battlefield terrain, enemy placement, and projectile range alter the timing.

Expansion engines#

Heavy-infantry expansion#

Core: Hoplites or Hypaspists with a proper commander and a cheaper supporting line.

Strengths:

  • little dependence on Pretender awakening;
  • good against ordinary low-damage infantry;
  • survivors retain value in the first war;
  • predictable morale and formation.

Weaknesses:

  • high resource demand;
  • slow map movement for Hoplites;
  • attrition from high-damage attacks;
  • limited killing speed against dense or armoured enemies;
  • replacement can delay infrastructure.

Elephant expansion#

Core: a small number of elephants behind or beside an infantry screen.

Strengths:

  • high shock and trample output against smaller human troops;
  • fast strategic movement from the mount;
  • low resource cost on the rider listing;
  • strong deterrent against opponents without prepared counters.

Weaknesses:

  • 100 gold per recruit;
  • low mount MR and ordinary morale;
  • catastrophic losses against control, fear, giants, and anti-large force;
  • routs can trample friendly troops;
  • a single bad expansion can delay a fort.

The correct number is empirical. It varies with independent strength, screen size, bless, leadership, target composition, and map. The library will not print a “safe” elephant count until repeated tests establish a range under the frozen settings.

Chariot expansion#

Core: chariots on a flank with a centre that holds the enemy.

Strengths:

  • cheaper than elephants;
  • multiple package elements through rider, corider, and mount;
  • mobile ranged and trample pressure;
  • useful against light troops.

Weaknesses:

  • smaller and easier to stop than elephants;
  • less decisive against dense or large targets;
  • vulnerable if pinned.

Awake-expander expansion#

An awake combat Pretender can:

  • take difficult provinces;
  • establish a second route;
  • reduce mundane losses;
  • deter a first-year attack;
  • bring missing magic.

The cost is paid in:

  • scales;
  • dominion or bless;
  • design paths;
  • risk to the Pretender;
  • healing and support turns;
  • the possibility that the chosen chassis cannot safely fight the actual independent.

Arcoscephalian healing makes a recoverable combat Pretender more attractive, but does not make it immortal or immune to lethal counters.

Target classification#

Before each neutral attack, classify the province.

Independent feature Arcoscephalian concern
Large low-damage infantry Heavy line usually favourable; check total numbers and fatigue
Barbarians or high-strength weapons Protection can be penetrated; use margin and missiles
Heavy cavalry Lance impact can kill expensive infantry or riders
Crossbows Heavy armour helps, but concentrated armour-piercing fire still matters
Archers and slingers Shields and armour help; exposed Peltasts and Slingers suffer
Elephants or other tramplers Body size, morale, and formation require a specific plan
Heavy infantry Killing speed may be too low without elephants or magic
Sacred or unusual independents Inspect weapons, paths, morale, and special abilities
Many commanders or mages Assassination, morale, or magic can change the expected fight

Expansion losses and stop rules#

An expansion party should stop when:

  • its next target is outside the package’s favourable class;
  • losses would delay a fort or second party;
  • the retreat province is unsafe;
  • enemy borders make the party easy to trap;
  • an elephant or commander has accumulated a material affliction;
  • consolidation produces more value than one more exposed province.

The real cost of a dead Hoplite is not thirteen gold. It includes thirty-one resources, recruitment capacity, transport, and the effect of a thinner line on the next battle.

First-year infrastructure#

A robust first year normally needs:

  • continued expansion;
  • a second expansion party or awake Pretender route;
  • a second fort site chosen for population, resources, geometry, and safety;
  • a laboratory where the first new Mystic production matters;
  • temples where dominion, priest recruitment, or sacred production justify them;
  • enough scouts to find neighbours before armies do;
  • a treasury reserve against bad events, defence, and fort completion.

The 300-gold laboratory surcharge changes timing. A fort that cannot receive a laboratory on schedule is not yet a Mystic factory.

Turn-12 test record#

Every serious design should be tested through turn 12 with:

  • exact scales and awakening;
  • exact independent strength;
  • map type or seed;
  • active mod list and order;
  • recruitment by turn;
  • Province Defence purchases;
  • fort, lab, and temple starts;
  • site searching;
  • expansion route;
  • every battle and loss;
  • treasury and gem stock;
  • surviving army;
  • research level;
  • contact and border geometry.

Minimum comparison metrics#

Metric Why it matters
Provinces owned Gross territorial result
Income Ability to sustain Mystics and infrastructure
Forts completed / building Future mage throughput
Labs completed / planned Actual conversion of forts into magic
Mage count and randoms Research and access
Expansion-party survivors Deterrence and replacement burden
Pretender state Wounds, afflictions, location, fatigue and risk
Border length Defence demand
Neighbour contact First-war pressure
Research reached Whether the proposed timing is real

Expansion test hypotheses#

The first Arcoscephale test suite should compare:

  1. scales plus starting heavy infantry;
  2. scales plus early elephants;
  3. mixed infantry, chariots, and elephants;
  4. awake combat Pretender;
  5. dormant intervention Pretender with stronger scales.

For each, test at least:

  • ordinary infantry;
  • barbarians;
  • heavy cavalry;
  • crossbows;
  • heavy infantry;
  • enemy tramplers.

Precise party sizes remain test pending until those runs are saved.

Part VI: Research Response Trees#

The research trunk#

Arcoscephale wants many schools. The solution is not to research every school evenly. It is to reach small conversion nodes that make the present army better, then branch.

A broadly useful trunk is:

  1. Thaumaturgy 1 for Communion Master and Communion Slave.
  2. Alteration 3 for Earth Meld, Body Ethereal, Mossbody where the cross-path exists, and a cluster of defensive or control tools.
  3. Conjuration 3 for Phoenix Power, Summon Earthpower, Power of the Spheres, and early elemental options.
  4. A branch chosen from the observed enemy.

This is doctrine, not a mandatory order. An immediate rush can require Evocation, Thaumaturgy 2, Construction, or another emergency branch first.

Exact early and middle conversion nodes#

The manual confirms the following relevant spells:

Node Requirement Effect and Arcoscephalian use
Communion Master / Slave, Thaumaturgy 1 S1 Creates the national path-elevation system
Mind Burn, Thaumaturgy 2 S2 12+ armour-negating damage, MR negates; early single-target Astral threat
Body Ethereal, Alteration 3 S1 Point protection against nonmagical attacks
Earth Meld, Alteration 3 E2 Area movement control
Phoenix Power, Conjuration 3 F2 Raises Fire on the caster
Summon Earthpower, Conjuration 3 E2 Raises Earth and supplies reinvigoration
Power of the Spheres, Conjuration 3 S1 Raises the caster’s known magic paths
Strength of Giants, Enchantment 1 E2 Point Strength support
Destruction, Alteration 4 E3 Armour-negating armour damage over area
Paralyze, Thaumaturgy 4 S2 MR-negates control against non-mindless targets
Light of the Northern Star, Conjuration 4 S3 Battlefield enchantment raising Astral
Falling Fires, Evocation 5 F3 Area armour-piercing Fire damage
Falling Frost, Evocation 5 W3 Area armour-piercing Cold damage
Gifts from Heaven, Evocation 5 E3S1 Very high damage with low precision; dangerous near friendly troops
Stellar Cascades, Evocation 5 S2 Area armour-piercing fatigue damage
Soul Slay, Thaumaturgy 5 S3 MR-negates death against a single non-mindless target
Mind Hunt, Evocation 6 S4 Remote commander attack; detection and feeblemind risk matter
Sow Dragon Teeth, Enchantment 6 E2 + 1 gem Ten national Spartae in battle
Marble Warriors, Alteration 7 E3 Large-area protection for non-spirit targets
Will of the Fates, Alteration 7 S5 Battlefield-wide Luck
Legions of Steel, Construction 6 E4 Battlefield-wide armour improvement
Army of Lead, Alteration 9 E5S1 Battlefield-wide major protection
Army of Gold, Alteration 9 E5F1 Battlefield-wide major protection
Master Enslave, Thaumaturgy 9 S8 Battlefield-wide MR-negates enslavement against eligible minds

The table gives capabilities, not recommended scripts. Friendly-fire risk, magic resistance, fatigue, gem cost, battlefield range, and enemy resistance still determine value.

Branch A: anti-armour#

Problem#

Enemy protection makes mundane spears and tramplers trade poorly.

Early answer#

  • Destruction at Alteration 4 from an E3 caster.
  • An E2 Mystic reaches E3 through Summon Earthpower or a two-slave communion.
  • Ordinary infantry and tramplers exploit the reduced armour.

Middle answer#

  • combine armour destruction with Falling Fires, Gifts from Heaven, elementals, or strengthened troops;
  • use Stellar Cascades if fatigue rather than immediate kills is the better axis;
  • avoid concentrating expensive magic into a battle the enemy can decline.

Failure branch#

If Destruction misses the relevant squares, or if raw HP and size matter more than Magic Resistance, add control, high damage, or more attacks. Repeating armour reduction will not solve that problem.

Branch B: anti-elite and anti-giant#

Problem#

Few high-stat or giant troops defeat ordinary lines and cannot be trampled efficiently.

Tools#

  • Earth Meld to hold targets;
  • Body Ethereal on critical blockers;
  • Mind Burn, Paralyze, and Soul Slay where MR permits;
  • Gifts from Heaven for extreme physical damage at accepted accuracy risk;
  • elementals to create size and disruption;
  • Destruction if armour is the main defence;
  • fatigue through Stellar Cascades or prolonged combat;
  • a properly chosen Pretender or thug.

Doctrine#

Do not ask one spell to do every job. A complete anti-elite package needs:

  1. a line that survives initial contact;
  2. control or distraction;
  3. damage that attacks the correct defence;
  4. mage protection;
  5. a plan if the elite force attacks the rear or refuses the centre.

Branch C: anti-mass#

Problem#

Large numbers surround the line and exhaust killing capacity.

Tools#

  • elephants and chariots against eligible sizes;
  • Falling Fires or Falling Frost against low resistance;
  • area control;
  • summoned elementals;
  • dense formation infantry to hold frontage;
  • Fire or Cold resistance on friendly forces when using hazardous battlefield conditions.

Failure branch#

If the enemy mass is mindless, do not rely on mind effects. If it is undead, add priests and check the exact banishment environment. If it contains sacrificial chaff protecting dangerous mages, rear pressure or remote commander attacks may matter more than killing every body.

Branch D: anti-undead and anti-demon#

Assets#

  • H1 and H2 priestesses;
  • a prophet or Pretender;
  • Astral, Fire, and national summoned options;
  • morale support;
  • precise information from dominion scrying.

Requirements#

  • enough priests to matter at battlefield scale;
  • bodyguards against undead flyers or assassins;
  • protection against fear and fatigue;
  • Spirit Sight or another answer when darkness, invisibility, or special sight is relevant;
  • an answer to the enemy mages rather than only the undead screen.

The ordinary infantry may hold skeletons but can be exhausted by endless replacement. The strategic target is often the summoning engine.

Branch E: anti-rush#

The emergency branch is selected after reading the neighbour.

Rush feature Candidate response
High protection Alteration 4 for Destruction
Few elite sacreds Thaumaturgy 2/4, control, elementals, body-blocking
Giants Control, high damage, fatigue, avoid elephant dependence
Flyers Rear guards, dispersed mages, bodyguards, wider deployment
Fire or Cold aura Resistance, spacing, ranged damage, suitable element
Glamour and high defence Spirit Sight where available, area effects, attack improvement
Regeneration Concentrated damage, decay or disease where accessible, control
Undead mass Priests, morale, engine-killing

Construction can be an anti-rush branch if a combat Pretender or thug is the fastest viable answer. It is not automatically useful merely because items are permanent.

Branch F: remote Astral control#

Mind Hunt#

Mind Hunt is Evocation 6, S4, two Astral pearls, range six.

Arcoscephale can obtain S4 on capital Astrologers without boosters, though not every Astrologer is S4. Healing reduces the long-term cost of some recoverable afflictions, but does not remove detection risk or make indiscriminate hunting sound.

Targets should be chosen from:

  • commanders outside Astral protection;
  • siege leaders;
  • critical priests;
  • isolated thugs;
  • laboratory mages exposed by scrying and scouts.

The package includes:

  • target intelligence;
  • several S4 casters if the objective justifies them;
  • a safe laboratory;
  • pearls;
  • healing capacity;
  • a plan for enemy Astral detection or domes.

Soul Slay and Master Enslave#

Soul Slay is a battlefield precision tool against eligible high-value units. Master Enslave is an endgame operation, not a research aspiration in isolation.

A Master Enslave operation needs:

  • S8 effective skill;
  • a robust communion;
  • penetration;
  • protection from interruption;
  • enough fatigue support;
  • a plan for mindless and high-MR enemies;
  • commanders able to control any captured units;
  • an exploitation plan if the enemy army is stolen.

Branch G: battlefield renewal#

Arcoscephale’s mundane army scales when research makes old soldiers survive modern magic.

Key transformations include:

  • point ethereal and protection effects on the contact line;
  • Destruction making ordinary spears relevant against armour;
  • Marble Warriors improving a broad formation;
  • Will of the Fates reducing casualties across the army;
  • Legions of Steel improving worn armour;
  • Army of Lead or Gold creating a late-game protected mass.

The more expensive the buff package, the more important it is to ask whether the troops are the right recipients. A battlefield-wide spell does not make a routed, immobile, poisoned, or bypassed army successful by itself.

Research rejoin points#

Emergency branches should rejoin a larger plan.

Examples:

  • Thaumaturgy 2 anti-elite -> Thaumaturgy 5 for Soul Slay -> Evocation 6 for Mind Hunt;
  • Alteration 4 anti-armour -> Alteration 7 for Marble Warriors and Will of the Fates -> Alteration 9;
  • Evocation 5 damage -> Evocation 6 remote Astral -> later battlefield offence;
  • Conjuration 3 self-buffs -> Conjuration 4 Northern Star -> national and elemental summons;
  • Construction branch for a Pretender -> boosters -> ritual access.

The rejoin point should be recorded before emergency research begins, preventing a permanent drift across half-finished schools.

Part VII: Army Packages#

Package 1: The old line#

Purpose: defeat ordinary human troops and hold ground cheaply.

Core:

  • Hoplite or Hypaspist centre;
  • Cardaces or Peltasts as screen or flank;
  • one reliable commander;
  • optional Hiereia;
  • scouts on the operational route.

Scaling:

  • add a Strategos for a larger army;
  • add elephants or chariots for killing power;
  • add a small Mystic cell once research provides a specific effect.

Failure modes:

  • high-damage weapons penetrate the line;
  • fatigue breaks Hoplites;
  • flyers reach the rear;
  • the army cannot kill high protection;
  • slow movement cedes operational initiative.

Package 2: The elephant hammer#

Purpose: break large formations of smaller ordinary troops.

Core:

  • infantry screen;
  • elephant group on a flank or behind the line;
  • commander with adequate leadership and morale support;
  • rear guard;
  • scouting of size, morale attacks, and MR-negates magic.

Scaling:

  • add enough elephants to create simultaneous contact;
  • add point buffs to the screen;
  • add area damage or control so elephants are not stopped by elites;
  • add Hiereia/Archousa support and a post-battle healing route.

Failure modes:

  • panic or control;
  • giants;
  • rear attack on commanders;
  • a narrow battlefield;
  • friendly trampling during rout;
  • overinvestment in a countered chassis.

Package 3: Independent Mystic battery#

Purpose: obtain many useful casts without communion concentration.

Core:

  • several Mystics selected for the same low-level effect;
  • one pearl or relevant elemental gems where needed;
  • heavy infantry screen;
  • separation and bodyguards;
  • strict scripts whose unscripted continuation is acceptable.

Examples:

  • repeated Body Ethereal;
  • Mind Burn from S2 casters;
  • Power of the Spheres followed by elemental effects;
  • small elemental summons;
  • repeated point buffs.

Strength: every mage acts.

Failure: individual path and gem use may be less powerful than a communion; spell-selection variance can scatter effects.

Package 4: Four-slave elemental communion#

Purpose: turn common elemental randoms into level-three battlefield casters.

Core:

  • four Communion Slaves;
  • one or two chosen masters;
  • screen and rear guard;
  • gem load calculated from the exact script;
  • no unnecessary masters.

Candidate master outcomes:

  • F1 -> F3;
  • W1 -> W3;
  • E1 -> E3;
  • S1 -> S3.

Self-buffs can raise paths further, but also change fatigue relationships and must be tested.

Failure: slave fatigue, lost threshold, massed mage casualties, or masters improvising expensive spells.

Package 5: Astral elimination cell#

Purpose: remove a few high-value eligible targets.

Core:

  • Astrologers or appropriate masters;
  • Soul Slay or another current Astral killing spell;
  • penetration where available;
  • a line long enough to permit repeated casts;
  • target selection based on MR and mind status.

Failure: high MR, mindlessness, enemy Magic Duel threat, insufficient range, or line collapse.

Package 6: Armour-break combined arms#

Purpose: let ordinary troops and tramplers defeat armour.

Core:

  • E3 effective caster for Destruction;
  • resilient screen;
  • Hypaspists, elephants, chariots, or summoned bodies ready to exploit;
  • secondary magic if armour destruction lands unevenly.

Failure: the enemy disperses, kills the Earth caster, relies on innate protection, or counters the exploitation force.

Package 7: Fort storm and Throne claim#

Purpose: convert field advantage into victory position.

Core:

  • sufficient siege bodies;
  • a storming line;
  • an anti-commander or anti-mage plan;
  • H2 or H3 claim capacity as required by the Throne;
  • supply and laboratory support;
  • a relief interception force;
  • replacement commanders.

Arcoscephale’s strength in field magic does not automatically crack walls or claim Thrones. The claim-capable priest and army must arrive together after the fort falls.

Package 8: Distributed counter-raiding#

Purpose: prevent fast or stealth forces from turning a slow main army into territorial collapse.

Core:

  • dominion scrying on approaches;
  • scouts outside dominion;
  • small Mystic cells in protected labs;
  • cheap commanders and local troops;
  • mobile elephants, chariots, or a Pretender where suitable;
  • fort and laboratory redundancy.

Failure: every cell is too weak, pearls are absent, or the main army cannot exploit the enemy’s dispersion.

Part VIII: Pretender Families#

Family A: Awake expansion and missing path#

Job#

  • take difficult neutral provinces;
  • preserve national troops;
  • deter an early rush;
  • bring one or two missing paths, commonly Death, Air, Glamour, or another ritual bridge.

Good fit#

  • crowded maps;
  • dangerous neighbours;
  • weak starting terrain;
  • a design whose chassis can reliably expand under the actual settings.

Costs#

  • weaker scales;
  • Pretender risk;
  • fewer design points for broad ritual access;
  • possible overlap with elephants.

Audit#

The chassis must be tested against heavy cavalry, barbarians, poison, magic weapons, and MR attacks. Healing is a recovery advantage, not a licence to attack unknown targets.

Family B: Dormant intervention platform#

Job#

  • stronger scales than an awake expander;
  • arrive near the first serious war;
  • carry missing paths;
  • serve as thug, battlefield caster, forger, or ritual bridge.

Good fit#

  • national troops can expand;
  • the likely danger begins after contact;
  • the nation wants a high-impact mid-game path package.

Costs#

  • no help during the first expansion turns;
  • the planned battlefield role can be invalidated by the actual neighbour;
  • a dormant chassis that cannot move or fight as expected may become an expensive researcher.

Family C: Imprisoned scales and research#

Job#

  • maximise gold, resources, growth, and research scales;
  • multiply forts and Mystics;
  • emerge as a late ritual platform.

Good fit#

  • spacious map;
  • reliable troop expansion;
  • diplomatic room;
  • a plan that uses the additional economic throughput before awakening.

Costs#

  • no Pretender during expansion or first war;
  • greater vulnerability to rush;
  • high-path ritual promises may arrive after the decisive period.

The design succeeds only if the recruitable state survives long enough to compound.

Family D: Sacred-support hybrid#

Job#

  • provide an incidental or moderate bless to Heart Companions;
  • remain useful as an expander, battlefield caster, or ritual bridge.

Good fit#

  • the capital can recruit Companions without sacrificing the rest of the plan;
  • the bless also improves sacred commanders, summons, or the Pretender;
  • the sacred unit fills a clear tactical role.

Costs#

  • capital-only recruitment;
  • heavy resources;
  • slow map movement;
  • bless points that could solve wider national constraints.

Family E: Ritual bridge#

Job#

Provide paths missing from the national roster.

Priority candidates:

  • Death for the national Underworld summons and wider Death economy;
  • Air for mobility, lightning, forging, and storm tools;
  • Glamour for sight, illusion, and control options;
  • Blood only if the design includes a credible way to create and sustain a Blood economy;
  • high Nature for national N3/N4 rituals and global access.

Audit#

For every promised ritual, write the complete route:

Pretender base path
+ named booster
+ empowerment if any
+ research level
+ gem cost
+ laboratory and province requirement
= legal caster

If one step is missing, the ritual is not part of the build.

Historical builds and current legality#

Earlier project discussions proposed:

  • an imprisoned Astral-Earth Titan;
  • a dormant Great Enchantress with Astral, Earth, Nature, and Death;
  • a later Grand Hierophant with Fire, Air, Astral, and Blood under the combined mod set.

These are retained as historical design families, not copied as current legal builds. Chassis paths, design costs, scale limits, blesses, and mod abilities must be rebuilt in the current Pretender screen before publication as finished designs.

Scale priorities#

Order#

Supports:

  • expensive mage recruitment;
  • fort and laboratory construction;
  • elephants and ordinary armies.

The national +1 limit makes high Order available, but the final value depends on the design-point curve and map economy.

Production#

Supports:

  • Hoplites;
  • Hypaspists;
  • Heart Companions;
  • fort provinces with strong local resources.

Elephants themselves are not resource-intensive on the rider listing, so an elephant-heavy opening can use gold faster than resources.

Growth#

Supports:

  • long-run income;
  • population resilience;
  • supplies;
  • Blood resistance if Blood Hunting occurs nearby;
  • campaigns expected to last.

Magic#

Supports:

  • Research Points;
  • spell performance through the scale’s ordinary effects;
  • the national plan of reaching several response nodes.

It also affects enemy magic in the same province and may interact with events. It is not an uncontested bonus.

Luck#

Interacts with events and the concentration of Astrologer Fortune Tellers. It should be evaluated as part of the whole event policy, not only because the nation uses Astrologers.

Temperature#

Choose after checking:

  • national preference;
  • design points;
  • income and supplies;
  • expected battlefield effects;
  • mod changes.

Sloth#

Sloth purchases design points by taxing a roster that contains resource-heavy infantry and sacreds. It is more plausible in an elephant- or magic-heavy design than in one promising massed Hoplites and Heart Companions.

Part IX: Campaign Doctrine#

Early game#

Objectives#

  • expand without crippling attrition;
  • identify neighbours before contact becomes war;
  • begin the second fort and its 300-gold laboratory;
  • recruit the first Mystic portfolio;
  • retain enough mundane force to deter a rush;
  • choose research from observed threats.

Questions each turn#

  • Which independent class is the next target?
  • Is a valuable elephant or commander entering an uncertain battle?
  • Does the treasury still meet the fort and laboratory schedule?
  • Which Mystic random appeared, and has it been recorded?
  • Which neighbour can reach the capital fastest?
  • Does the research branch produce a complete package before that attack?

Common early failure#

Arcoscephale can spend on everything:

  • 190-gold Mystics;
  • 270-gold Astrologers;
  • 100-gold elephants;
  • forts;
  • 300-gold labs;
  • ordinary armies.

The nation risks buying one of each and completing none of its conversions. A plan should state the current priority:

expansion force
or infrastructure
or mage throughput
or emergency defence

The other categories receive maintenance, not equal spending.

First war#

War aim#

The first war should have a positional aim:

  • remove a dangerous rush neighbour;
  • seize a fort cluster;
  • secure a Throne corridor;
  • take a high-income or high-gem region;
  • shorten the border;
  • destroy an exposed mage core.

“Use the research lead” is not a war aim.

Preparation#

Record:

  • enemy troop defence classes;
  • known magic paths and school evidence;
  • likely battlefield enchantments;
  • routes and retreat provinces;
  • fort wall strength and relief distance;
  • required gems by battle;
  • replacement Mystic production;
  • the branch if the first army is countered.

First-war strengths#

  • heavy infantry can anchor;
  • elephants punish unprepared human formations;
  • Mystics can tailor several low- and middle-level packages;
  • automatic scrying improves defence inside dominion;
  • healing preserves expensive survivors;
  • Astrologers threaten high Astral.

First-war weaknesses#

  • most mages are expensive human bodies;
  • a large communion risks a national research disaster;
  • no normal Death, Air, Glamour, or Blood limits adaptation;
  • tramplers have clear morale and MR counters;
  • heavy infantry can be bypassed or fatigued;
  • the 300-gold lab cost slows replacement infrastructure.

Middle game#

The middle game begins when the nation has several forts, multiple Mystic cohorts, and enough research that the opponent must respect several branches.

Objectives#

  • turn random-mage breadth into repeatable packages;
  • establish booster and gem logistics;
  • create at least one remote or mobile threat;
  • defend the capital Astrologer pipeline;
  • convert won battles into forts and labs;
  • begin a Throne claim plan.

Portfolio doctrine#

Do not send the entire mage corps with one army. Divide it into:

  • research reserve;
  • main field package;
  • counter-raiding cells;
  • ritual and forging specialists;
  • capital Astral core;
  • healing and recovery hubs.

The exact proportions change during war. The distinction prevents the same mage from being promised simultaneously to research, forge, cast a ritual, and fight.

Late game#

National late-game strengths#

  • accumulated Astral;
  • communions capable of high battlefield paths;
  • broad elemental response;
  • strong research if the fort network survived;
  • information across friendly dominion;
  • healing of valuable commanders;
  • access to high-end Astral rituals and battlefield magic.

National late-game limits#

  • low innate non-Astral path ceilings;
  • absent Death, Air, Glamour, and Blood unless bridged;
  • mortal human mage core;
  • expensive fort and lab replacement;
  • capital dependence for Astrologers;
  • greater enemy ability to clear dense armies and communions.

Late-game transition#

The old army should become one of several shells around the magic:

  • protected mass;
  • siege and Throne body;
  • screen for remote or high-Astral operations;
  • distributed defence;
  • disposable frontage for summons.

If every late-game battle still depends on unmodified Hoplites and elephants reaching melee, research has not been converted.

Endgame and Thrones#

An endgame plan states:

  • current Ascension Points;
  • claimable Thrones and required priest levels;
  • forts and walls on each target;
  • enemy relief routes;
  • magic-phase threats;
  • claim timing;
  • the army that survives after the storm;
  • the diplomatic response to visible victory progress.

Arcoscephale’s H2 Archousa can claim Thrones that require H2. Higher requirements need a prophet, Pretender, hero, or imported priest.

Automatic scrying helps defend claimed territory inside dominion, but the victory turn may depend on simultaneous attacks beyond that information umbrella.

Raiding#

Native raiders#

Unmodded Arcoscephale is not defined by stealth thugs or flying sacreds. Native options are modest:

  • small conventional troop groups;
  • chariot or elephant detachments against known weak defence;
  • a combat Pretender;
  • a geared commander when Construction and target class justify it;
  • remote Astral attacks against commanders rather than province capture.

Raiding doctrine#

The nation should raid to:

  • cut reinforcement routes;
  • take laboratories;
  • force counters away from the decisive siege;
  • break a dominion or temple corridor;
  • isolate a fort;
  • punish an enemy who concentrated against the main line.

Slow heavy infantry should not chase fast raiders province by province. Scrying, forts, Mystic cells, mobile tramplers, and prediction form the counter-raiding system.

Sieges#

The roster supplies many human siege bodies but no automatic siege miracle.

Before besieging:

  • calculate whether the army can breach on the required deadline;
  • protect the lab and gem route;
  • keep enough field power to defeat relief;
  • preserve a storming package distinct from wall damage;
  • move a claim-capable priest toward any Throne;
  • scout every adjacent retreat.

Mystics researching inside a siege army are not free value if a relief battle destroys them.

Diplomacy#

Arcoscephale presents two political images.

The visible image is a conventional human kingdom with slow infantry and elephants. The hidden image is a rapidly compounding Astral state capable of communions, remote attacks, and high research.

This creates predictable diplomacy:

  • neighbours may seek an early war before the mage network matures;
  • others may value Arcoscephale as a stable border or anti-elite partner;
  • Mind Hunt and Master Enslave potential can make later coalitions wary;
  • scrying makes covert movement inside dominion less reliable;
  • broad but shallow paths create useful gem and item trades.

Good diplomacy communicates enough strength to deter without advertising every random and research branch.

Matchup framework#

Against heavy armour#

Prefer:

  • Destruction;
  • high-damage or armour-negating magic;
  • fatigue;
  • elementals;
  • a protected line that buys casting time.

Avoid:

  • relying on ordinary spear damage alone;
  • sending elephants into elite armour without disruption.

Against giants#

Prefer:

  • Earth Meld and other control;
  • Gifts from Heaven or other high-damage effects;
  • fatigue and MR pressure;
  • enough line depth to prevent immediate mage contact.

Avoid:

  • treating trample as the primary answer;
  • spending heavily on protection that giant damage easily penetrates without another plan.

Against high-MR elites#

Prefer:

  • physical control and damage;
  • armour destruction;
  • fatigue that does not depend on one MR check;
  • penetration only when the arithmetic is credible.

Avoid:

  • a pure Soul Slay plan without enough attempts and penetration.

Against undead mass#

Prefer:

  • priest support;
  • engine killing;
  • morale protection;
  • fire, area damage, and fatigue tools appropriate to the exact undead;
  • sustained lines that do not exhaust before the summoners.

Avoid:

  • counting skeleton kills without measuring mage fatigue and replacement.

Against flyers and attack-rear forces#

Prefer:

  • rear guards;
  • mage bodyguards;
  • wider or staggered deployment;
  • separated mage cells;
  • predictive interception through scrying.

Avoid:

  • a single unguarded communion block.

Against glamour and stealth#

Prefer:

  • dominion scrying;
  • Spirit Sight or other current sight tools;
  • area effects;
  • patrol networks;
  • redundant defence.

Avoid:

  • assuming a missing army is absent.

Against enemy Astral#

Prefer:

  • explicit Magic Duel policy;
  • non-Astral damage where possible;
  • protecting high-S Astrologers;
  • decoy and target-priority planning;
  • assessing enemy penetration and remote threat.

Avoid:

  • exposing irreplaceable high-S casters to cheap duellists without need.

Heroes#

The unmodded national hero pool includes:

Hero Strategic contribution
Anthromachus Inspirational military leadership
Orokestes, Hierophant F1A1W1E1S2H2; unique Air and broad cross-path access
Pathos, Son of Titans Durable inspirational hero with Awe and Invulnerability
Axieros, Kabeiride W1N3H2, Healing 3, Sailing, recuperation and support abilities

Heroes are opportunities, not foundations. A plan that requires Axieros for N3 or Orokestes for Air has no deadline guarantee unless the hero is already present.

When a hero appears:

  1. record the exact paths and abilities in the current version;
  2. identify unique items, rituals, or movement unlocked;
  3. protect the hero according to replacement impossibility;
  4. avoid forcing the hero into a role a repeatable recruit can perform.

Gem economy#

The capital produces four Astral pearls and one Nature gem per month.

Astral pearls compete among:

  • communions and Power of the Spheres;
  • battlefield Astral;
  • forging;
  • remote magic;
  • boosters;
  • globals;
  • high-end rituals;
  • reserve against an unexpected war.

Nature gems compete among:

  • support summons;
  • boosters;
  • national Monster Boar or Hamadryad routes after access exists;
  • later globals;
  • trades that buy missing Death, Air, or other resources.

An Astral-rich nation can still run out of pearls if every Mystic receives one for every battle. Gem budgets should be assigned by operation, not distributed by habit.

Laboratory and item security#

Because labs cost 300 gold and pool gems:

  • do not leave the only forward laboratory exposed;
  • keep irreplaceable boosters off commanders taking uncertain routes;
  • maintain a rear laboratory for recovery;
  • transfer operation gems shortly before commitment;
  • record item ownership;
  • include retreats and laboratory capture in the invasion ledger.

New-player turn checklist#

Recruitment#

  • Is every fort recruiting the commander it needs?
  • Was a rare Mystic random identified?
  • Is the capital buying an Astrologer for a defined job?
  • Can a Hiereia be recruited outside a fort instead?
  • Does troop recruitment match local gold and resources?

Research#

  • What enemy problem does the current school solve?
  • Which mage can cast the spell?
  • Does the caster need a communion, self-buff, gem, or item?
  • Will the army and caster reach the same battle?

Armies#

  • Are elephants screened?
  • Is the rear protected?
  • Is the commander safe?
  • Are retreat provinces friendly?
  • Are slow Hoplites delaying an urgent operation?

Economy#

  • Is the next fort still affordable?
  • Has the 300-gold lab been budgeted?
  • Are pearls reserved for the next operation?
  • Is a mage promised to both research and fight?

Information#

  • What is seen by scouts?
  • What is seen only by dominion scrying?
  • Which report is stale?
  • Could the missing force use stealth or magic movement?

Expert turn audit#

  • Recalculate specialist probabilities against current recruitment.
  • Separate native, boosted, bootstrapped, and imported path claims.
  • Compare independent casting with communion opportunity cost.
  • Check every master/slave path and fatigue relationship.
  • Audit post-script spell-selection risk.
  • Check Magic Duel exposure.
  • Recalculate siege and relief clocks.
  • Mark every S4+ Astrologer and rare dual-path asset.
  • Protect capital recruitment and laboratory continuity.
  • Update Throne claim capacity and simultaneous victory threats.

Part X: Dominions Enhanced 2.16#

Scope of the overhaul#

Dominions Enhanced 2.16 genuinely overhauls MA Arcoscephale. The changes go well beyond one adjusted cost.

Source-confirmed changes include:

  • a rebuilt ordinary troop roster;
  • new phalangite and cavalry units;
  • a new mounted commander;
  • revised Hoplites, Hypaspists, Heart Companions, Archousai, Mystics, and Astrologers;
  • paired Heart Companion recruitment at national sites;
  • capital Hetairoi;
  • a different hero pool and multihero;
  • a large national spell and summon suite;
  • national items;
  • new late-game Titans, nymphs, heroes, and constellation magic.

The strategic identity changes from “broad low-elemental Astral nation with several inaccessible nationals” to “Astral combined arms with a geography-dependent summon ladder capable of opening most missing paths.”

Recruitment rewrite#

The nation block clears ordinary recruitment and then rebuilds access.

Fort commanders#

All listed terrain forts receive:

  • Scout;
  • Lokhagos;
  • Hipparchus;
  • Strategos;
  • Mystic;
  • Archousa;
  • Hiereia.

The Hiereia is also added outside forts in plains, forests, mountains, swamps, wastes, farms, and caves.

Capital Astrologer access remains tied to the Tower of a Thousand Stars rather than the rebuilt ordinary fort list.

Ordinary troops#

The rebuilt list contains:

  • Slinger;
  • Peltast;
  • Cardaces;
  • Hoplite;
  • Phalangite;
  • Hypaspist;
  • Prodromoi;
  • Chariot;
  • Elephant.

Hetairoi are defined but commented out of the ordinary list. They are instead placed at the Tower of a Thousand Stars. Paired Heart Companions are placed at that site and at the Gymnasium.

Starting army#

The mod sets:

  • Lokhagos as starting commander;
  • Scout as starting scout;
  • twenty Peltasts;
  • twenty Hoplites.

Revised and new units#

Hoplite#

Source-confirmed delta:

  • Defence 11;
  • effective gold setting 11 in the mod source;
  • new sprites.

Compared with the unmodded 13-gold Defence-9 Hoplite, this is a substantial efficiency and survival improvement.

Hypaspist#

Source-confirmed delta:

  • Attack 12;
  • Defence 13;
  • Combat Speed 14;
  • effective gold setting 12.

The source contains two consecutive Defence assignments, 11 then 13; the later value controls. The unit becomes a faster and cheaper elite line rather than merely the flexible alternative to a Hoplite.

Phalangite, unit 9316#

The new MA Phalangite:

  • uses half plate, Hoplite helmet, and buckler;
  • wields a Sarissa;
  • has HP 11, Strength 11, Attack 12, Defence 12;
  • costs 16 recruitment points;
  • uses the source’s effective 13-gold setting.

The long Sarissa and lighter armour define a more offensive formation unit than the old Hoplite.

Prodromoi, unit 9317#

The Prodromoi are light cavalry:

  • Xyston, broad sword, and javelin;
  • ring-mail hauberk, half helmet, and buckler;
  • Skilled Rider 3;
  • leather-barding horse;
  • HP 11, Attack 11, Defence 11, Morale 12;
  • 13 recruitment points;
  • effective 10-gold setting.

They add cheap mobile flank and skirmish pressure that vanilla MA Arcoscephale lacks.

Hetairoi, unit 9318#

The Hetairoi are capital-site heavy cavalry:

  • half plate, half helmet, and buckler;
  • Xyston, broad sword, and javelin;
  • Skilled Rider 5;
  • light scale-barding horse;
  • HP 13, Strength 12, Attack 12, Defence 12, Morale 12.

Their cost and recruitment values are inherited from the copied Agema Companion because the proposed explicit overrides are commented out. The exact final in-game card remains a combined-object verification item.

Hipparchus, unit 9319#

The Hipparchus is the matching cavalry commander:

  • same main equipment family as the Hetairoi;
  • Skilled Rider 6;
  • light scale-barding horse;
  • HP 13, Attack 12, Defence 12, Morale 12;
  • inherited leadership and costs from the Agema Commander.

The final inherited values should be captured from the live modded unit card before publication of a numeric quick-reference.

Heart Companions in pairs#

Unit 9322 represents paired recruitment:

  • source cost 50 gold;
  • recruitment-point cost 46;
  • resource cost 28;
  • Plate Hauberk, Hoplite Helmet, Buckler, Sarissa;
  • Morale 14, Strength 12, Attack 12;
  • description explicitly states that two are recruited at once.

Seasonal shapes and nation events convert the paired representation into two ordinary Heart Companions. The ordinary Heart Companion is also rewritten with the same equipment family and improved Morale, Strength, and Attack.

This changes sacred economics:

  • the recruitment purchase is indivisible;
  • the effective body cost is nominally half the pair cost;
  • capital and Gymnasium access matters;
  • bless value must be recalculated against two-at-a-time production;
  • the transformation/event timing should be reproduced before assuming both bodies are immediately available in every interface.

Archousa#

The Archousa becomes:

  • N2 rather than N1;
  • 265 gold rather than 235.

This single path increase is strategically central. It turns high Nature from a hero-dependent hope into a booster and summon-ladder project.

Mystic#

The Mystic gains Poor Magic Leadership.

The magic random structure is not cleared or rewritten in the inspected source, so the unmodded path distribution remains unless another loaded layer changes it. Poor Magic Leadership matters when summoned magic beings are moved with Mystic armies.

Astrologer#

The Astrologer gains permission to use restricted-item group 10, enabling the national Zodiac item. The base path structure is not rewritten in the inspected source.

Site recruitment#

Tower of a Thousand Stars#

Dominions Enhanced clears and rewrites the site:

  • 4 Astral pearls per month;
  • 1 Nature gem per month;
  • Astrologer as home commander;
  • paired Heart Companions;
  • Hetairoi.

Gymnasium#

The Gymnasium is rewritten to provide paired Heart Companions.

This creates two sacred-production cases:

  • capital production from the Tower;
  • any obtained Gymnasium site.

The frequency and map availability of Gymnasia are not a guaranteed national resource and should not be assumed at Pretender design.

Hero rewrite#

The MA national hero line becomes:

  • Aleksandros, the Conqueror;
  • Orokestes;
  • Pathos;
  • Axieros;
  • Muse as multihero.

Aleksandros#

Aleksandros replaces Anthromachus in the era’s primary hero slot. The source defines:

  • mounted movement;
  • Awe and Fear;
  • Inspirational 2;
  • high leadership;
  • sacred status;
  • enchanted equipment;
  • events that rally local population types when he is present.

The rally events can generate troops and commanders from horse tribes, Raptorians, several Amazon types, elephant populations, Atavi, and other local groups. These are opportunity effects dependent on both the hero and province population type.

Muses#

Muses are repeatable multiheroes with:

  • Glamour 3;
  • two random picks from a Fire/Air/Astral/Nature mask in the source;
  • Awe, stealth, seduction, Inspirational 2, and Inspiring Research 1;
  • sacred and magic-being status.

They can open valuable paths, but hero arrival remains non-deterministic. A deadline-safe plan cannot require a Muse.

Adventurers and Divine Heroes#

The nation receives future-site pools for:

  • adventurer heroes;
  • Divine Heroes;
  • ordinary national heroes;
  • a broad summon catalogue.

These pools support national spells. They are not ordinary recruits.

National spell suite#

The source-confirmed DE suite is grouped below by strategic function. Fields inherited through #copyspell should be checked on the final in-game spell card; explicit overridden values are reliable source claims.

Immediate and battlefield magic#

Spell Research Explicit requirement Cost Effect
Zodiac Cascades 0 S1 0 Modified Stellar Cascades, AoE 3, Precision +5; unavailable in caves
Light of the Aries Constellation 4 S4F1 Inherits Northern Star cost Fire +1 and Astral +1 to eligible casters; Fire Resistance 5 to battlefield
Light of the Cetus Constellation 5 S4W1 Inherits Northern Star cost Astral +1; battlefield speed -25%, +3 encumbrance, d4 fatigue per square moved
Light of the Taurus Constellation 6 S4E1 Inherits Northern Star cost Earth +1, Astral +1, Reinvigoration 4
Dissolve into Atoms 7 Inherits Soul Slay path 20 fatigue AoE 1, MR negates, soul slay; ethereal targets are harder to affect
Light of the Libra Constellation 7 S6 Inherits Northern Star cost Spirit Sight to battlefield and Astral +1
Summon Daimones 7 S4 3 pearls Twelve sacred ethereal Daimones; secondary effect gives Luck to 25% of friendly soldiers

The four constellation lights are mutually incompatible with each other and with an Arcoscephalian Light of the Northern Star. They are a strategic choice, not cumulative path stacking.

Astral economy and events#

Spell Research Requirement Cost Effect
Power of the Zodiac 5 Inherited from Stellar Focus 25 pearls Produces five Astral pearls per month; attempts to override Stellar Focus; not in caves
Call to Adventure Thaumaturgy 4 S4 15 pearls Summons a band drawn from the national adventurer montage
Baleful Conjunction Inherits Baleful Star Inherited 4 pearls Mountain cast; +30 unrest, Misfortune +3, 10% of units cursed through event
Beneficent Conjunction Inherits Baleful Star Inherited 4 pearls Mountain cast; -30 unrest, Luck +3, 10% tax boost through event
Cursed Omen 6 Inherited 5 pearls Mountain cast; event intended to curse half the target army

Event-based ritual outcomes and temporary scale duration should be reproduced under the combined mods.

Nature and elemental summon ladder#

Summon Research Requirement Cost Geography Summoned magic
Contact Karyatid 4 N3 20 Nature Forest N3 in forest, N2 outside
Contact Oceanid 5 W3 25 Water Not restricted in shown block W3 plus three random picks from A/E/D/N/G
Contact Oreiad 6 N4 30 Nature Mountain or border mountain N3A2E1
Contact Eleionomae 6 W3 35 Water Swamp W3D2A1
Contact Nephelae 7 W3A1 30 Water Not caves A3W3
Daughter of the Evening 8 S4 38 pearls Ordinary land conditions S3A2, immortal
Summon Boread 8 A3W2 45 Air Ordinary valid province Winged giant commander

This is the heart of the overhaul. Geography becomes magic access.

Unique and late summons#

Summon Research Requirement Cost Notes
The Guardian of Hades Conjuration 6 D4 20 Death Unique Kerberos
Summon Divine Hero Conjuration 7 S5 40 pearls One Divine Hero from national pool
Titan of War & Wisdom Conjuration 8 S4E2 40 pearls Unique Athena
Titan of the Seas Conjuration 8 W4E2 40 Water Underwater only; unique Poseidon
Titan of the Underworld Conjuration 8 D5 40 Death Unique Hades
The Scourge of the Deeps Conjuration 9 W5N3 60 Water Underwater only; unique Cetus

Other national summons#

  • Headless Men: N2, seven Nature gems, ten-plus Blemmyes; the school and research level are inherited from Summon Ogres.
  • Sow Dragon Teeth and the unmodded Arcoscephalian national rituals remain relevant unless specifically overwritten elsewhere.
  • The future-site lists also identify Spartae, Blemmyes, Lampads, Hound of Twilight, Keres, Keledone, Khalkotauros, Daimones, nymph commanders, Kerberos, and the three Titans as national summon products.

National items#

Bag of Dragons Teeth#

Source-confirmed:

  • Construction 5;
  • Earth level 2 through the copied Earth item;
  • reduced item cost;
  • summons three Spartae at battle start;
  • grants one point of magic leadership;
  • restricted to a group of appropriate nations including MA Arcoscephale.

It converts an E2 forge turn and Earth gems into a repeatable battlefield screen or reinforcement. The exact inherited base cost should be read from the final item card.

Horoskopos#

Source-confirmed:

  • S2;
  • cursed and not normally forgeable/found in the ordinary way;
  • Luck;
  • Morale +2;
  • Inspirational 1;
  • effects apply to the mount where relevant.

Its acquisition route is not established by the inspected item block. It should not be included in a routine forge plan until reproduced.

Zodiac#

Source-confirmed:

  • Construction 5;
  • S2;
  • Astrologer-restricted item group;
  • 50 points of bad-event prevention;
  • Twist Fate;
  • effects extend to mount.

The mod explicitly authorises Astrologers to use its restricted group. This turns selected Astrologers into provincial event-control assets without changing their magic.

DE access ladders#

Reliable Nature-to-Air ladder#

  1. Recruit an N2 Archousa.
  2. Obtain a named Nature booster to N3.
  3. Cast Contact Karyatid in a forest.
  4. Use the N3 Karyatid in forest, with a booster to N4 if required.
  5. Cast Contact Oreiad on a mountain.
  6. Receive an N3A2E1 Oreiad.
  7. Use Air boosters, empowerment, or another summon to reach higher Air.

Every step requires the relevant research, gems, item, and geography. The ladder is powerful because it is reproducible; it is not instantaneous.

Water-to-Death ladder#

  1. Preserve a W2 Mystic.
  2. Add a named Water booster to reach W3 for ritual casting.
  3. Cast Contact Eleionomae in a swamp.
  4. Receive W3D2A1.
  5. Use Death boosters, empowerment, or further summons to reach D4.
  6. Cast The Guardian of Hades or other Death nationals.

Contact Oceanid is an alternate W3 route with random Death, Glamour, Nature, Air, or Earth outcomes. Because the Oceanid randoms are variable, it is a portfolio rather than deadline guarantee.

Astral-to-Air ladder#

  1. Recruit an S4 Astrologer or boost S3.
  2. At Conjuration 8, cast Daughter of the Evening.
  3. Receive an immortal S3A2 commander.
  4. Use Air boosters or combine with Water access.
  5. Reach A3W2 for Summon Boread or other Air operations.

Constellation ladder#

Astrologer randoms can naturally provide:

  • S4F1 for Aries;
  • S4W1 for Cetus;
  • S4E1 for Taurus.

Because the fixed and rare randoms interact, exact probabilities should be computed from the current Astrologer distribution and verified after the mod is loaded. S6 for Libra requires boosters or another high-Astral route.

DE research priorities#

The mod creates two new trunks.

Constellation trunk#

  • immediate Zodiac Cascades provides an early fatigue tool;
  • Conjuration 4 gives the ordinary Northern Star and the research neighbourhood for Aries if the copied school remains;
  • levels 5-7 progressively add Cetus, Taurus, and Libra;
  • the chosen constellation must fit the army and enemy because only one light can operate.

Nymph trunk#

  • level 4 Karyatid begins the Nature ladder;
  • level 5 Oceanid begins the Water-random ladder;
  • level 6 Oreiad and Eleionomae open Air and Death;
  • level 7 Nephelae and Divine Heroes expand force;
  • level 8 Daughter of Evening and Titans establish late magic.

The best branch depends on gems and terrain. Researching Contact Oreiad without an N4 caster and a mountain produces no immediate capacity.

DE army identity#

The new roster supports a more mobile combined-arms formation:

  • cheaper improved Hoplites;
  • fast Hypaspists;
  • offensive Phalangites;
  • cheap Prodromoi;
  • capital Hetairoi;
  • paired sacreds;
  • elephants and chariots;
  • constellation-enhanced Mystics.

The nation can now create:

  • a mobile Map Move 16 cavalry and infantry wing;
  • a slower sacred or Hoplite core;
  • Astral fatigue operations;
  • nature-spirit and elemental commander support;
  • late unique-summon armies.

Mixed movement must still be audited. One slow unit can reduce the route of an otherwise mobile force.

Part XI: Divinitus 1.15.3 DE and the Grand Hierophant#

Layer boundary#

Divinitus does not rewrite MA Arcoscephale’s ordinary national roster in the inspected source. It rewrites Pretenders and adds event-driven powers.

The relevant national interaction is:

Dominions Enhanced national overhaul
+ Divinitus Pretender choice
= combined MA Arcoscephale

The strongest documented interaction is the Grand Hierophant, monster 3053.

Combined object inheritance#

Dominions Enhanced first rewrites the Grand Hierophant with:

  • S2;
  • path cost 20;
  • base Pretender cost 30;
  • HP 10, MR 18, and human item slots;
  • 50 points of bad-event prevention;
  • Disease Resistance 100.

Divinitus loads afterward and sets:

  • base Pretender cost 150;
  • all known non-priest magic paths +1 through #magicboost 53 1;
  • bad-event prevention 75;
  • Disease Resistance 100;
  • the anointing, teaching, and site-search description and events.

Because Divinitus does not clear magic or reset the path cost in this block, the earlier DE S2 and path-cost values remain in the combined object unless another later command changes them. This is a load-order conclusion and should be confirmed in the Pretender screen.

Paths known +1#

The Grand Hierophant adds one effective level to known non-priest paths.

Strategic consequences:

  • purchased path thresholds may be one level easier;
  • battlefield and ritual access must be calculated from effective, not merely purchased, paths;
  • bless path requirements and design costs must still use the Pretender interface’s actual rules;
  • path loss, transformation, and boosters require live verification.

The phrase does not mean the Pretender knows every path. It boosts paths that are known.

Mystic anointing#

The source event:

  • requires the Grand Hierophant as god;
  • targets a Mystic or Erytheian Mystic;
  • requires a temple;
  • adds Holy;
  • transforms the target into monster 382, the Mystic Prophet;
  • is hidden from the event log.

The mod description states that one Mystic at a temple is anointed each month, becoming H1 and sacred.

Strategic uses#

Anointed Mystics can potentially provide:

  • sacred researchers;
  • H1 communion participants;
  • temple builders and preachers;
  • bless access in battle;
  • priest support without Archousa recruitment;
  • targets for the teaching event.

Operational requirement#

Maintain:

  • at least one eligible Mystic in a temple province;
  • enough temple coverage to place trainees without disrupting the front;
  • a record of which Mystic random is being transformed;
  • a protected training hub.

Test pending#

The exact preservation of:

  • random magic paths;
  • experience;
  • items;
  • age;
  • orders;
  • recruitment identity;
  • prophet interactions

must be reproduced through the transformation.

Teaching deeper mysteries#

The source event for Mystic Prophets:

  • requires the Grand Hierophant in the same province;
  • requires positive dominion;
  • uses #req_domchance 5;
  • checks the target’s Astral threshold through #req_targnopath3 4;
  • adds +1 Fire, Water, Earth, and Astral simultaneously.

The description expresses this as candles times 5% chance and a maximum of three.

Probability#

If #req_domchance 5 behaves as described, the monthly success chance at (c) friendly candles is:

[ p = 0.05c ]

Candles Monthly chance
1 5%
3 15%
5 25%
7 35%
10 50%

The probability of at least one success after (n) eligible months is:

[ 1-(1-0.05c)^n ]

At five candles, six eligible months give:

[ 1-0.75^6 % ]

Path consequence#

One success turns a typical Mystic Prophet into a much broader caster. Repeated success can create:

  • multi-element communion masters;
  • ritual cross-paths otherwise impossible in vanilla;
  • high independent casters;
  • forgers who compress several national roles.

Source discrepancy#

The prose says paths rise to a maximum of three. The event block visibly gates on an Astral-path condition and then boosts all four paths. A Mystic beginning at F2S1 could, under a literal reading of the commands, receive two successful boosts before Astral reaches three, potentially producing F4.

This is not asserted as engine behaviour. It is a high-priority controlled test because:

  • command semantics may cap the other paths;
  • transformation may alter the starting paths;
  • the event requirement may behave differently from the literal reading;
  • another hidden engine rule may enforce the prose maximum.

Until tested, the public doctrine uses the stated cap of three and records elemental over-cap as test pending.

Site-search treasure#

The source event:

  • requires the Grand Hierophant;
  • requires the Site Searching order on land;
  • requires positive dominion;
  • uses candles times 5% chance;
  • grants 150 gold;
  • grants 1d6 of each elemental gem.

“Elemental” means Fire, Air, Water, and Earth in the mod description.

Conditional value#

On success, expected gem gain is:

[ 4 E(1d6) = 4 = 14 ]

At (c) candles, ignoring caps or event interactions, expected monthly value is:

[ E() = 150(0.05c)=7.5c ]

[ E() = 14(0.05c)=0.7c ]

Candles Expected gold / search month Expected total elemental gems / search month
1 7.5 0.7
3 22.5 2.1
5 37.5 3.5
7 52.5 4.9
10 75 7

These are expected values, not guaranteed yields.

Opportunity cost#

The Grand Hierophant’s search month could instead be:

  • researching;
  • forging;
  • casting a ritual;
  • moving;
  • joining a battle;
  • teaching at a different hub;
  • preaching or performing another Pretender task.

Site searching is attractive when:

  • friendly dominion is high;
  • unsearched provinces remain;
  • elemental gems unlock immediate DE summon or battle packages;
  • the Pretender is not needed on the front.

It is unattractive when the expected treasure does not beat the deadline value of another order.

Training-hub doctrine#

A Grand Hierophant training province should contain:

  • temple;
  • laboratory;
  • strong friendly dominion;
  • eligible Mystic Prophet;
  • guards and fortification;
  • no unnecessary exposed gem stock;
  • access to the front through a safe route.

The hub converts time into exceptional mages. It also concentrates the Pretender and valuable Mystics into an obvious remote and conventional target.

Security includes:

  • dome consideration;
  • patrols;
  • scouts on adjacent provinces;
  • reserve troops;
  • an evacuation route;
  • alternate laboratories;
  • avoiding the capital if that creates one catastrophic target.

Grand Hierophant strategic families#

Research-and-training family#

Prioritises:

  • high Magic scale;
  • early Mystic production;
  • temple network;
  • protected training hub;
  • ritual paths that trained Mystics can complement.

Risk:

  • too much stationary investment;
  • delayed first-war force;
  • Pretender time consumed by teaching and searching.

Elemental-treasure family#

Prioritises:

  • high dominion candles;
  • systematic site searching;
  • DE elemental summon ladder;
  • rapid conversion of found gems.

Risk:

  • expected-value variance;
  • Pretender absent from critical operations;
  • gathering gems without research or casters to spend them.

Battlefield-hierophant family#

Prioritises:

  • combat paths and survivability;
  • trained Mystics as battlefield masters;
  • healing support;
  • an awakening timed for war.

Risk:

  • sacrificing the mod’s unique economic and training effects;
  • exposing the central Pretender and training engine.

Ritual-platform family#

Prioritises:

  • paths missing after accounting for DE summon ladders;
  • legendary ritual thresholds;
  • booster and forge plan;
  • imprisoned or dormant timing if the recruitable state can survive.

Risk:

  • paying for paths the DE nymph ladder would have supplied more cheaply;
  • planning rituals before the gem economy exists.

Part XII: Combined-Mod Strategy#

What the combined ruleset changes#

The combined nation has three compounding engines:

  1. cheaper and broader combined-arms recruitment;
  2. DE’s national constellation and nymph summon ladder;
  3. Divinitus Grand Hierophant training and treasure.

This creates exceptional upside but also severe attention demands.

The player must track:

  • Mystic randoms;
  • anointed status;
  • training history;
  • geography for summons;
  • national spell research;
  • constellation compatibility;
  • multiple gem colours;
  • hero and unique availability;
  • ordinary fronts and Thrones.

Combined opening priorities#

A coherent opening selects one primary engine.

Military opening#

  • use improved Hoplites, Hypaspists, Phalangites, cavalry, and elephants;
  • build forts;
  • keep Grand Hierophant support secondary until borders stabilise.

Mystic training opening#

  • prioritise temple and Mystic production;
  • accept a slower mundane expansion only if tests prove it;
  • protect the training centre;
  • research spells that make the first enhanced Mystics immediately useful.

Summon-ladder opening#

  • secure forest, mountain, and swamp provinces;
  • reach the relevant Conjuration levels;
  • preserve N2 and W2 specialists;
  • use Grand Hierophant treasure to finance elemental bottlenecks.

Attempting all three at maximum speed is likely to produce too few troops, too few forts, and half-completed research.

Combined magic compression#

A trained Mystic can receive simultaneous F/W/E/S growth. DE then offers:

  • constellation spells requiring S plus an element;
  • elemental and Nature summons;
  • national items;
  • high Astral hero and Titan rituals.

This compresses jobs that would otherwise require several masters.

Potential trained roles include:

  • S4F1 Aries caster;
  • S4W1 Cetus caster;
  • S4E1 Taurus caster;
  • E2S2 Keledone ritual caster;
  • F3E3 Brass Bull caster;
  • W3 ritual caster for Oceanid or Eleionomae;
  • broad independent Power of the Spheres caster.

Each role must be checked against:

  • actual post-training paths;
  • ritual versus battle restrictions;
  • boosters;
  • research;
  • gem stock;
  • whether using the mage consumes an irreplaceable training product.

Combined path priorities#

The Pretender should avoid buying paths that the nation can obtain reliably and cheaply through DE unless timing justifies them.

More valuable Pretender paths#

  • paths required before summon ladders mature;
  • paths that unlock national rituals with no cheap bridge;
  • paths supporting an awake expansion role;
  • paths needed for a specific global or legendary ritual;
  • paths that improve blesses used by a meaningful sacred roster.

Less valuable redundant purchases#

  • high Nature bought solely to reach N3 when N2 Archousai plus a booster can begin the ladder;
  • high Air bought solely for eventual access when Oreiads and Daughters can supply it in time;
  • broad elements bought without a ritual, battlefield, bless, or forging job.

Redundancy can still be worth paying for when it removes a deadline or geography dependency.

Combined counter surfaces#

The combined nation can be attacked through:

  • temple and training-hub destruction;
  • capital pressure against Astrologers and unique site troops;
  • raids on forests, mountains, and swamps required for summons;
  • gem denial;
  • assassination of trained Mystics;
  • communion clears;
  • anti-Astral Magic Duel tactics;
  • resistance to the chosen constellation;
  • simultaneous fronts that overload attention.

The correct defence is not a larger single army. It is redundancy across:

  • temples;
  • labs;
  • trained casters;
  • access routes;
  • gem stores;
  • battlefield packages.

Part XIII: Controlled Tests#

Test standard#

Every test record should include:

  • Dominions version;
  • mod names, versions, and load order;
  • game settings;
  • nation and Pretender;
  • turn and province;
  • relevant units, paths, items, gems, and scripts;
  • expected result;
  • observed result;
  • replay or save identifier;
  • whether the result was repeated;
  • conclusion and confidence.

Change one major variable at a time.

Test 1: Mystic random distribution#

Question: Does the current unmodded and modded Mystic use the documented guaranteed FWES roll plus independent 50% F/W/E rolls?

Method:

  1. Recruit at least 128 Mystics under unmodded 6.35.
  2. Record exact F/W/E/S paths.
  3. Compare F2, W2, E2, and S2 frequencies with 12.5%, 12.5%, 12.5%, and 25%.
  4. Confirm no E2S2 or double-elemental-2 result appears.
  5. Repeat with DE 2.16.
  6. Repeat with both mods.

Purpose: detect current-data or mod inheritance errors, not prove random fairness from a small sample.

Test 2: Astrologer rare random#

Question: Does the 10% extra random operate independently and can it produce S5 or an elemental level 2?

Method:

  1. Recruit a large Astrologer sample in a debug or long test.
  2. Record S3/S4/S5 and elemental results.
  3. Compare with the derived 73.125%, 26.25%, and 0.625% Astral distribution.
  4. Repeat under DE.

Test 3: Starting-army expansion#

Question: Which independent classes can the starting twenty Peltasts and twenty Hoplites defeat with acceptable losses?

Method:

  1. Use fixed settings and no combat Pretender.
  2. Test ordinary infantry, barbarians, heavy cavalry, crossbows, and heavy infantry.
  3. Vary only formation and orders.
  4. Record body losses, commander safety, battle duration, and next-turn readiness.

Test 4: Elephant package sizing#

Question: How many elephants and screening bodies produce reliable expansion under the chosen independent strength?

Method:

  1. Test several small counts rather than one large army.
  2. Use identical target classes.
  3. Record routs, friendly trample, elephant wounds, and economic replacement.
  4. Compare screen types.
  5. Repeat under DE because ordinary troop performance changes.

Test 5: Chariot versus elephant#

Question: Against which targets does the cheaper chariot produce a better gold and attrition result than the elephant?

Method:

  • compare equal gold values;
  • test light infantry, archers, heavy infantry, and large units;
  • record total package survival, not only mounts.

Test 6: Hoplite versus Hypaspist#

Question: When do three extra Protection points outperform Defence, Morale, movement, and lower resources?

Method:

  • equal gold;
  • equal resources;
  • equal frontage;
  • low-damage swarm;
  • high-damage infantry;
  • giants;
  • armour-destruction support;
  • long fatigue battle.

Repeat under vanilla and DE, where both units change materially.

Test 7: Formation density#

Question: How do formation fighters perform under area damage and frontage pressure?

Method:

  • dense versus ordinary formation;
  • equal troop count;
  • melee-only opponent;
  • area evocation opponent;
  • fatigue-cloud opponent;
  • trample opponent.

Record contact timing, attacks delivered, casualties by square, and rout timing.

Test 8: Independent casting versus communion#

Question: At what battle size does a communion outperform the same number of independent Mystics?

Method:

  1. Select a single enemy army and research level.
  2. Test eight independent Mystics.
  3. Test four slaves and four masters.
  4. Test six slaves and two masters.
  5. Equalise gems.
  6. Record useful casts, fatigue, slave wounds, enemy kills, and mage survival.

Test 9: Communion collapse#

Question: Which master scripts overload two-, four-, and eight-slave communions?

Method:

  • record each master path before and after communion;
  • use exact five-spell scripts;
  • test battle lengths beyond the script;
  • remove one slave through controlled damage;
  • observe threshold loss and fatigue cascade.

Test 10: Shared self-buffs#

Question: Which Mystic master self-buffs are shared with slaves and how do they change fatigue relationships?

Method:

  • Power of the Spheres;
  • Phoenix Power;
  • Summon Earthpower;
  • personal resistance and protection spells;
  • compare slave effective paths and fatigue before and after.

Test 11: Magic Duel policy#

Question: How does enemy low-S duel pressure affect S2 Mystics and S3-S5 Astrologers?

Method:

  • one opposing duellist per target class;
  • repeated trials;
  • record deaths and surviving caster value;
  • compare independent deployment and communion.

Test 12: Mind Hunt and healing#

Question: How valuable is national healing after failed or detected Mind Hunts?

Method:

  • S4 Astrologer against provinces with and without enemy Astral;
  • record feeblemind, death, and other outcomes;
  • move survivors to Hiereia and Archousa provinces;
  • record recovery time and failures.

Test 13: Scrying and glamour#

Question: What exact information does automatic dominion scrying reveal in 6.35?

Method:

  • ordinary army;
  • glamoured units;
  • stealth units;
  • hidden commander;
  • fort construction;
  • adjacent and same-province dominion states;
  • disciple partner view.

Compare with scout, spy, and ritual scrying reports.

Test 14: Hiereia outside-fort recruitment#

Question: Which province types and structures allow Hiereia recruitment under vanilla and DE?

Method:

  • every land terrain;
  • with and without fort;
  • with and without lab;
  • with and without temple;
  • record recruitment interface and requirements.

Test 15: Healing allocation#

Question: How are Healing 1 and Healing 3 attempts allocated among multiple afflicted units?

Method:

  • identical afflicted units;
  • mixed affliction severity;
  • ordinary, sacred, mounted, magic-being, undead, and inanimate cases;
  • repeat over enough months to distinguish impossibility from variance.

Test 16: DE paired Heart Companions#

Question: When and how does one 9322 recruitment become two unit-747 Heart Companions?

Method:

  • recruit at Tower and Gymnasium;
  • observe recruitment queue, arrival, seasonal shape, event timing, upkeep, experience, and squad assignment;
  • verify whether both bodies receive bless and equipment changes;
  • test losses before and after transformation.

Test 17: DE inherited unit cards#

Question: What are the final costs and inherited attributes of Hetairoi, Hipparchus, and other copied objects?

Method:

  • capture full live unit cards;
  • compare with copied vanilla source object;
  • record every explicit override;
  • verify rider and mount separately.

Test 18: DE constellation exclusivity#

Question: How do Aries, Cetus, Taurus, Libra, and Light of the Northern Star replace or block each other?

Method:

  • cast each alone;
  • cast two in both orders;
  • use opposing Arcoscephalian casters;
  • inspect path boosts, battlefield effects, duration, and message log.

Test 19: DE summon geography#

Question: Which terrain flags satisfy forest, swamp, mountain, border mountain, cave, and underwater restrictions?

Method:

  • test every nymph ritual in each plausible terrain combination;
  • test forted and unforted provinces;
  • test alternate planes;
  • record ritual availability before spending gems.

Test 20: Oceanid randoms#

Question: Does #custommagic 29952 300 produce three independent picks from Air, Earth, Death, Nature, and Glamour as expected?

Method:

  • summon a statistically useful sample;
  • record duplicates and maxima;
  • compare access probabilities;
  • identify deadline-safe and portfolio-only outcomes.

Test 21: Grand Hierophant inheritance#

Question: Under DE then Divinitus, what are the final S path, path cost, base cost, item slots, bad-event prevention, and magic boost?

Method:

  • inspect the Pretender selection screen;
  • buy one level in several paths;
  • create the Pretender;
  • compare design display and in-game unit card;
  • reverse the load order in a separate test to demonstrate why the supported order matters.

Test 22: Mystic anointing#

Question: Is an eligible Mystic anointed every month, and what survives transformation?

Method:

  • one target at a temple;
  • several targets at one temple;
  • targets at several temples;
  • no target;
  • target carrying items;
  • target with experience and a rare random;
  • record selection, timing, and preserved attributes.

Test 23: Grand Hierophant teaching cap#

Question: Can an elemental path exceed three when an S1 Mystic begins with F2, W2, or E2?

Method:

  1. Anoint a known F2S1 Mystic.
  2. Place it with the Grand Hierophant in high dominion.
  3. Repeat until two training successes or the event stops.
  4. Record F and S after each success.
  5. Repeat with S2 and ordinary elemental starting paths.

This directly resolves the prose-versus-event ambiguity.

Test 24: Site-search treasure#

Question: Does the event chance equal candles times 5%, and does 1d6vis 51 grant one separate d6 of F/A/W/E?

Method:

  • repeat searches at several candle values;
  • record ordinary discovered sites separately;
  • record event gold and each gem colour;
  • compare success frequencies and conditional dice distribution;
  • test provinces already fully searched.

Test 25: Combined trained caster roles#

Question: Which trained Mystic thresholds can be reached before a realistic first or second war?

Method:

  • run full turn-20 and turn-30 economies;
  • include temples, forts, labs, research, troop recruitment, and Pretender orders;
  • record number and quality of trained Mystics;
  • field one complete constellation or ritual package;
  • compare against a military-first opening.

Part XIV: Essays#

Essay I: The Nation Dossier as a Reproducible Argument#

A nation guide is an argument about conversion. It begins with rules, claims that certain capacities follow, and recommends decisions intended to turn those capacities into victory. Like any argument, it can fail because a premise is false, a step is missing, or the conclusion exceeds the evidence.

The most common false premise is stale data. A guide remembers a gold cost, random path, spell level, or bless from another patch or another age. The prose may remain persuasive because the strategic vocabulary still sounds familiar. Yet the actual nation now recruits a different unit, pays a different opportunity cost, or cannot reach the claimed path. Version labels are not editorial decoration. They define the object being discussed.

The most common missing step is access. A national ritual is listed, so the writer says the nation can cast it. A mage reaches one of its paths, so the other path is assumed to appear through “boosters.” A communion reaches a battlefield threshold, so the same elevated mage is imagined casting a ritual next month. These statements collapse distinct systems. Rituals do not ordinarily borrow battlefield communion levels. Boosters require research, paths, gems, item slots, and forge turns. A hero may never arrive. A summon may require terrain the nation does not own.

The most common excessive conclusion is the universal build. A design succeeds on one map against one field and becomes “best.” But an awake expander, imprisoned scales build, and ritual platform purchase time in different currencies. One survives a rush, one compounds behind space, and one accesses effects after research. None can be evaluated without the expected deadline.

A reproducible dossier exposes every bridge. It says which unit casts the spell, which random produces the unit, how likely the random is, which item supplies the missing level, when the item can be forged, where the army assembles, which gem carrier accompanies it, and what happens if the opponent presents another defence.

This precision does not eliminate judgment. It improves judgment by showing where it enters. “The manual gives the Hoplite Protection 18” is a rule claim. “Hoplites are preferable to Hypaspists here” is doctrine based on enemy damage, resources, movement, and morale. Another player can disagree with the choice while accepting the data. That is productive disagreement.

Tests complete the argument. Expansion claims are played to turn 12 with real infrastructure. Communion scripts are allowed to continue after the fifth spell. Random distributions are sampled. Modded objects are read after load order. A battle replay is not used merely to announce victory; it is used to see contact timing, target selection, fatigue, and the first point of failure.

The finished dossier is neither a recipe nor a plain encyclopaedia entry. It connects verified facts to conditional plans, with a method for correcting each one when the situation changes.

Essay II: Arcoscephale and the Conversion of Knowledge#

Arcoscephale’s most distinctive resource is not Astral pearls or heavy infantry. It is the ability to turn information into tailored force.

Automatic scrying inside dominion gives the kingdom unusually good reports where it is politically strongest. Mystics then provide a probabilistic library of Fire, Water, Earth, and Astral tools. Astrologers deepen Astral. The combination invites a particular form of play: observe the approaching force, classify its defences, and assemble the appropriate package.

This promise is easy to exaggerate. Seeing an army does not defeat it. A report can reveal heavy infantry, but the E2 Mystic needed for Destruction may be in another laboratory. The research may be one level short. The Earth gems may be carried by a commander marching elsewhere. The only road may be blocked. Knowledge has strategic value only when the state can deliver the response before the deadline.

This is why fort distribution matters. Each fort supplies Research Points, another draw from the Mystic distribution, and another place from which a response cell can move. A larger mage portfolio reduces variance. A distributed laboratory network reduces distance. A gem reserve cuts preparation time. Scouts beyond dominion extend the warning horizon.

The same system explains the danger of losing a field army. An Arcoscephalian army often carries years of stored options: rare randoms, Astral pearls, boosters, and communion slaves that were also researchers. When destroyed, the loss is not measured only in battlefield gold. The nation loses response branches. An opponent who kills the E2 and S4 specialists may invalidate spells that remain fully researched.

Knowledge also has diplomatic value. Accurate reports discourage weak raids and reveal concentration. They allow credible warnings to allies and more reliable estimates of whether a neighbour is honouring a border. Yet information can make a player overconfident. Scrying inside dominion creates a sharp boundary: the interior feels visible, the exterior does not. Stealth, magic movement, and remote attacks exploit that comfort.

A mature Arcoscephalian state treats information as a chain:

report
-> classification
-> response choice
-> caster and gem assignment
-> movement
-> battle evidence
-> revised classification

The final step matters. A report predicts. A battle replay teaches. The nation that learns faster eventually needs fewer mages and gems to solve the same problem.

Essay III: Mystics, Probability, and Doctrine#

The Mystic appears broad because any recruit can display several paths. The strategic reality is more exact. Every Mystic begins with S1, gains one guaranteed roll among Fire, Water, Earth, and Astral, then receives separate fifty-percent chances in each element. This creates abundance and constraint at the same time.

The abundance is obvious. Five of eight Mystics know any named element. More than one in five know all three. Every one can participate in an Astral communion. Several forts quickly produce a catalogue of point buffs, self-buffs, evocations, control spells, and forging cross-paths.

The constraint lies in doubled paths. F2, W2, and E2 each appear only one time in eight. E2S2 cannot occur naturally because the same guaranteed roll would have to be both Earth and Astral. Two elements cannot both reach level two on the same recruit. A strategy that remembers only the broad catalogue will eventually promise an impossible mage.

Probability changes recruitment doctrine. A one-in-eight result has an expected waiting time of eight recruits, but expectation is not a delivery date. After eight recruits there remains more than a one-third chance that no such specialist has appeared. A state that needs E2 for the first war must recruit from several forts, maintain an alternate branch, or use another access route.

Probability also changes the meaning of an individual mage. An F2 Mystic is more than a stronger F1. It is one of the nation’s limited natural bridges to Phoenix Power, high Fire evocation, and particular forging paths. Assigning it as a communion slave may be correct, but the decision should be deliberate. The same body can serve as a researcher, master, ritual candidate, or battlefield caster, and those roles compete.

This competition explains why communions should be designed from spell packages rather than habit. Four slaves can raise a common F1 master to F3, but those four slaves could also have cast four independent Astral or elemental spells. The communion wins when path elevation and fatigue distribution produce effects that the independent group cannot match. It loses when the battle is small, the target can be solved by low magic, or enemy area attacks make concentration fatal.

The expert skill is not memorising every possible Mystic. It is managing a portfolio:

  • label rare results;
  • protect deadline-critical specialists;
  • keep alternate branches;
  • calculate at-least-one probabilities;
  • compare independent and communal output;
  • preserve enough researchers that victory today does not erase research tomorrow.

Under Divinitus, the Grand Hierophant can change the distribution after recruitment by teaching several paths at once. Portfolio thinking still matters because training introduces another scarce resource: time in high dominion with the Pretender present. The question is not only which Mystic arrived, but which one deserves the next training opportunity.

Essay IV: Healing, Intelligence, and the Preservation of Force#

Arcoscephale possesses two advantages that are easy to undervalue because neither directly kills an enemy: healing and automatic scrying. Together they improve force preservation.

Healing converts survivors into future capacity. A wounded elephant, Astrologer, combat Pretender, or thug may carry an affliction whose cost exceeds the hit points already restored. A damaged eye reduces precision. A crippled leg ruins movement. Feeblemind can remove a mage from useful service. Concentrated healers create a place where those losses can sometimes be reversed.

The useful economic comparison is not the healer’s monthly wage against one cured affliction. It is the value of the unit’s remaining lifetime. Restoring a rare S4 Astrologer may recover remote-magic and ritual access that would take many capital turns to replace. Restoring an ordinary Peltast is worth less. Healing allocation still has a strategic side even when the engine selects targets automatically, because players decide which units gather in the province and how long they remain.

Scrying reduces the wounds that need healing. Seeing the enemy approach allows the nation to avoid presenting elephants to fear, Mystics to flyers, or Hoplites to armour destruction. It permits the correct reserve to move before contact. It also allows damaged units to withdraw through safer routes.

Neither system eliminates risk. Healing cannot restore the dead and may not cure the desired affliction immediately. Scrying does not reveal every stealth or magic-phase threat and only functions where dominion supplies the view. Overreliance produces predictable failures: the combat Pretender attacks because “the priestesses will heal it,” or the capital is left open because “scrying sees everything.”

Preservation requires a full cycle:

observe threat
-> choose favourable engagement
-> protect valuable bodies
-> win with survivors
-> withdraw damaged assets
-> heal and reassign

The final word is reassign. A recovered unit should return to the role its current body and strategic value justify. A once-wounded elephant may rejoin expansion. A recovered Mind Hunter may return to a rear laboratory. A Pretender healed after a narrow victory may be more valuable forging or deterring than repeating the same gamble.

Essay V: From Classical Army to Astral State#

The visual identity of Middle Age Arcoscephale is classical warfare: spear lines, bronze, chariots, and elephants. The strategic identity is a transition away from dependence on those bodies.

In the first year, ordinary troops seize the economy. Hoplites absorb common weapons. Hypaspists move and defend. Peltasts and Cardaces provide affordable frontage. Elephants transform favourable size matchups into rapid routs. The army is not obsolete; it is the instrument that buys time and provinces.

Research changes what the army means. Earth magic can harden it or destroy the enemy’s armour. Astral can make key squares ethereal, paralyse elites, or attack minds. Fire and Water can kill dense formations. Communions turn modest randoms into specialists. At this stage the troops are still combatants, but their greater function is to create time and targets for magic.

Later, the relation reverses. The mage state is the scarce offensive core. Troops screen it, hold forts, absorb attacks, provide siege bodies, and claim territory after remote or battlefield magic has broken resistance. A player who continues measuring strength only by the number of elephants will misread the nation.

This transition creates a tension. The old army is expensive in resources and attention; the Astral state is expensive in gold, laboratories, pearls, and mage-turns. Investing too early in magic produces a small realm that can research but not survive. Investing too long in troops produces a large realm that cannot answer modern counters.

The transition point is not a turn number. It arrives when:

  • the next troop purchase adds less capability than the next Mystic;
  • a research node defeats a class the army cannot;
  • borders stabilise enough for forts to compound;
  • enemy magic begins invalidating unbuffed troops;
  • a siege or Throne operation requires more than field bodies.

Dominions Enhanced makes the transition richer rather than removing it. Cheaper and more mobile troops extend mundane relevance, while constellations, nymph summons, and Titans create a larger magical destination. Divinitus adds trained Mystics who can embody several elements at once. The classical army does not disappear. It becomes the territorial shell of an increasingly supernatural state.

Essay VI: Geography as a Magic Path#

Under Dominions Enhanced, forest, mountain, swamp, and water access become part of Arcoscephale’s mage roster.

An N2 Archousa is not yet an Oreiad caster. She needs a Nature booster and a forest to contact a Karyatid. The Karyatid is strongest in forest and can help reach N4. N4 plus a mountain produces an Oreiad, which opens Air and Earth. A W3 caster in a swamp produces an Eleionomae with Death and Air. An S4 Astrologer eventually calls an immortal Daughter of Evening with Air.

The map contains latent paths. A nearby forest may be worth more than its income because it begins the Nature ladder. A swamp can become the nation’s first reliable Death bridge. A mountain supports Oreiad contact and conjunction rituals. An underwater foothold enables Titans and the Scourge of the Deeps.

This changes expansion and diplomacy. Terrain is no longer valued only by income, resources, and fort geometry. A treaty that cedes the only safe swamp may also cede Death access. A raid that interrupts the mountain laboratory can delay the entire constellation or nymph programme. A fort built on the correct terrain protects a magical production node.

Geographic access has a cost: it is visible and contestable. A Pretender path travels with the Pretender. A terrain ladder depends on holding the province, building or preserving a laboratory, moving the caster, and surviving the ritual month. Opponents can read the same map and attack the bridge.

The expert response is to record terrain in the access ledger:

N2 Archousa
+ Nature booster
+ forest laboratory
+ Conjuration 4
+ 20 Nature gems
= Karyatid

This notation makes two things clear. First, the access is real. Second, every component can be delayed or denied.

Part XV: Reference Checklists#

Vanilla quick doctrine#

  • Expand with tested infantry, elephant, chariot, or Pretender packages.
  • Budget the 300-gold laboratory with every fort.
  • Recruit Mystics widely; record every random.
  • Treat E2, W2, F2, and S4+ as portfolio assets.
  • Use communions only when path elevation beats independent casting.
  • Preserve the capital Astrologer pipeline.
  • Use scrying as one layer of intelligence.
  • Use Hiereiai outside forts and Archousai for concentrated healing.
  • Bridge missing paths deliberately.
  • Convert field victories into forts, laboratories, and Thrones.

DE quick doctrine#

  • Recalculate the entire roster; do not use vanilla cost assumptions.
  • Use cheaper improved infantry and new cavalry for mobility.
  • Treat paired Heart Companions as a separate sacred economy.
  • Exploit N2 Archousai.
  • Secure forest, mountain, swamp, and water nodes.
  • Choose one constellation per battle.
  • Plan the nymph ladder from caster, booster, gem, research, and terrain.
  • Protect unique summons and heroes.
  • Capture live cards for inherited mod objects.

Divinitus quick doctrine#

  • Confirm the final Grand Hierophant in the Pretender screen.
  • Build temples where anointing can occur safely.
  • Record which Mystic is transformed.
  • Train in strong dominion.
  • Compare teaching, site searching, research, forging, and war orders.
  • Do not assume the stated path cap until tested.
  • Convert elemental treasure into immediate packages.
  • Protect the training hub without concentrating every irreplaceable asset there.

Source register#

Official#

  • Dominions 6 Manual, revision 2:
    • Scouting and Scrying;
    • Healing and afflictions;
    • Communions;
    • spell and ritual tables;
    • MA Arcoscephale national summary and roster;
    • national spells and rituals.

Supplied mod sources#

  • DomEnhanced2_16.dm
    • MA Arcoscephale unit definitions 9316-9323;
    • vanilla monster rewrites;
    • national sites;
    • nation 50 recruitment block;
    • national spells, items, heroes, and events.
  • Divinitus_1.15.3_DE.dm
    • Grand Hierophant rewrite;
    • Mystic anointing;
    • teaching events;
    • site-search treasure event.

Current structured and community cross-checks#

  • Dominions 6 Mod Inspector, maintained by larzm42;
  • Illwiki Dominions 6 MA Arcoscephale page;
  • current and historical community discussion used only for doctrine and hypothesis.

Community claims are not used to override official or source-confirmed object definitions without a recorded current test.

Open research ledger#

The highest-priority unresolved questions are:

  1. current live Mystic and Astrologer random display under 6.36;
  2. exact scrying interaction with glamour and stealth;
  3. reliable expansion party ranges;
  4. independent casting versus communion break-even;
  5. DE inherited unit and spell-card values;
  6. paired Heart Companion timing;
  7. constellation replacement behaviour;
  8. nymph custom-magic distributions;
  9. Grand Hierophant combined inheritance;
  10. Mystic Prophet transformation preservation;
  11. teaching cap semantics;
  12. treasure-event probability and gem colours.

These questions are deliberately visible. The dossier is already usable, but it should become more precise as controlled evidence replaces provisional labels.

Part XVI: Middle Age Marignon, Fiery Justice#

Marignon one-page command brief#

Marignon begins as an armoured human kingdom backed by crossbows, sacred cavalry, cheap Fire apprentices, Astral-capable Witch Hunters, powerful priests, and a capital pipeline of Grand Masters. Its first transition is from ordinary steel into coordinated Fire and Astral battle magic. Its later transition is into angelic summons and stronger strategic magic.

The nation is strongest when it uses each layer for the job it actually performs:

  • crossbows punish armour and force shields;
  • cheap heavy infantry hold space and add siege bodies;
  • Knights of the Chalice provide concentrated sacred force rather than affordable frontage;
  • Witch Hunters turn ordinary forts into Fire-Astral war colleges;
  • Grand Masters supply high paths, random Air or Earth access, and the best communion masters;
  • Inquisitors and freely recruitable Friars turn dominion control into a campaign tool;
  • Architects improve the fort network and shorten sieges;
  • national angel rituals convert Conjuration research and Astral pearls into mobile sacred power.

The main limits are just as important. Marignon has no dependable native Water, Death, Nature, Blood, or Glamour. Its best mage is capital-only, expensive, and consumes four recruitment points. Much of the army wears enough armour to care about fatigue, armour destruction, and battlefield-wide elemental damage. A plan that only adds more heavy infantry eventually meets a counter it cannot out-armour.

Marignon evidence and ruleset#

The roster and national rules below use the revision-2 official manual. Grand Master randoms are resolved through the pinned 6.35 Inspector export: F3 S2 H2, one guaranteed level from Fire, Air, Earth, or Astral, plus an independent 10% second level from the same set. Advice is labelled strategy. Exact expansion counts remain test dependent because map strength, independent composition, scales, bless, formations, and commander quality change the result.

Marignon conversion chain#

crossbows, armour, and sacred cavalry
-> safe expansion and defensible borders
-> forts, laboratories, and Architects
-> Witch Hunters at ordinary forts
-> Fire-Astral battlefield packages
-> Grand Master communions and boosters
-> angels, remote reach, and Throne operations

The chain can break in three common places. Excess cavalry delays forts. Too many Initiates produce research without enough Astral organisers. Too many Grand Masters consume capital time and gold before the wider fort network can support them.

National rules that shape the plan#

Rule Practical consequence
Order limit +1 Marignon can lean further into Order when the economy and recruitment plan justify it.
Bless points +3 A useful sacred package does not require the Pretender to pay for every point alone.
Inquisition Inquisitors remove enemy dominion and can spread friendly dominion up to one candle in owned provinces.
Friars outside forts Priest coverage, preaching, and army leadership do not consume a fort commander slot everywhere.
Architects The capital can produce commanders that build better forts and provide +15 siege strength.
Standard forts The nation still needs a deliberate fort-and-laboratory budget; the Architect improves the result but does not pay for it.

Inquisition is not merely defensive flavour. It supports border conversion, weakens hostile dominion effects, and helps sacred forces operate under their own bless. It is still slower than winning the province and building infrastructure. Priests should support the campaign rather than replace it.

Marignon roster by job#

Unit Best job Important limit
Crossbowman Armour pressure, supporting fire, cheap ranged mass Ordinary precision and friendly-fire risk; needs a screen
Pikeneer Anti-large line and repel pressure Low Defence and ordinary damage when the length advantage is irrelevant
Halberdier Armour-piercing line damage and siege mass Slow, heavily armoured, vulnerable to fatigue and missiles without shields
Swordsman General heavy infantry and high-damage strikes No shield and the same fatigue problem as the other heavy line troops
Man at Arms Better-defended line and bodyguard-quality infantry Higher gold, resources, and recruitment-point demand
Flagellant Cheap sacred mass, patrol or siege body, disposable pressure No armour, poor Defence, and losses can become expensive when the bless is overbuilt around them
Royal Guard Durable non-sacred cavalry and mobile reserve Very expensive in resources and recruitment points
Knight of the Chalice Sacred shock cavalry and decisive flank Seventy gold, heavy resource and recruitment demand, and a mount that remains a separate target

The ordinary expansion army should normally combine a protected line with crossbows. Pikes are selected when large targets justify them. Great weapons are selected when armour is the problem. Sacred cavalry is used where the charge and survivability change the battle enough to justify its price. Mixing every unit into every party hides which piece is doing useful work.

Marignon commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Initiate F1 Cheap research, light Fire support, site searching Two recruitment points for a narrow mage; do not let cheap gold cost hide the fort-turn cost
Inquisitor F1 H2, Inquisitor Dominion work, blessing, banishment, leadership Better at religious operations than research efficiency
Witch Hunter F2 S1 H1, Patrol +10 Core researcher, communion member, Holy Pyre caster, patrol support Costs 260 gold and two recruitment points; field losses damage both research and war capacity
High Inquisitor F1 H3, Inquisitor Strong preaching, large blessings, claims, banishment Capital-only and four recruitment points
Grand Master F3 S2 H2 plus FAES randoms High research, communion master, boosters, angels, high Fire and Astral Capital-only, 520 gold, four recruitment points
Architect Mason, Siege +15 Better forts, siege acceleration Capital commander turn competes directly with Grand Masters and High Inquisitors
Friar H1, recruitable outside forts Cheap priest coverage and ordinary leadership Not a replacement for a battle mage
Assassin, Scout, Troubadour Stealth operations Information, commander pressure, deception Outcomes are matchup dependent and can create diplomatic consequences

Reading the Grand Master random#

The guaranteed random gives a nominal 25% result in Fire, Air, Earth, or Astral. The independent 10% second roll slightly raises the chance of seeing at least one chosen path to 26.875%. A double result in the same chosen path occurs only 0.625% of the time.

This produces several distinct assets:

  • F4 reaches stronger Fire thresholds without a battlefield boost;
  • S3 casts the first national angel ritual directly and improves Astral work;
  • A1 opens Air searching and low-level utility, but it does not make Marignon a broad Air nation;
  • E1 opens Earth searching and can begin an Earth booster or Summon Earthpower route;
  • rare doubled results are bonuses, not requirements on which an opening should depend.

Every Grand Master should be labelled by random immediately. An unrecorded E1 or A1 roll can sit in a laboratory for years while the nation mistakenly plans around a path it believes it lacks.

Marignon opening priorities#

The opening has four simultaneous jobs:

  1. expand with a tested infantry, crossbow, sacred, or Pretender package;
  2. preserve enough gold and resources for the next fort;
  3. begin recruiting Witch Hunters wherever laboratories exist;
  4. use the capital on the scarce asset actually needed: Grand Master, Architect, High Inquisitor, or sacred cavalry.

The default capital choice is not automatically a Grand Master every month. An early Architect can create better long-term fort geometry. A High Inquisitor may be necessary for a Throne or dominion emergency. The correct capital queue follows the national bottleneck.

Expansion packages to test#

Package Intended target Failure signal
Armoured line plus crossbows Ordinary infantry and armoured independents Fast flankers reach the crossbows or missile fire causes unacceptable friendly loss
Pikes plus supporting fire Large animals and cavalry Small high-Defence troops ignore the length advantage and win the melee
Knight-led shock force Weak lines and exposed ranged troops Dense anti-large weapons, fatigue, or magic-resistant damage remove the expensive front
Awake Pretender plus minimal escort Rapid tempo and difficult early provinces The god is taking afflictions, being trapped, or delaying the economic design it was meant to enable

No fixed troop count is presented as universal. The useful range comes from replaying the actual local independent types under the chosen scales and bless.

Marignon research response tree#

Trunk: make Witch Hunters operational#

Thaumaturgy 1
-> Conjuration 3
-> Evocation 4
  • Thaumaturgy 1 opens Communion Master and Communion Slave.
  • Conjuration 3 supplies Power of the Spheres for Astral casters and Phoenix Power for Fire casters.
  • Evocation 4 opens the national Holy Pyre: an F2 armour-piercing area spell with a large base area, available to every Witch Hunter.

This is a real first-war package because an ordinary fort can recruit the caster. It still needs range, formation, gem, fatigue, and friendly-fire checks before battle.

Branch A: heavier Fire and Astral fighting#

Continue into Evocation 5 when Falling Fires, Stellar Cascades, or another current spell solves the observed enemy. Fire resistance can make a pure Fire branch poor. High-MR targets can reduce some Astral control packages. The army should carry at least two damage mechanisms rather than asking one school to defeat every defence.

Branch B: protect the mundane army#

Alteration 3 gives S1 Witch Hunters Body Ethereal and other defensive tools. Construction 2 and 4 open practical equipment and Earth support when the right Grand Master exists. This branch is strongest when ordinary troops are still winning contact but need help surviving the enemy’s damage.

Branch C: national angel ladder#

Research National ritual Native route
Conjuration 5 Contact Angel of the Host, S3, 7 pearls S3 Grand Master or an S2 caster with a named boost
Conjuration 6 Angelic Choir, S3, 15 pearls Same S3 route; produces three H2 flying sacred mages
Conjuration 6 Contact Harbinger, S4, 25 pearls Higher Astral access; supplies an A3 H2 flying commander
Conjuration 7 Heavenly Wrath, S3 F1, 35 pearls S3 Grand Master already meets Fire
Conjuration 7 Angelic Host, S5, 50 pearls Communion, boosters, or imported access
Conjuration 9 Heavenly Choir, S7 F2, 144 pearls Endgame project, not an ordinary extension of the opening

Contact Angel of the Host is the first clean conversion point. It turns a reachable S3 Grand Master and seven pearls into a flying sacred combat body. Contact Harbinger is an access project as much as a summon: its A3 H2 path line can widen Air magic and support mobile operations.

Marignon battlefield packages#

Holy Pyre battery#

  • protected infantry establishes contact;
  • crossbows punish armour before and during contact;
  • Witch Hunters cast Holy Pyre from safe range;
  • an Astral package protects or controls the most important squares;
  • a reserve handles fire-resistant or highly mobile targets.

The spell is national, but the formation is not automatic. Large area can punish friendly troops if the battle line collapses into the target zone.

Small communion#

Use a small communion only when the path gain creates a named spell package. Count every master cast and every slave’s relative path. Witch Hunters are expensive enough that disposable-slave doctrine can lose the research war even after winning one battle. Book V owns the fatigue and collapse arithmetic.

Angel-supported mobile force#

Flying angels solve movement and target-access problems that ordinary heavy infantry cannot. They still need intelligence, retreat routes, and enough conventional mass to hold what they take. A seven-pearl Angel of the Host should not be traded for trivial Province Defence merely because it flies.

Marignon Pretender families#

Family What it solves What it must not conceal
Scales and path bridge Economy, missing Nature/Death/Water/Blood/Glamour, high Astral or Air A dormant or imprisoned bridge does not help an early war
Moderate sacred bless Knights and Flagellants without sacrificing the whole economy The two sacred types have different bodies and failure modes
Awake expander Early tempo and difficult neutral provinces Marignon already has expansion tools; the god must repay its opportunity cost
Angel and endgame enabler S5-S7, stronger Air, globals, and ritual economy Researching the ritual is not the same as owning pearls and a safe caster

A durable, resistance-aware bless generally serves sacred cavalry more reliably than a narrow damage gimmick. Flagellants may value different effects because their main problem is surviving contact. The final design should test both bodies separately, including the sacred mounts.

Marignon matchup and failure matrix#

Enemy problem First answer to examine Avoid
Heavy armour Crossbows, great weapons, Holy Pyre, armour reduction Buying only more sword infantry
Fire resistance Astral control, mundane armour pressure, angels, imported paths Assuming F3-F4 automatically converts into damage
Mass undead Priests, H3 support, morale-safe formations, Fire where applicable Sending expensive priests forward without screens
Flyers and assassins Patrollers, bodyguards, dispersed command, protected mages One exposed communion master holding the entire plan
Armour destruction or fatigue Wider spacing, ranged pressure, quicker battles, alternate troops Treating protection as permanent
High Magic Resistance Physical and Fire pressure, buffs, summons Overcommitting to resistible single-target control

Monthly Marignon audit#

  • Which capital asset is the current bottleneck?
  • Is the next fort followed immediately by a laboratory and Witch Hunter queue?
  • Are Grand Master randoms recorded?
  • Can the first-war spell be cast by a repeatable mage?
  • Does the army have a non-Fire answer?
  • Are priests changing dominion where the army will actually fight?
  • Are Knights of the Chalice earning more than their fort and resource cost?
  • Is Conjuration research attached to an affordable pearl budget?
  • Which missing path is being solved by the Pretender, a summon, or an import?

Marignon verification ledger#

Open work remains narrow:

  1. expansion ranges for each common independent class;
  2. current live confirmation of the 6.35 Grand Master random display;
  3. Holy Pyre targeting and friendly-fire formations across battlefield sizes;
  4. small-communion fatigue budgets using Witch Hunters and Grand Masters;
  5. angel package survival, upkeep, and return on pearl cost;
  6. Architect timing versus repeated Grand Master recruitment;
  7. DE and Divinitus changes kept in separate ruleset appendices.

Part XVII: Middle Age Pyrène, Time of the Akelarre#

Pyrène one-page command brief#

Pyrène combines unusually resilient human troops with mobile Air-Blood witches, blood-sacrificing priests, forest-recruitable Akerbeltz, cave recruits, and a capital sacred cavalry arm. The nation is not merely “Blood with knights.” Its real advantage is distributed recruitment. Forests, caves, mountains, and ordinary forts can each add a different part of the state.

The opening should convert that geography into capacity:

  • forts recruit the ordinary army, Sorginak, and Bishops;
  • non-fort forests can recruit Akerbeltz;
  • non-fort provinces can recruit path-random Pyrènian Monks;
  • non-fort caves and the capital can recruit Bekryde scouts, leaders, and troops;
  • the capital produces Emerald Knights and Emerald Counts;
  • Blood and Nature then turn population, slaves, and terrain access into a growing magical economy.

The nation has clear weaknesses. Most human troops and leaders have Magic Resistance 9. The best sacred cavalry is capital-only and extremely resource intensive. Crossbows have Precision 8. Akerbeltz are expensive four-point commanders. Native Astral, Death, Water, and Glamour are absent. Air begins at A2, which is useful but does not by itself cast every famous Air spell or the national A3 ritual.

Pyrène evidence and ruleset#

The official revision-2 manual supplies the roster, national summary, and Send Aatxe. The pinned 6.35 Inspector export resolves randoms:

  • Pyrènian Bishop: B1 H2 plus one guaranteed Fire, Earth, or Blood level;
  • Pyrènian Monk: H1 plus one guaranteed Fire, Earth, Nature, or Blood level;
  • Sorgina: fixed F1 A2 B2;
  • Akerbeltz: E1 N2 B3, one guaranteed Earth, Nature, or Blood level, plus an independent 10% second roll from the same set.

These are unmodded records. Dominions Enhanced and Divinitus must be treated as separate rosters.

Pyrène conversion chain#

resistant infantry, crossbows, and cavalry
-> forests and caves secured during expansion
-> distributed commanders and blood hunters
-> Akerbeltz crossbreeding and Nature-Earth support
-> Sorgina Air-Blood battlefield groups
-> slave economy, blood rituals, and remote pressure
-> mobile sacred and supernatural armies

Pyrène can own many commanders while still lacking the right package. Distributed recruitment only becomes an advantage when every location has a declared job and the roads, laboratories, and blood-slave routes connect them.

National body and terrain rules#

The ordinary Pyrènian and Bekryde roster has partial resistance to Fire and Cold, darkvision, and broad Mountain Survival. Those traits matter most when the nation deliberately chooses terrain and opponents that make them relevant. Five points of resistance softens common elemental damage; it is not immunity to concentrated battlefield magic.

Geographic asset What it can produce Strategic use
Forest without a fort Akerbeltz Expensive high Blood-Nature-Earth mage production outside the normal fort queue
Cave without a fort Bekryde troops, scout, and leader Cheap local bodies, information, and mountain-capable reinforcement
Any suitable non-fort province Pyrènian Monk Distributed H1 and one random path from F/E/N/B
Capital Emerald sacred cavalry and Akerbeltz Sacred shock force and the most reliable elite mage point
Ordinary fort Main human army, Sorgina, Bishop Repeatable military and magic core

The extra Turmoil design limit is permission, not a command. Blood hunting, expensive commanders, forts, and knights still depend on population and gold. A high-Turmoil design needs a clear compensating engine rather than assuming national flavour makes lost income harmless.

Pyrène roster by job#

Unit Best job Important limit
Bekryde and Bekryde Warrior Cheap cave and mountain-capable line or siege mass Low MR and light armour; local availability controls scale
Pyrènian Crossbowman Armour pressure behind a screen Precision 8 and ordinary protection
Pyrènian Spearman Shielded line and general frontage Ordinary damage and MR 9
Pyrènian Footman Higher-Defence shielded line Armour and Encumbrance can become a fatigue problem
Pyrènian Swordsman High-damage heavy infantry No shield and modest Defence
Pyrènian Man at Arms Better-quality line Higher gold, resources, and recruitment points
Pyrènian Knight Mobile shock and reserve Expensive and still MR 9 on the rider
Emerald Knight Capital sacred cavalry Seventy gold, forty resources, thirty-one recruitment points, and capital competition

The sacred mouflon is a separate component with strong armour, Mountain Survival, and Cold Resistance. Its low Magic Resistance remains relevant against effects that can target the mount. Book IV’s mounted rules should be applied to both rider and animal.

Pyrène commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Pyrènian Bishop B1 H2 + F/E/B random Blood sacrifice, hunting, priest support, low-path magic Two recruitment points; record random immediately
Sorgina F1 A2 B2, flying, Storm Immune Blood hunting, Air and Fire battle magic, mobile reinforcement Costs 260 gold; mass recruitment can consume the whole research and fort budget
Akerbeltz E1 N2 B3 + E/N/B random, Blood Searcher 1, Cross Breeder +4 Blood economy, Cross Breeding, Nature-Earth support, searching 450 gold, four recruitment points; forests need protection and logistics
Pyrènian Monk H1 + F/E/N/B random, non-fort recruitment Distributed research, searching, rituals, preaching Slow recruitment and modest research efficiency; use the roll rather than collecting them without purpose
Emerald Count Sacred H1 cavalry leader Sacred command and mobile priest support Capital-only, two recruitment points
Castellan, Marquess, Bekryde Champion Mundane leadership Main army, cavalry, and cave command Pick leadership for the actual force instead of paying for unused armour or mobility

Random-path consequences#

A guaranteed one-in-three Bishop random creates F1B1H2, E1B1H2, or B2H2. This gives every ordinary fort a predictable portfolio after several recruits, but it does not guarantee the required result on the first month.

The Monk’s one-in-four random is valuable because recruitment is geographically distributed. F1, E1, N1, and B1 results cover searching and minor rituals without using a fort. The trade is speed: a province producing a Monk is not producing another special commander that month, and the mage still needs a laboratory for most magic work.

The Akerbeltz guaranteed random produces E2, N3, or B4 before the 10% roll is considered. Each result changes its best job:

  • E2 can use Summon Earthpower to reach higher battlefield Earth thresholds;
  • N3 opens stronger Nature support and searching;
  • B4 accelerates high Blood rituals;
  • the rare second roll may deepen or mix these roles, but no opening should require it.

Blood economy without self-destruction#

Pyrène has unusually broad access to hunters: Sorginak are B2, Bishops are at least B1, and Akerbeltz are B3 with Blood Searcher 1. That does not mean every mage should hunt.

A working blood province needs:

  • enough population to survive the intended hunting period;
  • hunters whose slave return exceeds their lost research or battle work;
  • unrest control and patrollers;
  • a laboratory or a reliable slave-transfer route;
  • protection against raids and assassins;
  • a declared use for the slaves.

Akerbeltz are excellent hunters but expensive researchers, ritualists, searchers, and crossbreeders. Using every one as a hunter can waste the very path breadth that makes them special. Bishops and Sorginak often provide the scalable hunting layer while selected Akerbeltz handle the difficult Blood, Nature, or Earth jobs.

Blood sacrifice should be budgeted separately. Slaves spent on dominion are not available for rituals or battle. The sacrifice is worthwhile when it changes a real dominion contest, sacred operation, or victory condition.

Pyrène opening priorities#

  1. Test the local independent types against shielded infantry, crossbows, knights, or the Pretender.
  2. Identify every reachable forest and cave before deciding the first fort route.
  3. Recruit enough Sorginak and Bishops to start research and a controlled blood economy.
  4. Use forests for Akerbeltz only when the province can be defended and connected.
  5. Keep capital resources from being consumed by Emerald Knights when infrastructure is the actual bottleneck.

Expansion packages to test#

Package Intended target Failure signal
Shielded foot plus crossbows Ordinary infantry and armour Precision and friendly fire erase the value of the ranged line
Heavy foot Low-damage opponents Fatigue, armour-piercing weapons, or magic overwhelms protection
Pyrènian Knights Weak lines and exposed ranged troops Anti-large weapons or MR attacks trade too efficiently
Emerald Knights Important high-value provinces Capital production and resources fall behind the economic timetable
Awake Pretender Difficult early targets and fast terrain capture The design duplicates jobs the national roster already performs

Pyrène research response tree#

Trunk: establish Blood and practical equipment#

Blood 1
-> Blood 3
-> Construction 2 or 4

Early Blood research should lead to a named slave use. Blood 3 is especially important for Cross Breeding, because Akerbeltz carry Adept Cross Breeder +4. Construction opens tools for hunters, commanders, and battlefield specialists. The exact order changes when war demands an immediate Air, Earth, or Nature spell.

Branch A: Sorgina battlefield magic#

Evocation 2 and later Air research gives the fixed A2 Sorgina a repeatable damage role. A2 is not A3. Storm, the national Send Aatxe ritual, and several famous Air breakpoints require a real route to A3 or higher. A Pretender, hero, empowerment, booster chain, or later summon must own that bridge. Storm Power can raise a mage during an existing storm; it does not solve who created the first storm.

Branch B: Akerbeltz Earth and Nature#

Conjuration 3 lets E2 Akerbeltz use Summon Earthpower and makes several elemental routes practical. Alteration and Enchantment then provide protection, armour reduction, regeneration, poison, or control according to the actual random and target. Do not research N3 or E3 packages until the matching random has been recorded or a reliable bridge exists.

Branch C: blood battlefield and ritual pressure#

Blood research should be advanced in steps attached to a current army or strategic ritual, not rushed as one uninterrupted school. The nation can support Sabbath structures through Blood, but Book V’s communion correction ledger applies: master throughput, slave paths, gem use, and collapse must be budgeted. A large slave stock is not permission to use an untested communion.

Branch D: Send Aatxe#

The national ritual is Conjuration 6, A3, costs six Air gems, has range four, is anonymous, and cannot be cast underwater. Native Sorginak stop at A2. The research target therefore becomes real only after the A3 caster route is written down. If that route exists, the ritual gives Pyrène a cheap remote pressure tool; if it does not, Conjuration 6 alone delivers nothing.

Pyrène battlefield packages#

Resistant human line#

Pyrènian infantry can absorb modest Fire and Cold better than ordinary humans. Add shields, spacing, and the right troop type before adding magic. The resistance is a margin that makes some trades favourable, not a reason to stand inside full battlefield elemental damage.

Sorgina strike group#

Flying, Storm-Immune F1 A2 B2 mages can reposition rapidly and join selected battles. Their scripts should use reachable A2, F1, or Blood effects and preserve a retreat route. Flying mobility does not protect a 10-HP human body from arrows, assassins, or a collapsed screen.

Akerbeltz crossbreeding economy#

Cross Breeding converts Blood slaves and an Akerbeltz turn into variable bodies. The +4 national specialist bonus makes Pyrène unusually suited to the system, but the output remains a portfolio rather than a guaranteed army type. Record batches, costs, useful results, leadership burden, and attrition before assigning a fixed strategic value.

Sacred mouflon force#

Emerald Knights offer protection, mobility, Mountain Survival, and a sacred mount. They are scarce enough that the bless should improve survival and role reliability. The package still needs magic resistance, fatigue control, and answers to anti-large weapons. A sacred cavalry army that cannot replace losses is a finite resource.

Pyrène Pretender families#

Family What it solves What it must not conceal
Air bridge A3+ for Storm, Send Aatxe, stronger Air, and battlefield transitions The caster still needs research, gems, safety, and timing
Astral or Death import Missing strategic paths, resistance magic, summons, and communions Imported access may remain tied to one irreplaceable god
Scales and blood economy Gold, forts, laboratories, population, and recovery from hunting Turmoil or Death choices can undermine the population base
Moderate cavalry bless Emerald Knights and mounts Sacred production is capital and resource limited
Awake expander Rapid forests, caves, and chokepoints National infantry and knights may already handle ordinary expansion

The most valuable design often solves a missing system rather than adding more Fire, Nature, or Blood to paths already available. Air, Astral, Death, Water, or a specific global route can change the whole national tree.

Pyrène matchup and failure matrix#

Enemy problem First answer to examine Avoid
High-MR attacks against troops Buffs, screening, summons, imported Astral, shorter exposure Assuming armour protects MR 9 infantry
Fire or Cold warfare National resistance plus additional buffs and spacing Treating resistance 5 as immunity
Heavy armour Crossbows, great swords, Earth armour reduction, Blood or summoned alternatives Relying on low-Precision crossbows without enough volume and protection
Fast raiders Flying Sorgina reserve, cave and forest scouts, local commanders Leaving blood provinces and forest mages undefended
Battlefield-wide Air Storm immunity on Sorginak, shock resistance plans, dispersed command Extending a mage’s immunity to the whole army
Population pressure Rotate hunting, control unrest, move the blood centre Continuing to hunt a province after its long-term value collapses

Monthly Pyrène audit#

  • Which forests and caves are producing something that no ordinary fort can?
  • Are blood hunters separated from battle mages and researchers?
  • What are the current slave income, stock, and committed uses?
  • Are Bishop, Monk, and Akerbeltz randoms recorded?
  • Does the active research target have a real caster?
  • Who reaches A3 for Storm or Send Aatxe?
  • Is the sacred cavalry queue delaying forts or mages?
  • Are MR 9 troops being sent into a counter they cannot armour through?
  • Can every distributed recruitment province be reinforced or evacuated?

Pyrène verification ledger#

The next useful tests are:

  1. expansion ranges for shielded foot, crossbows, Pyrènian Knights, and Emerald Knights;
  2. current live confirmation of Bishop, Monk, and Akerbeltz random displays;
  3. Blood Searcher 1 returns across population and unrest bands;
  4. Cross Breeder +4 outcome records across a versioned sample;
  5. Air transition packages before and after a real A3 bridge;
  6. sacred rider and mouflon survival under MR and anti-large attacks;
  7. distributed-recruitment payback from forests and caves;
  8. DE and Divinitus variants kept separate from this unmodded dossier.

Part XVIII: Middle Age Ulm, Forges of Ulm#

Ulm one-page command brief#

Middle Age Ulm converts resources into heavily armoured human armies, then uses recruit-anywhere Master Smiths to turn a narrow Earth and Fire base into battlefield support and forged equipment. Its forts receive 25% more resources, its smiths add local resources, and its capital produces five Earth gems each month. The result is a nation whose military and magical economies reinforce one another when forts, laboratories, troop production, and smith recruitment stay in balance.

The reliable core is compact:

  • half plate offers more bodies when resources are tight;
  • black plate offers exceptional mundane protection at a steep resource cost;
  • pikes, shields, great weapons, flails, crossbows, and cavalry let the roster answer different physical targets;
  • Sappers and Master Masons turn recruitment into siege pressure and stronger fort construction;
  • Master Smiths provide fixed F1 E2, research unaffected by Drain, Forge Bonus 2, and a 20% FAES random;
  • capital Priest Smiths combine F1 E2 H1 with Forge Bonus 1;
  • Black Priests provide E1 H2, Inquisition, and a smaller FAES random;
  • national spells add cold-iron missiles, army-wide magic-resistance support, and a late Iron Angel ritual;
  • national items give Construction a strategic branch with defined jobs.

Ulm’s weaknesses are equally structural. Most soldiers and mundane commanders have MR 9. The roster is slow, resource hungry, and vulnerable to attacks that bypass armour. Native magic has no dependable Water, Death, Nature, Glamour, or Blood, while Air and Astral appear only on rare randoms. Heavy recruitment can also consume the gold and resources needed to build the fort network that makes the nation scale.

Ulm evidence and ruleset#

The scope is unmodded MA Ulm on the Book I 6.36 live baseline. The roster, costs, and national summary are taken from the revision-2 official manual. Random-path masks, capital sites, national spells, national items, and object identifiers are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The two sources have different jobs. The current manual controls the player-facing roster and national rules. The pinned export resolves fields that the manual compresses or omits. Opening priorities, research branches, battlefield packages, Pretender families, and matchup choices are strategy. No live-game result is inferred from a database field when targeting, timing, stacking, or displayed cost requires engine observation.

Ulm conversion chain#

enhanced fort resources and weapon-specific infantry
-> reliable expansion and protected borders
-> additional forts and laboratories
-> repeatable Master Smith recruitment
-> Earth buffs, national priest magic, and discounted forging
-> specialised armies, siege columns, and imported path access
-> fortified territorial gains and late ritual options

The chain commonly breaks in three places. Full black plate and cavalry can absorb the resources meant for expansion volume. Troop recruitment can absorb the gold meant for forts and laboratories. Smiths can be treated as generic researchers, leaving rare Air, Earth, Fire, or Astral results unlabelled and the matching spell branches unused.

Ulm national rules that shape the plan#

Rule or asset Operational consequence
Forts produce 25% more resources Fort placement has military value beyond recruitment access; high-resource provinces become especially useful production centres.
Productivity limit +1 The Pretender design may buy more Production than an ordinary nation, but the extra scale is useful only if gold and recruitment points can consume the resources.
Drain limit +1 Ulm may take deeper Drain, and smith researchers are unhindered by it. Non-immune researchers and other magic consequences still need to be counted.
Master Smith and Priest Smith Resource Bonus +10 A recruited smith improves the province’s troop capacity while serving as researcher, forger, or caster.
Master Mason The capital can produce a Mason with Siege +30 and Castle Defence +20 in the structured record; its construction job competes with other capital recruitment.
Capital Earth income The Forges of Ulm site supplies five Earth gems each month, supporting Earth rituals, battlefield gems, and forging.
Weak priesthood with Inquisitors Black Acolytes supply H1, while capital Black Priests supply H2 and Inquisition. Religious operations remain concentrated in the capital queue.
Superior armour and national forging Mundane protection is a real advantage, but armour does not answer magic resistance attacks, fatigue, armour destruction, or armour-negating damage.

The resource bonuses reward a distributed production network. They do not remove the gold cost of that network. A province that can recruit another block of black plate but cannot fund a laboratory, commander, or next fort may be producing the wrong asset for the current turn.

Ulm roster by job#

Unit group Best job Important limit
War Dog Cheap armoured screening, flanking pressure, and pursuit Low HP and MR; animal leadership and losses must be managed
Infantry of Ulm in half plate Resource-efficient line mass with shield, flail, hammer, maul, morningstar, or battleaxe variants Protection is lower than black plate, and the correct weapon still depends on the target
Black Plate Infantry High-protection line, bodyguard-quality mass, and attritional holding Much higher resource cost, ordinary MR, low battlefield speed, and fatigue exposure
Pikeneer and Black Plate Pikeneer Long-weapon line against large units, cavalry, and repel-sensitive attackers No shield and limited value when weapon length or armour does not solve the matchup
Crossbowman Arbalest pressure against armoured targets from behind a screen Slow rate of fire, ordinary precision, and friendly-fire risk
Sapper Siege strength, crossbow support, and campaign utility Twenty gold and high recruitment-point demand make it a specialist, not default infantry
Guardian Capital-only elite infantry with a Black Halberd Capital restriction, high resources, and high recruitment-point demand limit mass
Black Knight Armoured shock cavalry, flank threat, and mobile reserve Sixty gold, heavy resource demand, MR 9, and separate rider-and-mount failure modes

Ulm should select armour and weapon by job. Half plate increases numbers when the resource ceiling matters. Full black plate increases protection when conventional weapons are the threat. Shields matter under missile pressure. Great weapons and the Black Halberd matter when damage and armour penetration are more important than defence. Flails matter against shields. Pikes matter against large targets and for repel interactions. None is the universal Ulmish infantry.

The armour budget#

The useful recruitment question is whether black plate’s extra resources prevent another soldier, crossbowman, fort, or specialist from being produced on the required turn. A mixed formation can place the most protected troops where contact is expected and use cheaper armour where frontage matters more than individual survival.

The same rule governs Black Knights. Their charge, protection, and mobility can solve a battle that infantry cannot reach in time. Buying them as ordinary line troops turns a resource advantage into a narrow and expensive queue.

Ulm commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Commander of Ulm variants Mundane leadership with different armour and weapons Low-cost army command matched to the troop package MR 9 and no magic utility; full black plate increases resource cost
Black Lord Heavy cavalry commander, Leadership 100 Mobile command, armoured reserve, and battle leadership Expensive and still MR 9
Spy Stealth 60, Spy Information, unrest reporting, and enemy-strength checks Intelligence quality depends on position and time; it does not replace scouting or scrying
Black Acolyte H1 Blessing, preaching, light religious support Narrow role and no Earth path for the national priest spells
Master Smith F1 E2, 20% FAES random, Forge Bonus 2, Resource Bonus +10 Core research, Earth support, forging, site searching, and rare-path branches Two recruitment points; rare paths are each only 5%
Master Mason Mason, Siege +30 Better fort construction, siege and fort defence Capital-only commander turn
Lord Guardian Halt Heretic +3, Leadership 100 Capital defence, leadership, and hostile-dominion pressure Capital-only and not a mage
Black Priest E1 H2, Inquisitor, 10% FAES random National priest spells, preaching, Inquisition, and rare-path utility Capital-only, two recruitment points, and no forge bonus in the pinned record
Priest Smith F1 E2 H1, Forge Bonus 1, Resource Bonus +10 Fixed-path national priest magic, research, Earth support, and forging Capital-only, 245 gold, and two recruitment points

The normal fort queue should be read as a capacity decision. Master Smiths are the repeatable magical engine. Mundane commanders move the troops that engine supports. The capital must choose among religious access, Mason infrastructure, elite commanders, and ordinary fort recruits; it should not be assigned one permanent queue without reference to the current bottleneck.

Reading the smith randoms#

Master Smith distribution#

The pinned record gives every Master Smith fixed F1 E2 and a 20% chance of one additional level chosen equally from Fire, Air, Earth, or Astral.

Final paths Probability per recruitment
F1 E2 80%
F2 E2 5%
F1 A1 E2 5%
F1 E3 5%
F1 E2 S1 5%

The chance of recruiting at least one named rare path after n independent Master Smiths is 1 - 0.95^n. That is about 51.2% after 14 recruits, 64.2% after 20, and 90.1% after 45. Twenty recruits are an average waiting time for a named 5% result, not a guarantee. A plan that requires A1, S1, F2, or E3 on a fixed early turn needs a backup.

Black Priest distribution#

The capital-only Black Priest has fixed E1 H2 and a 10% chance of one FAES level. The four named rare results are 2.5% each.

Final paths Probability per recruitment
E1 H2 90%
F1 E1 H2 2.5%
A1 E1 H2 2.5%
E2 H2 2.5%
E1 S1 H2 2.5%

The Priest Smith is not a random-path substitute. It has fixed F1 E2 H1, so it supplies dependable access to Iron Darts and Iron Blizzard but never becomes the rare Air or Astral result by repeated recruitment.

Every smith and Black Priest should be labelled when recruited. The label should record paths, home fort, current job, and whether the unit is reserved for a threshold spell, searching route, or forge chain. Rare paths lose strategic value when they disappear into an undifferentiated research stack.

National spells and the caster who owns them#

Spell School and requirement Native caster Planning use and boundary
Iron Darts Evocation 3, E1 H1 Black Priest or Priest Smith Low-fatigue national cold-iron missiles. The source describes special value against magical beings; formation, target selection, and actual damage still belong to battle context.
Tempering the Will Thaumaturgy 5, E3 Master Smith or Priest Smith after Summon Earthpower; E3 Master Smith directly National battlefield magic-resistance support. It addresses a central roster weakness but does not make MR 9 troops immune to hostile magic.
Iron Blizzard Evocation 6, E1 H1 Black Priest or Priest Smith A larger national cold-iron missile package with much higher fatigue. Caster count, range, fatigue recovery, and friendly-fire exposure determine whether it is worth fielding.
Contact Iron Angel Conjuration 8, E5 S2, 25 Earth gems No unassisted recruit Late summon with high MR and Halt Heretic. Research alone does not create the E5 S2 caster; the exact booster, empowerment, summon, or Pretender route must be owned first.

This table distinguishes research access from caster access. Ulm can research Contact Iron Angel while still lacking any legal caster. Conversely, every normal fort can recruit the E2 smith who reaches E3 in battle through Summon Earthpower, so Tempering the Will has a much more dependable delivery route.

National item portfolio#

The pinned item register separates Ulm’s items into discounted designs and a restricted design. The distinction matters. A national rebate changes cost for Ulm; a restriction changes who may forge the item. Book V owns the general forging rules and the unresolved stacking ledger.

Early discounted blacksteel#

Construction 1 opens the Blacksteel Sword, Blacksteel Tower Shield, Blacksteel Kite Shield, Blacksteel Helmet, Blacksteel Plate, and Blacksteel Full Plate. Most require E1; the full plate requires E2. These items let an ordinary Master Smith equip thugs, commanders, and specialists from the nation’s native Earth income.

The item card should decide whether a piece solves the actual failure. More protection is useful against conventional weapons. It does not repair low MR, fatigue, elemental vulnerability, or command problems. A tower shield, kite shield, weapon, helmet, and full plate also compete for slots with non-national answers.

Later national equipment#

Item Construction and paths Evidence-backed role
Black Halberd Construction 3, E1 Restricted to MA and LA Ulm in the pinned record; a national two-handed weapon option
Blacksteel Barding Construction 3, E2 Discounted national mount armour
The Copper Arm Construction 7, E3 F1 Discounted cursed item that grants extra arms; use requires a complete chassis and slot plan
Krupp’s Bracers Construction 9, E2 Discounted artifact-tier reinvigoration item

Master Smith Forge Bonus 2, Priest Smith Forge Bonus 1, national rebates, global forge modifiers, and integer rounding can interact. The final gem price remains unresolved. The live forge screen is the operational authority until the current stacking order is supported by a versioned observation record.

Ulm opening priorities#

The opening has five linked jobs:

  1. identify whether resources, gold, commander turns, or recruitment points are the immediate ceiling;
  2. recruit the armour-and-weapon mix that answers the local independent provinces;
  3. reserve the gold needed for the next fort and laboratory;
  4. start a repeatable Master Smith pipeline without leaving armies leaderless;
  5. preserve enough capital flexibility for a Mason, Priest Smith, Black Priest, Lord Guardian, or Guardian block when its specialised job becomes real.

A safe default is a protected infantry line with arbalest support, adjusted for the target. Pike weight rises against large units and cavalry. Great weapons rise against protection. Shields rise against missiles. Half plate rises when resource-limited frontage matters. Black plate rises when ordinary weapon damage is the main threat and the production centre can sustain it.

Expansion packages to evaluate from reports#

Package Intended target Failure signal
Half-plate line plus crossbows Ordinary infantry and armoured independents The line collapses before the slow ranged damage pays back
Shielded black-plate line Missile-heavy or conventional melee provinces Resources produce too few bodies, or fatigue defeats the protection advantage
Pikes with protected flanks Cavalry, large animals, and long-weapon matchups Small high-Defence troops close safely and win the sustained melee
Great-weapon infantry High-protection targets Low Defence, missiles, or first-strike losses remove the damage dealers
Black Knight reserve Weak flanks, exposed ranged troops, and time-sensitive reinforcement Anti-large weapons, armour-negating damage, or attrition consume an irreplaceably expensive package

These are decision templates, not published expansion counts. Exact party sizes remain open because the map, scales, formations, commander, independent type, and combat rolls change the answer. No new runtime test preparation is required to use the dossier’s economic and matchup logic.

Ulm research response tree#

Trunk: make fixed E2 recruitment useful#

Enchantment 1
-> Construction 2
-> Conjuration 3
  • Enchantment 1 gives Strength of Giants to fixed E2 smiths.
  • Construction 2 gives Temper Armors and completes the first ordinary equipment tier.
  • Conjuration 3 gives Summon Earthpower, raising an E2 smith to E3 during battle.

This is a capacity trunk, not a mandatory order. An immediate armoured enemy may justify Alteration. Magical beings may justify early Iron Darts. A fort network that needs equipment may value Construction first. Every research choice should name the current caster, army, and expected deployment turn.

Branch A: Earth control and armour reduction#

Alteration 3 gives Earth Meld to E2. Alteration 4 gives Destruction to an E3 caster, which an ordinary Master Smith can reach after Summon Earthpower. Alteration 5 adds Maws of the Earth for E3 and a gem. Later Marble Warriors and Iron Warriors strengthen protection packages, but their caster thresholds, fatigue, and exposure must be scheduled with the army.

This branch is strongest when conventional Ulmish damage is losing to protection or when the line needs Earth control to keep enemies in the kill zone. It is weaker when the enemy ignores armour, attacks MR, or forces the smiths to move too far from the troops they support.

Branch B: national priest missiles and MR support#

Evocation 3 opens Iron Darts for Black Priests and Priest Smiths. Thaumaturgy 5 opens Tempering the Will for E3. Evocation 6 opens Iron Blizzard. The first branch is capital-caster limited even when the research is cheap; the second can be delivered by repeatable E2 smiths after Summon Earthpower.

Do not read the national spell list as one automatic queue. Iron Darts and Iron Blizzard are most attractive when their cold-iron profile and ranged delivery solve the observed target. Tempering the Will is most attractive when hostile MR checks threaten expensive low-MR soldiers.

Branch C: broad Earth force multiplication#

Enchantment 5 gives Weapons of Sharpness to E3. Construction 6 gives Legions of Steel to E4 and a gem. An E3-random Master Smith reaches E4 through Summon Earthpower; ordinary E2 smiths need another real step. High Earth rituals such as Riches from Beneath, Forge of the Ancients, and Earth Blood Deep Well are planning endpoints, not native guarantees. Their E5 or E6 caster and large gem cost must be built before the research can pay back.

Branch D: rare Fire, Air, and Astral results#

  • An F2 Master Smith can cast Phoenix Power and reach F3 for stronger Fire battle magic such as Falling Fires or Summon Fire Elemental.
  • An A1 Master Smith can combine Air with the fixed Earth base. After Summon Earthpower it reaches E3 A1, including the path threshold for Rain of Stones; that spell’s danger to Ulm’s own human army makes delivery and protection part of the package.
  • An S1 Master Smith opens basic Astral searching and utility, but S1 is not a communion engine or the S2 half of Contact Iron Angel by itself.
  • An E3 Master Smith reaches E4 through Summon Earthpower and owns thresholds that ordinary smiths do not.

These are portfolio branches. Researching one before recruiting the matching 5% result converts certainty into hope. Record the rare mage first, then select the branch.

Ulm battlefield packages#

Armoured line with Earth support#

A mundane commander moves the infantry while one or more Master Smiths supply reachable buffs. The screen’s armour and weapon are selected from the enemy report. Smiths stand far enough back to survive but close enough for the spell’s real area and range. Adding more spells is not automatically safer: fatigue, script length, and a broken line can turn valuable researchers into casualties.

Priest Smith cold-iron cell#

A Priest Smith combines the paths for Iron Darts or Iron Blizzard with forging and E2 support. Black Priests can cast the same national missiles and bring H2 Inquisition. The cell requires a protected firing lane and an enemy for whom the missile profile matters. Against dispersed, resistant, or rapidly closing targets, the capital mage turn may be more valuable elsewhere.

Rare-path specialist cell#

An F2, A1, E3, or S1 Master Smith is paired with the troop package and research that use that exact result. The unit receives a permanent label and a retreat plan. Rare access should not be risked merely because the spell list permits a dramatic script.

Siege column#

Sappers provide Siege +5, while Master Masons provide Siege +30 and improve fort construction. Ordinary infantry supply bodies. This lets Ulm convert a production advantage into campaign tempo instead of leaving a victorious heavy army stalled at a wall. The column still needs scouts, supply, leadership, and protection against relief armies.

Ulm Pretender families#

Family What it solves What it must not conceal
Production and economy Converts the fort resource bonus into larger armoured queues and supports more infrastructure Extra resources do not pay gold, recruitment points, or commander turns
Missing-path bridge Imports Water, Death, Nature, Glamour, Blood, dependable Air, or dependable Astral One god is not a distributed national path; site searching, boosters, and replacement access still matter
High Earth-Astral ritual bridge Builds toward Contact Iron Angel or other late rituals E5 S2, research, gems, and opportunity cost must all be explicit
Resistance or mobility design Covers shock, cold, poison, MR, map-move, or another identified roster weakness A bless affects sacred recipients, while most Ulmish troops are mundane
Awake expander Adds early tempo where armoured troops cannot secure the required map Afflictions, path design, and lost scales can cost more than the provinces gained

Ulm often benefits more from a missing system than from another level in paths it already recruits. The design should name the first site-search target, booster, ritual, battlefield job, and replacement plan for every imported path. A theoretical late spell is not a reason to weaken the entire opening unless its access chain is credible.

Ulm matchup and failure matrix#

Enemy problem First answer to examine Avoid
Heavy conventional armour Great weapons, Black Halberds, Destruction, Maws of the Earth, and crossbow concentration Paying for maximum protection while using damage that cannot penetrate the target
High-Defence or shielded troops Flails, longer weapons, attack support, control, and more frontage Assuming protection fixes missed attacks
MR attacks and mind magic Tempering the Will, imported Astral, resistance equipment, summons, spacing, and shorter exposure Treating black plate as protection against MR checks
Armour-negating or armour-piercing magic Dispersal, resistance, ranged pressure, summons, and attacks on the caster Concentrating expensive slow troops inside the effect
Fatigue and armour destruction Mixed armour weights, shorter fights, reinvigoration, reserves, and counter-caster pressure Increasing armour without addressing the mechanism defeating it
Flyers and fast raiders Guarded smiths, protected rear formations, local commanders, forts, and spies Leaving the research and forging stack as an exposed single point of failure
Magical beings Iron Darts or Iron Blizzard when the national profile fits, plus ordinary Earth and weapon answers Assuming the national label guarantees favourable targeting or damage in every battle
Large units and cavalry Pikes, layered formations, Earth control, and concentrated missile fire Exposing unshielded pikes to the wrong ranged matchup
Strategic mobility Fort geometry, forward laboratories, mounted command, prepared reserves, and imported mobility Expecting slow heavy infantry to answer every raid after it appears

Monthly Ulm audit#

  • Which production centre is limited by resources, and which is limited by gold or recruitment points?
  • Is half plate or black plate the correct marginal purchase for the current enemy?
  • Are crossbows protected and assigned a target worth their slow rate of fire?
  • Does every field army have a commander whose movement and leadership fit it?
  • Are Master Smith randoms labelled at recruitment?
  • Does the active research target have a named caster and deployment turn?
  • Are Earth gems divided among battlefield use, forging, and rituals before spending begins?
  • Is the capital queue solving a real religious, Mason, elite, or command bottleneck?
  • Does the next fort improve recruitment geometry, resource conversion, or strategic defence?
  • Is low MR being answered before the army meets mind or soul attacks?
  • Are rare-path smiths protected from assassination, raiding, and routine frontline risk?
  • Is a late ritual route supported by actual paths, research, and gems?

Ulm unresolved evidence boundary#

The dossier deliberately leaves the following claims open:

  1. exact expansion-party ranges for each armour and weapon mix;
  2. live 6.36 display confirmation of the pinned Master Smith and Black Priest random masks;
  3. final displayed item costs when national rebate, Forge Bonus, global modifiers, and rounding combine;
  4. Iron Darts and Iron Blizzard targeting, friendly-fire, and damage outcomes in specific formations;
  5. Tempering the Will’s exact battlefield application against current MR attack types;
  6. the economic break-even point for Sappers, Master Masons, and stronger forts on different maps;
  7. reliable routes and payback for Contact Iron Angel and the larger Earth globals;
  8. rider-and-mount survival outcomes for Black Knights under different attack types;
  9. modded Ulm variants, which remain separate from this unmodded chapter.

These are preserved as unresolved claims, not converted into new test assets or guessed conclusions. R-047, R-058, and the broader runtime-testing queue remain parked until hands-on testing is explicitly resumed.

Part XIX: Middle Age Man, Tower of Avalon#

Man one-page command brief#

Middle Age Man turns several modest recruitment pools into a flexible human army. Ordinary forts supply longbows, infantry, cavalry, scouts, spies, priests, and three levels of Avalon mage. Forests add Foresters and Royal Foresters, while non-fort provinces can raise Logrian troops, Monks, and Logrian Wise Men. The capital adds the sacred Wardens and Knights of Avalon, their commanders, and the Crone of Avalon.

The reliable core is easy to state:

  • Longbowmen provide accurate, long-ranged mundane fire behind a line chosen for the target;
  • Knights of Man give every fort a heavily armoured mobile recruit;
  • Wardens and Knights of Avalon are powerful sacred capital troops, but their price and limited queue keep them scarce;
  • Monks spread cheap H1 research beyond the main mage forts;
  • Bards, Daughters, Mothers, and Crones are Spellsingers with fixed Glamour access;
  • Mothers provide the repeatable random portfolio, while capital Crones start at N3 G2 H1;
  • Logrian Wise Men recruit outside forts and add low Earth plus Fire, Air, Earth, or Nature branches;
  • the Forest and Tower of Avalon supply three Nature and two Glamour gems each month.

Man can recruit many different answers, but it cannot pay for all of them at once. Mothers cost 305 gold, capital Crones cost 465 gold and four commander recruitment points, Knights of Man cost 45 gold and 32 resources, and Knights of Avalon cost 90 gold and 32 resources. A plan that spends on every elite option can delay the forts and laboratories that make the roster useful.

Man evidence and ruleset#

The scope is unmodded MA Man on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing roster, costs, recruitment locations, national summary, communion description, spells, and rituals. Random masks, object identifiers, capital sites, hero records, and nation restrictions are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The official 6.13 patch changed the Forest of Avalon from a +2 Magic increase to its intended +1. That correction is applied here. The patch ledger through 6.36 names no later MA Man roster or national-spell change, but the older structured snapshot is still labelled 6.35. A live display remains the final authority where the manual compresses a random scheme or the database carries a hidden casting restriction.

Man conversion chain#

longbows, infantry, and ordinary knights
-> secure provinces and useful forests
-> forts, laboratories, and distributed recruitment
-> Monks, Spellsingers, Mothers, and Logrian Wise Men
-> Chorus, Nature-Glamour support, and national summons
-> specialised field armies and imported missing paths
-> protected territory, sieges, and Throne operations

The chain tends to break at three points. Gold-heavy mages and cavalry can delay the next fort. The capital commander queue can be consumed by Crones before the army has enough leaders. Random Mothers and Wise Men can disappear into research without being labelled for the spell or forge branch their paths opened.

Man national rules that shape the plan#

Rule or asset Operational consequence
Standard forts Man needs an ordinary fort-and-laboratory budget; terrain recruitment supplements the network but does not replace it.
Temples cost 300 gold Religious infrastructure is cheaper than the ordinary 400-gold temple, but it still competes with mages, troops, and forts.
Weak priests and inspired researchers Monks are H1 Mundane Researchers and can be recruited outside forts as well as in forts. They widen research and preaching without adding a magic path.
Forest recruitment Foresters and Royal Foresters can be recruited in every forest. Forest ownership can therefore add stealth, patrol, and ranged recruitment away from a fort.
Non-fort recruitment Logrian Slingers, Warriors, Cavalry, Monks, and Logrian Wise Men can be recruited outside forts according to the manual and structured membership tables.
Forest of Avalon The capital site supplies three Nature gems, Wardens, Knights of Avalon, and their commanders; patch 6.13 sets its Magic increase to +1.
Tower of Avalon The second capital site supplies two Glamour gems and the Crone of Avalon.
Communal Chants Man’s Spellsingers can cast Chorus Master and Chorus Slave. Book V owns the general communion rules and safety discussion.

Terrain recruitment is part of Man’s economy. A forest can contribute scouts and Foresters before it has a fort, while an otherwise ordinary non-fort province can contribute a Monk or a random Wise Man. Those commanders still cost gold and recruitment time. The map offers more queues, not free capacity.

Man roster by job#

Unit or group Best job Important limit
Logrian Slinger Cheap ranged body from forts or outside them Low protection and modest accuracy; the sling is not a substitute for the longbow line.
Longbowman Long-ranged supporting fire Needs a screen and a target for which mundane arrows matter; friendly troops still occupy the line of fire.
Spearman and Longspear Inexpensive line and long-weapon control Ordinary protection and damage; each version should be chosen for the opposing weapon and size mix.
Logrian Warrior Javelin-and-axe reinforcement from forts or outside them More expensive and resource-heavy than the basic line, with no shield against concentrated missiles.
Tower Guard Better-defended sword line Fourteen recruitment points and eighteen resources slow mass recruitment.
Forester Forest-surviving stealth archer, patrol support, and dispersed reinforcement Light armour and a mixed weapon set; useful terrain access does not make it a heavy line unit.
Landless Knight Armoured foot line with a broad sword Better protection costs resources, while the unit still moves and fights as infantry.
Logrian Cavalry Mobile reinforcement from forts or outside them Rider 1 and a lightly protected War Horse make it the cheaper cavalry tier, not a Knight of Man.
Knight of Man Heavy shock cavalry from any fort Forty-five gold, 32 resources, 25 recruitment points, and separate rider and Destrier risks.
Warden of Avalon Capital-only sacred great-sword infantry with True Sight Twenty-six gold, 28 resources, and 33 recruitment points keep the unit specialised.
Knight of Avalon Capital-only sacred unicorn cavalry Ninety gold and 35 recruitment points; both the rider and Armored Unicorn must survive the attacks aimed at them.

The default army should not mix every row. Longbows need a line that holds for the expected approach. Cavalry needs space and a target worth charging. Wardens and Knights of Avalon need a bless and battle that justify spending the capital troop queue on them.

Man commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Royal Forester Stealth 55, Patrol +5, forest recruitment Scouting, patrolling, stealth leadership, and moving Foresters Leadership 10; it is a specialist, not a general army commander.
Castellan Leadership 100 Ordinary field command No priest or magic role.
Monk H1, Mundane Researcher, outside-fort recruitment Research, preaching, blessing, and light sacred support Low morale and no non-Holy magic path.
Bard G1, Spy, Spellsinger Intelligence, Chorus participation, Glamour support Two recruitment points for a narrow battle mage and spy.
Daughter of Avalon N1 G1, Spellsinger Core research, Chorus participation, Nature and Glamour support Two recruitment points and no random path.
Mother of Avalon N1 G1 H1 plus two random rolls, Spellsinger Main random mage, Chorus, rituals, battlefield support, searching 305 gold and two recruitment points; the useful result must be labelled.
Lord Warden Sacred, True Sight, Leadership 100 Capital command and elite infantry leadership Capital-only commander turn and 170 gold.
Knight Commander of Avalon Sacred mounted Leadership 100 Mobile capital command and sacred cavalry leadership Capital-only, 210 gold, with a separate Armored Unicorn mount.
Crone of Avalon N3 G2 H1 plus randoms, Spellsinger High Nature and Glamour, national rituals, Chorus master, searching Capital-only, 465 gold, and four recruitment points.
Logrian Wise Man E1 plus FAEN random, Research -4, non-fort recruitment Elemental branch access, Earth support, searching, and forging 125 gold and two recruitment points for reduced research efficiency.

The capital queue should answer a current need. A Crone gives paths and ritual certainty. A Lord Warden or Knight Commander moves an elite force. Recruiting the expensive mage every turn without funding armies, forts, and field leaders can leave Man rich in theory and slow on the map.

Reading Avalon’s random paths#

Mother of Avalon distribution#

The manual prints the Mother as N1 G1 H1 with two random levels. The pinned record resolves two guaranteed and independent rolls:

  1. one level from Nature or Glamour;
  2. one level from Water, Earth, or Nature.

The six combinations are equally likely.

Final paths Probability per Mother
W1 N2 G1 H1 16.67%
E1 N2 G1 H1 16.67%
N3 G1 H1 16.67%
W1 N1 G2 H1 16.67%
E1 N1 G2 H1 16.67%
N2 G2 H1 16.67%

A Mother has a 50% chance to reach G2, a 33.33% chance to gain Water, a 33.33% chance to gain Earth, a 66.67% chance to reach at least N2, and a 16.67% chance to reach N3. Four independent Mothers give about a 93.75% chance of at least one G2 result, 80.25% for at least one Water result, 80.25% for at least one Earth result, and 51.77% for at least one N3 result.

These chances describe recruitment, not timing guarantees. A G2 Mother owns Geas, Summon Cu Sidhe, and the Glamour threshold of Herd of Unicorns. Water and Earth Mothers open different general spell and forge branches. An N3 Mother reaches thresholds that the ordinary Daughter cannot.

Crone of Avalon distribution#

Every Crone begins at N3 G2 H1. The pinned 6.35 record then gives:

  • one guaranteed level chosen equally from Air, Water, Earth, Nature, or Glamour;
  • an independent 10% chance of a second level from the same five-path set.

The guaranteed result is 20% for each named path. Including the second roll, the chance of receiving at least one chosen path is 21.6%. Ten percent of Crones receive two random levels; two percent receive both levels in the same path, and eight percent receive two different paths.

The current manual compresses the Crone to ?1 and does not expose that 10% second slot on the nation page. This dossier keeps the extra roll labelled as pinned structured evidence until a live 6.36 recruitment card or another current official source resolves the display.

Logrian Wise Man distribution#

The Logrian Wise Man has fixed E1 and one guaranteed level chosen equally from Fire, Air, Earth, or Nature.

Final paths Probability per Wise Man
F1 E1 25%
A1 E1 25%
E2 25%
E1 N1 25%

For any named result, 1 - 0.75^n gives the chance of seeing at least one after n independent recruits. That is about 57.8% after three, 76.3% after five, and 94.4% after ten. The expected wait is four recruits, but the non-fort provinces, gold, commander points, and laboratories needed to use the result still have to exist.

National spells and caster access#

Spell School and requirement Native caster Planning use and boundary
Chorus Master Thaumaturgy 1, G1, Spellsinger Bard, Daughter, Mother, or Crone Starts the master side of Man’s national Chorus. The official manual limits it to Spellsingers.
Chorus Slave Thaumaturgy 1, G1, Spellsinger Bard, Daughter, Mother, or Crone Starts the slave side. Caster count, path mix, fatigue, timing, and retreat safety must be planned together.
Summon Black Dogs Conjuration 2, D2, 5 Death gems No recruit or listed national hero has D2 Summons 20 Black Dogs. Owning the ritual does not create its caster.
Summon Cu Sidhe Conjuration 3, G2, 5 Glamour gems Crone or G2 Mother Summons 10 sacred Cu Sidhe. Research, gems, commander capacity, and the army that will lead them all matter.
Geas Thaumaturgy 3, G2 Crone or G2 Mother National combat control. Target selection, resistance checks, and battle value remain context dependent.
Summon Barghests Conjuration 4, D2, 7 Death gems No recruit or listed national hero has D2 Summons 14 sacred Barghests. A Pretender, summon, empowerment, or independent path must supply the missing Death caster.
Herd of Unicorns Conjuration 4, G2 N1, 10 Glamour gems Crone or G2 Mother Summons 10 sacred Unicorns. The pinned record also restricts the source province to forest terrain; check the current spell card before committing the gems.

The Death rituals are the clearest access warning. Man owns them nationally, but its repeatable roster and six listed national heroes contain no Death path. Researching those spells before building a real D2 route creates no casting capacity.

Man national item boundary#

The revision-2 manual does not list a separate Man item portfolio, and the pinned BaseI register has no nation-57 restriction or rebate record. Man can still forge ordinary items when a mage meets their paths. Those designs remain general objects, not national equipment.

This matters for planning. A Water or Earth Mother and an elemental Wise Man may open useful forging thresholds, but their random path does not create a discount. Item cost, booster order, and replacement access should be checked before a rare mage is assigned to repeated forging.

Man opening priorities#

The opening has six linked jobs:

  1. identify which nearby provinces need longbows, shields, long weapons, cavalry, or a different answer;
  2. preserve enough gold for the first infrastructure target while recruiting a line that can protect the archers;
  3. use forests and safe non-fort provinces as extra recruitment points where the map supports them;
  4. begin Monk, Daughter, Mother, or Bard recruitment without leaving the armies short of leadership;
  5. decide whether the capital commander queue needs a Crone, Lord Warden, or Knight Commander;
  6. label every Mother, Crone, and Wise Man as soon as its paths are known.

Recruitment packages to evaluate from reports#

Package Intended target Failure signal
Spear line with Longbowmen Ordinary infantry and lightly protected targets The line breaks before the arrows matter, or shields and armour make the volleys inefficient.
Tower Guard or Landless Knight screen Stronger conventional melee and missile pressure Resources buy too few bodies, or armour-negating attacks remove the investment.
Knight of Man reserve Exposed flanks, ranged troops, and time-sensitive reinforcement Anti-large weapons, control, or mount losses turn the charge into an expensive trade.
Logrian mixed reinforcement Provinces where outside-fort recruitment adds useful bodies quickly The local queue consumes gold without producing a coherent formation.
Warden or Knight of Avalon core Battles where the bless and sacred traits answer a known threat Capital scarcity and losses cost more than an ordinary troop solution.

These are report templates, not fixed expansion counts. Independent strength, formations, scales, bless, terrain, and combat rolls change the required party. No battle result is invented here.

Man research response tree#

Branch A: fixed Glamour support#

Thaumaturgy 1 gives every Spellsinger access to Chorus Master and Chorus Slave. Alteration 2 gives G1 Blur and Mirror Image. Thaumaturgy 3 gives G1 Luck and the national G2 Geas. This branch is available before a rare elemental random appears, but each spell still needs a protected caster and a battle where its effect matters.

Chorus is a force multiplier, not a substitute for planning. Masters and slaves should be counted before the script is chosen. Book V records the official rule that an unconscious Chorus Slave leaves the Chorus; the field plan must account for the resulting path and fatigue change.

Branch B: national summons#

Conjuration 3 opens Summon Cu Sidhe to every Crone and half of Mothers. Conjuration 4 adds Herd of Unicorns to the same casters because they also meet N1. The capital already receives three Nature and two Glamour gems each month, but that income must also support battlefield gems, searching, and any other rituals.

Summon Black Dogs and Summon Barghests sit on the same research branch but need D2. They should remain a future option until the nation actually owns a Death caster.

Branch C: Nature protection and pressure#

Crone access makes N3 dependable from the capital. Enchantment 3 gives Regeneration to N3, Conjuration 5 gives Howl to N3 with three Nature gems, and Alteration 6 gives Wooden Warriors to N3 with one Nature gem. Mothers add repeatable lower Nature and a one-in-six N3 result.

The choice depends on the army and opponent. Protection does not answer every elemental or armour-negating attack. Regeneration does not prevent a unit from dying to a single large hit. Howl and other battlefield pressure still depend on placement, duration, and the enemy’s rear security.

Branch D: Logrian Earth and elemental access#

Every Wise Man can cast the E1 Earth Grip at Alteration 1. The 25% E2 result reaches Strength of Giants at Enchantment 1, Earth Meld at Alteration 3, and Summon Earthpower at Conjuration 3. Fire, Air, and Nature results widen searching and low-path utility, but one random level does not make Man a deep elemental nation.

Research should follow the recruited result. A plan that assumes an E2 Wise Man on a fixed turn has only a 25% success chance per recruit. If the branch matters, recruit across several eligible provinces and keep a fallback that uses fixed Nature and Glamour.

Man battlefield packages#

Longbow line#

A Castellan or other suitable commander holds the infantry line while Longbowmen fire from protected positions. The line type is selected from the report: spears for cheap frontage, longer weapons for the right approach, or heavier troops when ordinary protection is the limiting factor. More archers do not repair a screen that collapses too early.

Cavalry reserve#

Knights of Man or the cheaper Logrian Cavalry wait for a flank, rear, or reinforcement job. Their riders and mounts are separate creatures under Dominions 6. Formation, charge lanes, anti-large weapons, and the survival of both parts remain battle questions.

Avalon sacred force#

Wardens bring capital-only sacred infantry with True Sight. Knights of Avalon add sacred Armored Unicorns and mobility. The bless should solve an identified weakness or improve a job the units already perform. Capital scarcity means they should not be treated as a mass replacement for ordinary infantry and cavalry.

Spellsinger cell#

Bards and Daughters provide cheap G1 Chorus bodies, while Mothers and Crones bring the paths that benefit from the Chorus. The cell needs a clear master-slave count, script, gem allocation, guard plan, and retreat route. Losing the cell can remove both battle magic and a large block of research.

Distributed recruitment column#

Forests add Royal Foresters and Foresters. Non-fort provinces add Logrian troops, Monks, and Wise Men. This can replace losses and widen research without waiting for every fort, but the resulting pieces still need commanders, laboratories where required, supply, and a route to the front.

Man Pretender families#

Family What it solves What it must not conceal
Economy and infrastructure Pays for 305-gold Mothers, 465-gold Crones, cavalry, forts, laboratories, and temples More income does not remove capital turns, commander points, or resource limits.
Sacred support Improves Wardens, Knights of Avalon, and national sacred summons Most ordinary Man troops remain mundane, while the best sacred recruits are capital-only.
Death bridge Supplies the missing D2 for Black Dogs and Barghests and may open broader Death work One Pretender is not distributed access; searching, gems, timing, and replacement still matter.
Elemental bridge Makes a required Fire, Air, Water, or Earth threshold dependable instead of waiting on randoms The bridge should name its first search, forge, ritual, and battlefield job.
Early tempo Covers an opening that the available troop mix cannot handle safely Lost scales, afflictions, and chassis risk may cost more than the early provinces gained.

Man already has strong Nature and Glamour. A Pretender earns its cost by repairing a real bottleneck, supporting the scarce sacreds, or improving the economy that recruits the roster. Adding more of an existing path without a funded job can leave the original problem untouched.

Man matchup and failure matrix#

Enemy problem First answer to examine Avoid
Shielded or heavily armoured line Cavalry pressure, Earth support from Wise Men, control, sacreds, or imported damage Assuming another block of mundane arrows will solve protection by itself.
Fast flankers and flyers Protected rear positions, reserves, guards, wider formations, and local commanders Leaving Longbowmen and Spellsingers as one exposed rear cluster.
Large units and cavalry Long weapons, layered lines, control, and concentrated fire Sending expensive cavalry into the enemy’s preferred anti-large fight.
High Defence, Glamour, or ethereal targets Area effects, buffs, True Sight assets, magic weapons, and researched control Treating high arrow volume as guaranteed contact.
Armour-negating or elemental magic Spacing, resistance, pressure on casters, summons, and shorter exposure Buying heavier human armour against damage that ignores it.
Mind and MR attacks Better-MR Avalon troops, buffs, spacing, imported Astral, and target-specific counters Assuming a sacred tag protects ordinary soldiers from MR checks.
Raiding and dispersed pressure Forest recruitment, non-fort queues, scouts, Bards, cavalry, and prepared local leaders Keeping every useful commander and mage in the capital.
Attrition and mage loss Monks for distributed research, protected rare randoms, reserves, and retreat planning Risking the only Water, Earth, Fire, or Air result in routine frontline work.

Monthly Man audit#

  • Is the next gold piece buying troops, a field leader, a mage, or the infrastructure that multiplies later recruitment?
  • Does every Longbowman group have a line that can hold for the expected approach?
  • Are forests contributing Royal Foresters or Foresters where that queue is useful?
  • Are safe non-fort provinces producing the right Logrian unit, Monk, or Wise Man?
  • Is the capital commander queue solving a path or leadership shortage?
  • Are Mother, Crone, and Wise Man randoms labelled by final paths and assigned jobs?
  • Does the current research target have a legal caster already recruited?
  • Are Nature and Glamour gems divided between battle use, summons, and reserves before spending begins?
  • Is a Chorus sized and scripted around its actual masters and slaves?
  • Do the Death rituals have a real D2 route, or are they only names in the spell list?
  • Are capital sacred losses justified by the battle and supported by the bless?
  • Can the research stack survive a raid, assassination attempt, or forced retreat?

Man unresolved evidence boundary#

The following claims remain open:

  1. exact expansion-party ranges for each line, longbow, cavalry, and sacred package;
  2. live 6.36 display confirmation of the two Mother rolls, the Wise Man mask, and especially the Crone’s pinned 10% second random;
  3. current spell-card confirmation of Herd of Unicorns’ forest-source restriction;
  4. Chorus fatigue, casting-time, path-boost, unconscious-slave, and script outcomes in specific battles;
  5. Geas target choice, resistance, and practical value against different formations;
  6. rider-and-mount survival outcomes for Logrian Cavalry, Knights of Man, and Knights of Avalon;
  7. the economic payback of distributed Wise Man and Monk recruitment on different maps;
  8. hero arrival timing and the value of late elemental or Astral access;
  9. modded Man variants, which remain separate from this unmodded chapter.

These questions stay visible without becoming guessed conclusions or new test assets. R-047, R-058, and the rest of the hands-on runtime queue remain parked.

Part XX: Middle Age Abysia, Blood and Fire#

Abysia one-page command brief#

Middle Age Abysia converts heat, heavy infantry, strong priests, and a capital Blood-mage queue into a compact but demanding war machine. Ordinary forts supply Humanbred screens, four weapon profiles of Abysian Infantry, Salamanders, assassins, animal handlers, Warlords, and two grades of Fire priest. The capital adds Lava Warriors and three Blood-capable commanders, including fixed S2 B3 Warlocks.

The reliable core is straightforward:

  • Humanbred cost fewer resources and move faster than the armoured Abysian line, so they can supply bodies where protection is not the only requirement;
  • Abysian Infantry provide fire-resistant heavy troops with battleaxe, flail, shielded axe, and shielded morningstar profiles;
  • Salamanders add large heat effects and fire attacks, but they are animals, undisciplined, and expensive in gold per body;
  • Anathemant Salamanders provide repeatable F2 H2, while Anathemant Dragons provide fixed F3 E1 H3;
  • Warlock Apprentices, Demonbred, and Warlocks put Blood access in the capital commander queue;
  • the two capital sites generate five Fire gems each month and gate every capital-only recruit;
  • national magic spans Fire battle support, Blood crossbreeding, two summons, and a hostile-province ritual;
  • repeatable recruits have no fixed Air, Water, Death, Nature, or Glamour access.

Abysia’s roster is narrow enough to understand and expensive enough to punish an unfocused plan. Heavy infantry consume resources, Warlocks consume gold, Demonbred consume the entire four-point capital commander allowance shown on their card, and Salamanders consume gold that could have funded another mage or fort. The first question each month is not which strong object exists. It is which bottleneck the next purchase removes.

Abysia evidence and ruleset#

The scope is unmodded MA Abysia on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing national rules, recruitment locations, displayed paths, costs, national spells, rituals, and artifact description. Object identifiers, site fields, nation restrictions, hero records, and expanded random slots are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The official 6.01 announcement says only that Abysia’s wall defenders were tweaked. It does not print a new defender count, composition, or formula, so none is invented here. The later 6.27 reference to EA Abysia’s AI is not applied to the Middle Age nation. A current unit card, spell card, or battle remains authoritative where the manual and the older structured snapshot expose different levels of detail.

Abysia conversion chain#

heat preference and fire-resistant bodies
-> Humanbred screens, armoured infantry, and early commanders
-> forts, laboratories, temples, and protected recruitment queues
-> Fire priests plus capital Astral-Blood mages
-> Fire research, blood hunting, and national rituals
-> target-specific infantry, heat, assassination, and mage packages
-> protected Blood economy, sieges, and Throne operations

The chain commonly breaks at three points. Too much armour can delay infrastructure because resources do not pay gold costs. Too many capital mages can leave Lava Warriors and field leadership underproduced. A Blood plan can also consume commanders and population without first building safe hunting provinces, patrollers, laboratories, and a reason to spend the slaves.

Abysian national rules that shape the plan#

Rule or asset Operational consequence
Heat preference +3 The roster is designed around very hot territory; scales and foreign provinces must be evaluated from Abysia’s preference, not a generic human baseline.
Heat limit +2 and Death limit +1 Pretender-scale choices have nation-specific limits. This does not make every extreme setting economically correct.
Radiated heat and Fire Resistance Most Abysian bodies carry Heat 3 and Fire Resistance 25. Humanbred instead have Fire Resistance 15 and no printed Heat ability.
Modified Growth and Death effects Growth and Death have half the standard effect on income and population growth and no effect on supplies. Population still dies slowly in Abysian provinces with Death scales.
Fort protection from heat deaths Forts reduce heat-scale deaths by two steps. This is a population rule, not a claim that forts erase every economic consequence of temperature.
Cave-fort bonus The manual grants extra gold and resources in cave forts, but prints no amount. Cave provinces are attractive, while the missing multiplier stays unquantified.
Powerful priests and blood sacrifice H2 and H3 priests support sacreds, preaching, and sacrifice. Blood sacrifice still spends slaves and priest turns.
Bless points +1 Abysia receives one extra bless point, but most of its ordinary infantry is mundane. The main recruitable sacred troop is the capital-only Lava Warrior.
No national missile troops Ranged pressure must come from magic, summons, independents, or imported options. A heavy line does not itself answer a protected enemy caster.

The Growth and Death exception is easy to overread. It changes several scale effects, yet it does not make population disposable: Death still kills people, Blood hunting raises unrest, and lost population can still reduce later income. The roster’s fire resistance also does not make it immune to cold, armour-negating damage, fatigue, morale failure, or magic-resistance attacks.

Abysia capital sites and recruitment queues#

Site Verified fields Recruitment consequence
The Smouldercone, site 1 Four Fire gems per month; Heat scale capped at 4 Enables Warlock Apprentice, Warlock, and Demonbred
Temple of the All-Consuming Flame, site 121 One Fire gem per month Enables Lava Warrior

Together the sites produce five Fire gems each month. That income supports Fire operations, not the Blood slaves or Astral pearls implied by the capital mages. Those economies require their own provinces, searches, trades, conversions, or imported access.

The Smouldercone creates the main capital-queue decision. A Warlock Apprentice costs 190 gold and two recruitment points; a Warlock costs 400 gold and two; a Demonbred costs 375 gold and four. The Temple creates a separate capital troop option, but the same capital must still supply ordinary troops, infrastructure, and commanders. A queue should be planned by the capability required next, not by buying the most expensive unit automatically.

Abysia roster by job#

Unit or group Best job Important limit
Humanbred with spear Lower-resource screen and longer-weapon body Morale 9, Protection 9, Fire Resistance 15, and no heat aura make it materially different from an Abysian Infantryman.
Humanbred with axe Lower-resource damage body behind or beside a holding line The axe version gives up the spear’s length and still has the Humanbred defensive profile.
Battleaxe Abysian Infantry Heavy two-handed damage No shield; slow combat speed and encumbrance make contact and fatigue part of the purchase.
Flail Abysian Infantry Heavy alternative weapon profile No shield and lower printed Defence than the battleaxe version; use only when the target justifies the weapon.
Shielded axe Abysian Infantry Protected general line More resources and encumbrance than the two-handed profiles; its one-handed damage must still defeat the target.
Shielded morningstar Abysian Infantry Protected line with a different damage profile The highest resource cost among ordinary infantry variants and no universal answer to armour.
Salamander Fire attack and Heat 6 pressure Animal, undisciplined, Morale 9, and 50 gold; needs suitable leadership and a battle where heat or fire matters.
Lava Warrior Capital-only sacred assault infantry Thirty gold, 28 resources, Berserker +3, two weapons, and low printed Defence; losses consume a limited capital queue.

The four Abysian Infantry versions are choices, not a progression ladder. Shielded troops improve the defensive profile against many mundane missiles and attacks, while two-handed troops preserve a different weapon and resource trade. Exact performance depends on the enemy weapon, protection, size, formation, fatigue, and terrain; the dossier does not assign a universal winner.

Abysia commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Slayer Stealth 60, Assassin, Patience +1 Scouting, assassination pressure, and intelligence Ninety-five gold for no army leadership or magic path; assassination outcomes remain target dependent.
Beast Trainer Beastmaster 3, Animal Awe +4, Magic Leadership 10 Handling Salamanders and other suitable animals Inspirational -1 and Leadership 25 mean it is not Abysia’s general field commander.
Warlord Leadership 100, Taskmaster +2, two axes Main mundane army command One hundred ten gold and 34 resources compete with another armoured body and infrastructure.
Anathemant Salamander F2 H2, sacred Repeatable Fire research, priest work, blood sacrifice, blessing, and battle support Two recruitment points and 260 gold; it does not reach the F3 E1 national spell by itself.
Anathemant Dragon F3 E1 H3, sacred High priest, national spell access, forging, and Fire-Earth support Four recruitment points and 415 gold; the pinned random slot is not printed on the manual card.
Warlock Apprentice S1 B2, Adept Cross Breeder +2 Blood research, hunting support, communions, and Infernal Breeding Capital-only and two recruitment points; it has no Fire path despite being Abysian.
Demonbred F2 B2 H2, flying, Blood Searcher 1, sacred Mobile priest, Blood search, Fire-Blood support, and command Capital-only, four recruitment points, and 375 gold; flying mobility does not prove a safe raid.
Warlock S2 B3 plus pinned randoms, Adept Cross Breeder +6 Main Astral-Blood mage, crossbreeding, hunting, rituals, and research Capital-only and 400 gold; every useful random result must be labelled and protected.

The ordinary-fort commander pool and capital pool solve different problems. Warlords move conventional armies. Anathemants provide religion and Fire. The three Smouldercone recruits build Blood and Astral capacity. Treating all eight as interchangeable commanders hides the queue that actually limits each plan.

Reading the Abysian random paths#

The pinned path mask 35968 decodes to Fire, Earth, Astral, or Blood. Its four component bits are 128, 1024, 2048, and 32768. The mask appears in both the Warlock and Anathemant Dragon records, but the roll structure differs.

Warlock distribution#

Every Warlock begins at S2 B3. The manual then prints one random level. The pinned 6.35 record resolves that display as:

  1. one guaranteed level chosen equally from Fire, Earth, Astral, or Blood;
  2. an independent 10% chance of a second level from the same four paths.

For any one named path, the first roll hits 25% of Warlocks. If it misses, the second roll can still add that path with probability 75% x 10% x 25%. The chance of reaching at least one level in a named random path is 26.875%.

Portfolio result Probability per Warlock
No second random level 90%
Second level matches the first path 2.5%
Second level is a different path 7.5%
Any one named path appears at least once 26.875%
A chosen named path appears twice 0.625%
At least Fire or Earth appears 52.5%

Three independent Warlocks give about a 60.90% chance of at least one result in a chosen named path. Five give about 79.09%, and ten give about 95.63%. These figures measure a recruitment portfolio. They do not guarantee when the result arrives, that it survives, or that the economy can afford uninterrupted recruitment.

The threshold consequences are asymmetric. A Fire double produces F2 on the Warlock; an Earth double produces E2; an Astral double raises the fixed S2 to S4; and a Blood double raises fixed B3 to B5. A single Astral or Blood result instead produces S3 or B4. These path cards open different spell and forge branches, so the final paths should be recorded immediately.

Anathemant Dragon pinned random#

The Anathemant Dragon is fixed F3 E1 H3 in the manual. The pinned structured record adds an independent 10% one-level roll from Fire, Earth, Astral, or Blood. That gives 90% no extra level and 2.5% each for F4, E2, S1, or B1.

This slot is less secure than the Warlock’s printed random because the manual page shows no random marker at all. The dossier uses it only as a 6.35 planning possibility. In particular, native F4 ritual access must remain conditional until a current recruitment card confirms the bonus.

Abysia native path boundary#

Path Repeatable access Boundary
Fire F2 Anathemant Salamander and Demonbred; F3 Anathemant Dragon; Warlock random Strong and distributed, although the capital Fire-Blood mage and high priest are expensive.
Earth Fixed E1 Anathemant Dragon; Warlock random; pinned Dragon random may reach E2 No ordinary repeatable E2 guarantee.
Astral S1 Apprentice, fixed S2 Warlock, Warlock random Capital-only; the main Warlock can reach S3 or rarely S4 under the pinned scheme.
Blood B2 Apprentice and Demonbred, fixed B3 Warlock, Warlock random Capital-only; hunting, unrest control, slaves, laboratories, and caster turns all need a budget.
Air, Water, Death, Nature, Glamour No repeatable recruit Must come from independents, summons, empowerment, transformation, items after another bridge, or the Pretender.

None of the three pinned national heroes supplies Air, Water, Death, Nature, or Glamour. Owning a Death ritual does not create a native Death caster. A plan that needs one of these paths must name the source, timing, cost, search route, and replacement plan.

Abysia national spells and caster access#

ID Spell or ritual Research and paths Cost or fatigue Verified native access
317 Summon Spectral Infantry Conjuration 2, D1 F1 5 Death gems No recruit or pinned hero has Death; national ownership is not native castability.
318 Contact Scorpion Man Conjuration 8, E1 F1 12 Earth gems Fixed Anathemant Dragon qualifies.
319 Inner Furnace Enchantment 5, F3 100 fatigue, battlefield-wide Fixed Anathemant Dragon qualifies; an F2 battle caster may require a separate Fire-boost route.
320 Infernal Breeding Blood 3, B2 25 blood slaves Apprentice, Demonbred, and Warlock qualify.
690 Liquid Flames of Rhuax Evocation 5, F3 E1 20 fatigue, range 30+, area 1 Fixed Anathemant Dragon qualifies.
850 Hellscape Alteration 6, F4 10 Fire gems, range 5 Pinned F-random Dragon reaches F4 only 2.5%; otherwise another explicit bridge is required.

Inner Furnace is described as strengthening the heat radiated by every Abysian on the battlefield. Its exact radius increase, affected-unit boundary, stacking, and fatigue consequences are not derived from the database effect field. Liquid Flames of Rhuax is an armour-piercing Fire attack and is marked unavailable underwater in the manual.

Infernal Breeding crossbreeds Abysians, humans, and giants with demons, Salamanders, and other beasts. The manual warns that many Hell Spawn suffer afflictions and early aging. Neither the manual nor a spell row supplies a complete current output distribution, so the dossier does not promise a particular creature count or quality beyond the ritual record.

Hellscape is an anonymous hostile-province ritual. Its printed effects are Heat +3, Death +1, population -10%, and unrest +20. The fixed Dragon does not meet F4 without another step; a battlefield Fire boost cannot be carried into a strategic ritual. Researching Alteration 6 for Hellscape should follow confirmed caster access, not precede it on hope.

Abysia national item boundary#

O’al Kan’s Sceptre, item 97, is a unique Construction 9 artifact requiring F3. The pinned item record grants a national rebate to both EA Abysia 16 and MA Abysia 63. The manual lists Fire Spell Range +50%, Cold Resistance +10, Leadership +100, the spell Flare, and a small-area fatigue effect on strike.

A fixed Anathemant Dragon meets the printed F3 forging path. That does not settle the displayed gem cost after the national rebate, other forge modifiers, artifact availability, and rounding are combined. The live forge screen controls that value. The artifact’s late research and uniqueness also mean it is a possible capstone, not an opening solution to leadership or range.

Abysia opening priorities#

The opening should secure four systems before adding exotic branches:

  1. enough field leadership to move the troop profile being purchased;
  2. a line whose protection, weapon, movement, and gold cost fit the nearby independents;
  3. laboratories, temples, and forts that can recruit the next mage or priest without stranding the army;
  4. a capital queue split deliberately among Blood-Astral access, mobile Demonbred, and other national needs.

An exact expansion count is not supplied. Humanbred, shielded infantry, two-handed infantry, Salamanders, and Lava Warriors face different risks against cavalry, missiles, high Defence, armour, cold, poison, and morale pressure. Map generation, scales, bless, commander, formation, and combat rolls change the minimum safe force.

The first additional fort should be judged by gold, resources, caves, neighbours, travel geometry, and commander access together. A cave bonus can improve a fort’s value, but the manual gives no number. A rich surface chokepoint may still be more useful than a cave that cannot protect borders or connect armies.

Abysia recruitment packages to evaluate from reports#

Humanbred screen#

Use Humanbred where lower resource cost, higher map movement, or additional bodies matter more than Abysian protection. Spears can extend the weapon line; axes change the damage profile. Their Morale 9 and lower fire resistance require appropriate leadership and positioning; they are distinct from the Abysian line.

Armoured Abysian line#

Choose shielded axe or morningstar versions when the defensive profile answers the observed threat. Choose battleaxe or flail versions when their weapon and lower resource cost justify losing the shield. Keep the line narrow enough for support to reach it and broad enough that slow troops do not leave an exposed flank.

Salamander group#

Salamanders offer Fire Flare, a bite, Heat 6, and Heat Power 1. A Beast Trainer provides the relevant animal leadership tools, while a mage or Warlord may supply the rest of the force. The group should be selected against a target that is vulnerable to its damage and fatigue pressure; fire resistance, dispersal, cold, morale, or fast contact can change the value sharply.

Lava Warrior reserve#

Lava Warriors concentrate capital resources, sacred status, two attacks, Berserker +3, and Heat Power 1. They are an elite answer only when the bless, commander, and target justify scarce recruitment. Low printed Defence and berserking make extraction and casualty control part of the decision.

Abysia research response tree#

Research begins with a battlefield or strategic problem and a recruited caster. Abysia owns several national spells at attractive path thresholds, but it cannot deploy every branch from the same mage pool or gem economy.

Branch A: Fire battlefield breakpoints#

Conjuration 3’s Phoenix Power lets an F2 battle caster reach a higher Fire threshold. Enchantment 5 then offers Inner Furnace at F3, while Evocation 5 offers Liquid Flames of Rhuax to F3 E1. The fixed Dragon reaches both national spells directly; Salamander priests and Demonbred can use an available battle boost for F3 effects but do not gain the Dragon’s Earth path.

This branch is strongest when heat pressure or armour-piercing Fire solves the reported enemy. It is weaker against fire resistance, rapid mage disruption, underwater operations, or a battle where Abysia’s own fatigue and formation fail before the Fire package matters.

Branch B: Blood economy and Infernal Breeding#

Blood 3 makes Infernal Breeding available to all three capital Blood-mage types. The research is only one part of the cost. The plan also needs hunting provinces, patrollers, laboratories, slave transport, unrest control, and mage turns. Apprentices are cheaper crossbreeders; Warlocks carry stronger Blood and the larger Adept Cross Breeder value; Demonbred add flight, priesthood, and Blood Searcher 1.

No expected return is assigned to the ritual or a hunting province. Population, unrest, scales, hunter skill, patrol strength, random outcomes, and current engine rules determine the result. Record actual slaves, unrest, population loss, and outputs before calling the branch efficient.

Branch C: Astral-Blood Warlocks#

Fixed S2 B3 makes every Warlock a useful Astral-Blood platform before randoms. Astral and Blood randoms raise the ceiling, while Fire and Earth randoms add cross-path options. This branch should be chosen after recruiting and labelling the actual portfolio; a research target that needs S3, B4, F1, or E1 is conditional until the relevant Warlock exists.

The capital-only nature of the whole Astral pool creates a strategic risk. One raid, siege, or assassination campaign can threaten research, blood hunting, and high-path casting together. Distributed forts, ordinary priests, protected movement, and reserve mages reduce that concentration.

Branch D: summons and remote pressure#

Conjuration 2 lists Summon Spectral Infantry, but its D1 F1 requirement exposes a missing native path. Conjuration 8’s Contact Scorpion Man is reachable by the fixed Dragon and costs 12 Earth gems. Alteration 6’s Hellscape requires F4 and ten Fire gems, with only conditional native access in the pinned Dragon random.

These rituals should be scheduled from the caster backward. Confirm the path, laboratory, research, gems, province, and opportunity cost first. A national name in the spell list is not a reason to divert research when the legal caster or gem income does not exist.

Abysia battlefield packages#

Humanbred screen with Abysian damage#

Humanbred occupy space and absorb selected contact while more expensive Abysian Infantry supply the weapon needed against the target. The two groups should not be treated as statistically identical. Leadership, morale, movement, fire resistance, and heat exposure differ, so formation and retreat routes matter.

Shielded line with priest support#

Shielded Abysian Infantry form the main protected block while an Anathemant blesses sacred auxiliaries, supports morale and religion, or delivers reachable Fire magic. A Warlord can preserve the priest’s script and commander turn for magic. The package still needs an answer to enemies that ignore armour or attack the rear.

Salamander heat cell#

A limited Salamander group applies Heat 6 and fire attacks beside fire-resistant national troops. Beast Trainer support keeps the animal role explicit. Inner Furnace may intensify the wider Abysian heat package, but its live area and fatigue interactions remain open; do not assume that adding more heat is harmless or universally effective.

Anathemant Fire battery#

F2 Salamander priests provide the repeatable base, while a Dragon supplies F3 E1 and H3. The battery is selected for a specific spell breakpoint and protected by troops and placement. Concentrating expensive priests can solve one battle while exposing research, sacrifice, and preaching elsewhere.

Capital Blood operations cell#

Apprentices perform lower-cost Blood and Astral work, Warlocks provide high paths and crossbreeding, and Demonbred provide mobile Fire-Blood priesthood. The cell needs scouts, patrol, laboratories, slave logistics, and a protected route between hunting provinces and casting centres. It should not sit as one undefended capital stack merely because every member was recruited there.

Abysia Pretender families#

Family What it solves What it must not conceal
Economy and production Supports gold-heavy mages, resource-heavy infantry, and additional infrastructure Extra resources do not pay Warlock gold, while extra income does not replace capital recruitment points.
Missing-path bridge Imports Air, Water, Death, Nature, Glamour, or dependable higher Earth One god does not create distributed national access, search coverage, boosters, or replacement casters.
Sacred combat design Improves Lava Warriors and sacred commanders The bulk Humanbred and Abysian Infantry receive no bless.
Resistance and mobility design Answers cold, shock, poison, magic resistance, map movement, or another observed gap A broad defensive bless can crowd out the path or scale needed for the wider state.
Awake expander Supplies early independent-taking power where the roster cannot meet the map safely Afflictions, counter chassis, lost scales, and delayed path infrastructure can erase the tempo gained.
Ritual and forging bridge Reaches Death-Fire, F4, higher Earth, or late artifact thresholds reliably Research, gems, laboratory turns, and the Pretender’s availability remain real costs.

Abysia already possesses deep Fire, Blood, and Astral. A Pretender often creates more value by supplying a missing system, resistance, mobility, or reliable ritual bridge than by adding an unsupported theoretical endpoint. Each imported path should have a first search target, first forge or ritual job, and a plan if the Pretender is unavailable.

Abysia matchup and failure matrix#

Enemy problem First answer to examine Avoid
Conventional missiles Shielded infantry, terrain, spacing, pressure, and magic Marching unshielded two-handed troops through fire because their armour looks high.
Heavy armour Battleaxes, morningstars, Fire magic, buffs, summons, and target-specific control Buying more low-damage bodies without checking whether they can penetrate.
High Defence, ethereal, or Glamour targets Area effects, attack support, magic weapons, Astral tools, and imported counters Treating a second expensive infantry block as guaranteed contact.
Fire-resistant armies Mundane weapon selection, Earth support, Astral-Blood options, summons, or imported damage Building the entire battle around heat and Fire because they are national strengths.
Cold and fatigue pressure Resistance, shorter fights, formation depth, spell disruption, and reserves Assuming native heat prevents cold damage or exhaustion automatically.
Armour-negating and MR attacks Spacing, resistance, summons, counter-caster pressure, and target-specific buffs Treating Protection 17 as a defence against every damage channel.
Fast flankers and flyers Protected mages, guards, reserves, wider lines, and local commanders Leaving the capital mage portfolio in one exposed rear cluster.
Raids and dispersed pressure Warlords, Slayers, forts, scouts, patrols, and prepared local forces Expecting slow infantry to recover every province after contact.
Underwater objectives Independent or summoned amphibious access, a Pretender bridge, and a separate logistics plan Assuming Fire resistance or wasteland survival supplies underwater capability.
Pressure on the Blood economy Distributed hunting, patrols, protected laboratories, reserve casters, and alternative research Concentrating slaves, hunters, researchers, and high-path mages in one vulnerable province.

Monthly Abysia audit#

  • Is the current troop queue limited by gold, resources, recruitment points, leadership, or travel time?
  • Does each infantry version have a target-specific reason to be in the queue?
  • Are Humanbred being used for their actual cost and movement profile, without treating them as disposable Abysians?
  • Does every Salamander group have suitable leadership and a target vulnerable to heat or Fire?
  • Is the capital commander queue buying the exact Astral, Blood, mobility, or priest capability required next?
  • Are Warlock and Dragon randoms labelled by their displayed final paths?
  • Does the research target have a legal, protected caster already recruited?
  • Are Fire gems, Earth gems, and blood slaves budgeted separately?
  • Are hunting unrest, patrol strength, population, and slave transport recorded instead of assumed?
  • Is a cave fort valuable for its position as well as its unquantified national bonus?
  • Are sacred recruitment and the bless large enough to justify one another?
  • Can the research and Blood infrastructure survive a raid, siege, or assassination campaign?

Abysia unresolved evidence boundary#

The following claims remain open:

  1. exact expansion-party ranges for Humanbred, each infantry weapon profile, Salamanders, and Lava Warriors;
  2. live 6.36 confirmation of the Warlock’s pinned 10% second random and any Dragon random, which the manual does not display;
  3. the numerical cave-fort gold and resource bonus;
  4. the exact post-6.01 wall-defender count and composition;
  5. Inner Furnace’s current affected-unit boundary, heat-area increase, stacking, and formation-level fatigue results;
  6. Infernal Breeding’s current output distribution, afflictions, ages, and economic return;
  7. displayed O’al Kan’s Sceptre cost after national rebate, other forge modifiers, artifact availability, and rounding;
  8. assassination, blood-hunting, Blood Searcher, and patrol outcomes in a particular game state;
  9. underwater access, battlefield scripts, and Pretender designs in a specific map and opponent field;
  10. modded Abysia variants, which remain separate from this unmodded chapter.

These questions remain evidence gaps; no rule or new test asset fills them. R-047, R-058, and the wider hands-on runtime queue stay parked until testing is explicitly resumed.

Part XXI: Middle Age Pythium, Emerald Empire#

Pythium one-page command brief#

Middle Age Pythium turns a broad legion roster, powerful Astral priest-mages, a separate troop-queue communion recruit, and unusually high capital gem income into a flexible imperial army. Ordinary forts recruit nine commanders and twelve troop types. The capital adds the Arch Theurg, Hydra Tamer, Battle Vestal, Hydra Hatchling, and Hydra through two national sites.

The reliable core is easy to state:

  • the legion roster ranges from cheap Slingers and Velites to Hastati, Principes, Triarii, and Emerald Guards;
  • Serpent Cataphracts add a heavily protected rider and a separately tracked Armored Serpent mount;
  • Theurg Acolytes provide S1 H1, Theurgs provide A1 W1 S2 H2, and capital-only Arch Theurgs begin at A2 W1 S3 H3 before randoms;
  • Theurg Communicants are troop recruits with a printed limit of one per month and a pinned automatic Communion Slave field;
  • the Cathedral of the Spheres supplies two Air gems, one Water gem, and five Astral pearls each month;
  • the national ritual list contains six angelic summons plus Contact Lar and Awaken Hamadryad;
  • repeatable recruits have no fixed Earth, Death, Nature, Glamour, or Blood access;
  • the official manual gives Pythium an Order scale limit of +1 and a Fortified City at the start.

Pythium has options, but each option draws on a different queue. Arch Theurgs consume capital commander time and 565 gold. Hydras consume capital troop time, 200 gold, and a one-per-month slot. Theurg Communicants use the troop queue even though their purpose is magical. A strong plan names which queue is solving which problem before the capital becomes a collection of expensive pieces without a field army.

Pythium evidence and ruleset#

The scope is unmodded MA Pythium on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing nation rules, printed roster, costs, recruitment locations, paths, national rituals, and mount statistics. Object identifiers, site fields, hidden random slots, national restrictions, item-rebate fields, hero records, and special unit flags are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The official update ledger through 6.36 contains one Pythium name match: a 6.07 correction for Epoteia that explicitly belongs to Late Age Pythium. It is not applied to the Middle Age nation. No ledger record through 6.36 names MA Pythium, one of its listed recruits, either capital site, or one of its national rituals as receiving a direct change. That is a patch-ledger result, not proof that no undocumented engine change exists; a current game card remains authoritative when it exposes newer detail.

Pythium conversion chain#

fortified capital, legion choices, and eight capital gems
-> target-specific infantry, leaders, and early expansion
-> forts, laboratories, temples, and protected recruitment
-> Acolytes, Theurgs, Arch Theurgs, and Communicants
-> battlefield communions, Grand Communion, and national rituals
-> legion support, Astral control, Air damage, and summoned specialists
-> protected mage economy, siege operations, and Throne claims

The chain most often breaks when one resource is mistaken for another. Eight capital gems do not pay the gold cost of a Theurg. Cheap legionnaires do not protect a communion by themselves. A large communion can reach high paths and still fail through fatigue, slave losses, a dead master, or a threatened rear. Pythium works best when its army, mage turns, pearls, and replacement plan are budgeted together.

Pythian national rules that shape the plan#

Rule or asset Operational consequence
Order limit +1 Pythium can take a higher Order scale than a normal nation. The extra legal point is an option, not a command to use it in every design.
Fortified City start The capital begins with stronger infrastructure than an ordinary starting fort. It still has only one commander queue and one troop queue each turn.
Standard forts Expansion of the recruitment network follows the normal fort system; capital-only mages, sacreds, and hydras remain tied to their sites.
Powerful priests Repeatable H2 Theurgs and the capital H3 Arch Theurg support religion and battlefield priest work; the pinned hero Bartholomeus reaches H4.
High capital gem income The Cathedral produces A2, W1, and S5 each month, eight gems in total. Nature rituals and Nature-forged national items still need a separate Nature economy.
Grand Communion The official manual uses Pythium’s Arch Theurg, Theurgs, and Acolytes as its worked example for strengthening a public ritual such as Dispel. Joining mages give up their own activity for that ritual.
Separate communion recruit Theurg Communicants are recruited as troops, printed at one per month, and carry a pinned automatic Communion Slave field. They ease pressure on the commander queue but compete with the army queue.
Serpent mounts Serpent Cataphracts and Serpent Lords ride Armored Serpents with their own hit points, protection, and poisonous bite. Rider and mount outcomes remain separate.
Capital hydras Hydras and Hatchlings offer regeneration, poison resistance, and multiple head weapons in the printed roster. The pinned record also marks poison clouds and other fields whose live operation remains open.

The strongest national features do not all point in the same direction. Legionnaires reward broad fort recruitment, while Arch Theurgs and hydras remain capital bound. Grand Communion concentrates ritual power in one province, while campaign survival usually rewards distributing ordinary Theurgs and replacement armies. The plan must decide when concentration is worth the risk.

Pythium capital sites and recruitment queues#

Site Verified fields Recruitment consequence
Cathedral of the Spheres, site 3 Two Air gems, one Water gem, and five Astral pearls per month Enables Arch Theurg and Battle Vestal
Swamps of Pythia, site 4 No gem income in the pinned site row Enables Hydra Tamer, Hydra, and Hydra Hatchling

The Cathedral produces eight gems each month. This supports Air, Water, and especially Astral work, but not the Nature gems required by Contact Lar, Awaken Hamadryad, Gloves of the Gladiator, or Hydra Skin Armor. Search coverage, trade, site capture, or another explicit source must fund that branch.

The capital has two distinct decisions. Its commander queue chooses between the four-point, 565-gold Arch Theurg and the one-point Hydra Tamer, along with any ordinary commander. Its troop queue chooses among legionnaires, Battle Vestals, Communicants, Hydra Hatchlings, and the 200-gold Hydra. Monthly limits on the Hydra and Communicant do not create extra queues; they only limit those individual recruits.

Complete Pythium roster by job#

Unit or group Best job Important limit
Slinger Cheapest printed missile body Morale 7, low protection, and low melee skills make it a support body, not a line anchor.
Retiarius and Gladiator Low-resource shock troops with net-trident or flail profiles The pinned records mark both as Single Battle. Their current departure timing remains a live-card question.
Velite Mobile skirmishing infantry with spear and javelin Protection 7 and Morale 10 demand suitable targets and leadership.
Alae Legionnaire Ten-gold armoured spear-and-javelin body The cheap gold price is balanced by 20 resources and ordinary Morale 10.
Hastatus Short-sword legionnaire with javelin Eleven gold and 21 resources; its value depends on whether the weapon profile reaches the target.
Principe Higher-skill, higher-morale legion line Fourteen gold and 20 recruitment points reduce the number produced from a busy fort.
Triarius Heavily protected long-spear line Twenty-nine resources, 25 recruitment points, Encumbrance 10, and Combat Speed 6 make fatigue and contact central concerns.
Emerald Guard Elite human bodyguard and line troop Twenty gold, 30 resources, and 31 recruitment points make losses expensive; its broad sword still needs to beat the target’s protection.
Standard Legionnaire carrying the pinned Standard +1 field Twenty gold for a support effect that should be placed where morale support is actually needed.
Serpent Cataphract Mobile heavy rider with a poisonous serpent mount Forty-five gold and 27 resources; rider and mount can be hit separately, and poison is not universal damage.
Battle Vestal Capital-only sacred skirmisher Low protection and nine hit points place a premium on bless design, positioning, and casualty control.
Hydra Hatchling and Hydra Capital-only regenerating poison pieces Fire Resistance -10, low combat speed, poison exposure, animal leadership, and friendly formation all need attention.
Theurg Communicant Troop-queue communion support Fifty gold, 31 recruitment points, one per month, and unable to act independently while serving as a communion slave.

The legion roster is a set of cost and weapon trades, not a single ladder from bad to good. Alae Legionnaires put armoured bodies on the field cheaply in gold. Principes and Emerald Guards buy stronger individual profiles at a higher gold and recruitment-point cost. Triarii add protection and reach but also heavy encumbrance. Reports about the enemy should decide which mix is produced.

Pythium commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Scout Stealth 50, forest and mountain survival Exploration and army reporting Thirty-five gold and no leadership role beyond scouting.
Assassin Stealth 65, Assassin, Patience +1 Targeted pressure and intelligence Outcomes depend on the target, guards, arena, equipment, and rolls.
Centurion Leadership 100 Ordinary legion command Ninety-five gold and 21 resources; no priest or magic path.
Serpent Lord Leadership 75, Skilled Rider 2 Command for serpent-mounted forces and mobile detachments The mount is a separate creature and does not share every rider protection.
Emerald Lord Leadership 100 Durable command and bodyguard work One hundred twenty-five gold and 30 resources compete with an Emerald Guard group or infrastructure.
Legatus Legionis Leadership 150 Main large-army command Two recruitment points and 150 gold; high capacity has value only when an army needs it.
Battle Deacon H1, sacred, Leadership 50 Cheap priest and small military command No non-Holy magic path and only one priest level.
Theurg Acolyte S1 H1, sacred Lower-cost research, communion participation, preaching, and Astral support Two recruitment points for a fragile mage with low battlefield skills.
Theurg A1 W1 S2 H2, sacred, Fortune Teller 5 Main repeatable mage-priest, battle communion master, research, and priest work Three hundred gold; using one in a Grand Communion also consumes its strategic turn.
Hydra Tamer Swamp Survival and Poison Resistance 15; pinned Beastmaster 2 Hydra leadership and poison-aware support Capital-only, Leadership 10, and no magic path; it is a specialist, not a general commander.
Arch Theurg A2 W1 S3 H3 plus pinned randoms, Fortune Teller 10 High Astral ritual work, Grand Communion lead, Air-Water support, and high priest duties Capital-only, 565 gold, and four recruitment points; the second pinned random is not printed in the manual.

The ordinary-fort mage line is the strategic backbone. Acolytes put S1 and H1 in every developed recruitment centre. Theurgs provide the fixed A1 W1 S2 H2 package that supports several schools without waiting for a random. Arch Theurgs raise the ceiling, but a plan that uses them for every magical job will overload the capital and leave valuable ordinary forts underused.

Reading the Arch Theurg random paths#

The official manual prints the Arch Theurg as A2 W1 S3 H3 with one random level. The pinned 6.35 record resolves mask 2944 into Fire, Air, Water, or Astral and records two rolls:

  1. one guaranteed level chosen equally from Fire, Air, Water, or Astral;
  2. an independent 10% chance of a second level from the same four paths.

The mask components are 128, 256, 512, and 2048. The second slot is not visible in the manual’s ?1 summary, so it remains pinned planning evidence without current 6.36 display confirmation.

Arch Theurg distribution#

Portfolio result Probability per Arch Theurg
No second random level 90%
Second level matches the first path 2.5%
Second level is a different path 7.5%
Any one named path appears at least once 26.875%
A chosen named path appears twice 0.625%
At least Air or Water appears 52.5%

For Fire, the result is at least F1 on 26.875% of Arch Theurgs and F2 on 0.625%. Air results raise fixed A2 to at least A3, Water results raise W1 to at least W2, and Astral results raise S3 to at least S4. A matching second roll can rarely reach A4, W3, or S5.

Three independent Arch Theurgs give about a 60.90% chance of at least one result in a chosen named path. Five give about 79.09%, and ten about 95.63%. Those figures describe a recruitment portfolio, not a schedule. The capital cost, four-point queue, survival, and arrival order still decide whether a threshold exists when it is needed.

Pythium native path boundary#

Path Repeatable access Boundary
Astral S1 Acolyte, S2 Theurg, S3 Arch Theurg, Arch random Deep and widely recruitable; high ritual thresholds still require rare randoms, boosters, empowerment, summons, or a Pretender.
Air A1 Theurg, A2 Arch Theurg, Arch random Repeatable A1 and capital A2; A3 is conditional without a battle communion or another bridge.
Water W1 Theurg and Arch Theurg, Arch random Repeatable W1; W2 and W3 depend on capital randoms or an imported step.
Fire Arch Theurg random only No fixed recruit has Fire. Even F1 access is a random portfolio result.
Holy H1 Deacon and Acolyte, H2 Theurg, H3 Arch Theurg Strong repeatable priest line; the hero Bartholomeus reaches H4.
Earth, Death, Nature, Glamour, Blood No repeatable recruit Must come from independents, a Pretender, empowerment, summons, transformations, or another proved bridge.

The three pinned heroes do not fill a missing non-Holy path. Bartholomeus supplies A2 W2 S3 H4, while Marius Lorca and Hierogallus have no magic paths in the snapshot. Pythium owns two Nature rituals and two Nature-forged discounted items, but national ownership does not create a Nature caster or Nature gems.

Grand Communion and ordinary communions#

The manual distinguishes battlefield communions from Grand Communions. An ordinary Astral communion needs Communion Master and Communion Slave in effect. Masters gain one level with two slaves, two levels with four, three with eight, and so on. Spell fatigue is divided among participants and then modified by the slaves’ path levels. If every master dies or flees, the slaves receive the printed backlash.

Theurgs and Acolytes can cast the Thaumaturgy 1 communion spells because they have Astral magic. The pinned Communicant field places that troop into the slave role automatically. This saves a setup action but also means a Communicant is not an independent battle caster. Exact survival still depends on master spells, slave paths, fatigue, resistances, buffs, battlefield timing, and enemy access to the rear.

Grand Communion is a strategic ritual order. The official example has an Arch Theurg cast Dispel while Theurgs and Acolytes in the province add their Astral levels. Each helper gives up its own activity for the turn. Grand Communion can make a key public ritual stronger, but it also concentrates mages and opportunity cost in one place. It should not be counted as a battlefield communion or as free ritual strength.

Pythium national rituals and caster access#

ID Ritual Research and paths Cost and result Verified native access
477 Contact Angel of the Host Conjuration 5, S3 7 Astral pearls; one Angel of the Host Fixed Arch Theurg qualifies.
479 Angelic Choir Conjuration 6, S3 15 Astral pearls; three Angels of the Heavenly Choir Fixed Arch Theurg qualifies.
481 Heavenly Wrath Conjuration 7, S3 F1 35 Astral pearls; one Angel of Fury Requires an Arch Theurg with Fire or another S3 F1 caster; pinned native chance is 26.875% per Arch.
478 Contact Harbinger Conjuration 6, S4 25 Astral pearls; one A3 H2 Harbinger Requires an Astral-random Arch or another S4 bridge; pinned chance is 26.875% per Arch.
480 Angelic Host Conjuration 7, S5 50 Astral pearls; six Angels of the Host A double-Astral Arch reaches S5 only under the pinned 0.625% result; otherwise another bridge is required.
482 Heavenly Choir Conjuration 9, S7 F2 144 Astral pearls; Seraph and choir host No recruit or hero meets both thresholds. This is a late external-access project.
275 Contact Lar Conjuration 5, N1 16 Nature gems; one W1 E1 N2 Lar No recruit or pinned hero has Nature. An imported N1 caster and Nature economy are required.
274 Awaken Hamadryad Enchantment 5, N4 25 Nature gems; one N3 Hamadryad No native N4 caster. The printed summon also has map movement 0 and Research -4.

The angelic branch aligns with the capital’s five Astral pearls per month and fixed S3 Arch Theurg. The first two rituals are directly castable once research and pearls exist. Higher thresholds depend on the actual random portfolio, boosters, empowerment, a summon, or a Pretender. Grand Communion is not silently applied to ordinary unit-summoning rituals.

Contact Lar is the main national bridge into a missing path family. The ritual needs imported N1, but the summoned Lar carries W1 E1 N2. That can create Earth access and reach the printed N2 requirement of both national-discount items once the relevant Construction research and gems exist. Awaken Hamadryad remains harder because it needs N4 before producing an N3 unit.

Pythium national item boundary#

Two pinned item records carry a Pythium national-rebate field:

ID Item Construction and paths Printed properties Access boundary
41 Gloves of the Gladiator Construction 3, N2 Magic Resistance +1, Strength +3, four attacks No native Nature mage; a Lar or another N2 bridge can forge it.
269 Hydra Skin Armor Construction 7, N2 Hit Points +8, Regeneration 10%, Poison Resistance +15 Same N2 boundary, with much later research.

The structured rows establish a national rebate marker, not the final gem price shown after every discount, forge bonus, and rounding step. The live forge screen controls that number. Neither item should be counted as an early national asset until Pythium has a legal N2 forger, Nature gems, the research level, and a safe forge turn.

Pythium national heroes#

ID Fixed name Unit name Verified role or paths
584 Bartholomeus Patriarch A2 W2 S3 H4; high priest and fixed caster for the S3 angel rituals
505 Marius Lorca Hero Mundane Leadership 100 commander with strong personal combat statistics; no magic path recorded
506 Hierogallus Hero Mounted Leadership 100 commander on Armored Serpent; Skilled Rider 3; no magic path recorded

Hero arrival is not a recruitment plan. Bartholomeus expands fixed Water and Holy depth but does not add Fire, Earth, Death, Nature, Glamour, or Blood. Marius and Hierogallus add command options, while Hierogallus retains the same rider-and-mount separation that applies to recruited serpent cavalry.

Pythium opening priorities#

The opening should secure four things before chasing the expensive ritual list:

  1. a troop mix chosen for the nearby independent weapons, protection, numbers, and terrain;
  2. enough leadership to move that mix without tying a Theurg to mundane command;
  3. laboratories and forts that can recruit Acolytes and Theurgs away from the capital;
  4. a deliberate capital split among Arch Theurgs, hydra support, Battle Vestals, Communicants, and ordinary troops.

No exact expansion count is supplied. Alae Legionnaires, Hastati, Principes, Triarii, Serpent Cataphracts, Vestals, and hydras all face different risks. Map generation, scales, bless, commander, formation, enemy composition, and combat rolls change the minimum safe force.

The first additional fort has special value because the best repeatable Theurg is not capital-only. A new lab and fort can expand the A1 W1 S2 H2 mage line while the capital handles Arch Theurgs and site recruits. That benefit must still be compared with gold, travel time, resources, border safety, and the troops needed now.

Pythium recruitment packages to evaluate from reports#

Legion core#

Alae Legionnaires and Hastati provide affordable armoured bodies, Principes buy a stronger individual profile, and Triarii add protection and a long spear at a heavy resource and fatigue cost. Emerald Guards are the expensive elite option. The correct mix depends on the target’s weapon length, damage, protection, missiles, and numbers; no legionary type is the answer to every province.

Serpent wing#

Serpent Cataphracts pair a protected rider with an Armored Serpent carrying 28 hit points, Protection 19, and a poisonous bite in the manual. They offer mobility and a different contact profile from the infantry line. The mount can be hit or killed separately, poison can be resisted, and a 45-gold rider must deliver enough value to justify the cost.

Hydra group#

Hydra Hatchlings and Hydras are capital-only pieces with regeneration, poison resistance, blunt and piercing resistance, and Fire Resistance -10 in the printed roster. The pinned rows add Animal, Undisciplined, poison-cloud, Beastmaster, and head-related fields. Use Hydra Tamers, separation, and poison-aware support while keeping exact cloud spread, friendly exposure, head loss, and regeneration behaviour open.

Gladiator reserve#

Retiarii and Gladiators cost little in resources and have useful contact profiles, but the pinned rows mark them Single Battle. They can be considered for a specific urgent fight, not silently counted as a permanent standing army. Current departure timing and the economic value of that exchange remain unresolved without live evidence.

Pythium research response tree#

Research begins with a battlefield or strategic problem and the caster already recruited. Pythium’s paths offer several clean breakpoints, but a large list of reachable spells is not the same as one coherent army package.

Branch A: Astral control and communions#

Thaumaturgy 1 unlocks Communion Master and Communion Slave at S1. Thaumaturgy 2 adds Mind Burn at S2, Thaumaturgy 4 adds Paralyze at S2, and Thaumaturgy 5 adds Soul Slay at S3. Acolytes, Theurgs, and Arch Theurgs cover those fixed thresholds in different numbers, while communions can raise masters further.

This branch is selected when magic-resistance attacks, single-target control, or higher communion paths answer the enemy. It is weaker when the rear cannot be protected, slaves are too few or too fragile, fatigue is unmanaged, or the target’s magic resistance makes the expected return poor.

Branch B: Air, Water, and Astral battle support#

Evocation 2 gives Lightning Bolt at A2, directly available to every Arch Theurg. Evocation 4 gives Thunder Strike at A3, requiring an Air-random Arch, communion support, or another bridge. Evocation 5 gives Stellar Cascades at S2. Alteration 3’s Body Ethereal is available at S1, while Alteration 4’s Quickness needs W2 and so requires a Water-random Arch, communion, or imported access.

The branch should be built around a named spell and formation. Air damage loses value against Shock Resistance, Astral effects can meet Magic Resistance or mindless targets, and short-range buffs require safe delivery. Research alone does not protect the caster or solve gem use.

Branch C: national summons#

Conjuration 5 is the first direct national threshold: fixed S3 Arch Theurgs can Contact Angel of the Host, while an imported N1 caster can Contact Lar. Conjuration 6 adds Angelic Choir and the conditional S4 Harbinger. Conjuration 7 adds Heavenly Wrath and Angelic Host. Heavenly Choir at Conjuration 9 is a separate legendary-scale commitment with an S7 F2 access problem.

Schedule each ritual from the caster and treasury backward. Pythium’s Astral income supports the angel branch, but high capital mage costs, laboratory turns, and pearl stock still matter. The Nature branch needs a new gem economy as well as a legal caster.

Branch D: Dispel and Grand Communion#

Enchantment 5 gives Dispel at S3 and costs 30 Astral pearls before extra investment. A fixed Arch Theurg can cast it. The official Pythium example shows Theurgs and Acolytes joining through Grand Communion to add their Astral levels to the attempt.

This branch is a strategic answer to a specific global enchantment, not a routine use of every mage. The extra pearls, participating mage turns, concentration of valuable casters, and timing all need to be weighed against the global’s actual harm.

Pythium battlefield packages#

Legion line with Theurg support#

A target-specific legion line supplies numbers and protection while Theurgs provide reachable Air, Water, Astral, and priest magic. Mundane commanders keep leadership separate from spell scripts. The package still needs a plan for armour that short swords cannot penetrate, flankers that reach the mages, and spells that hit friendly formations.

Communion battery#

Acolytes or Communicants provide slaves while Theurgs or Arch Theurgs act as masters chosen for specific path thresholds. Guards, spacing, fatigue planning, and a retreat route are part of the package. Adding more masters can multiply slave fatigue, and a master collapse can trigger backlash; size alone does not make the communion safe.

Hydra containment group#

Hydras occupy a separate pressure role with regeneration, fear on the full Hydra, head attacks, and poison. A Hydra Tamer supplies the pinned Beastmaster role. Ordinary legionnaires do not have printed Poison Resistance, so formation and separation matter. Fire damage, poison resistance, low combat speed, animal leadership, and hostile control can all reduce the group’s value.

Serpent flank and reserve#

Serpent Cataphracts move and contact differently from the legions, while a Serpent Lord can lead a mounted detachment. Use them where their speed, rider profile, and mount attack solve a real positioning problem. Do not treat 19 mount protection as immunity or assume a dismounted rider retains the same battle plan.

Pythium Pretender families#

Family What it solves What it must not conceal
Economy and production Funds 300-gold Theurgs, 565-gold Arch Theurgs, forts, and resource-heavy elites Extra income does not create capital commander turns, and extra resources do not pay mage gold.
Missing Nature and Earth bridge Casts Contact Lar, starts Nature income, and can open the two national-discount items One Pretender does not create distributed sites, spare gems, or replacement forgers.
Other missing-path bridge Adds Death, Glamour, Blood, dependable Fire, or another map-specific need A theoretical late spell is not useful without research, gems, availability, and delivery.
Sacred combat design Improves Battle Vestals and sacred mage-priests Most legionnaires, Serpent Cataphracts, and hydras receive no bless.
Resistance and communion safety Helps sacred participants survive shock, poison, magic-resistance attacks, or fatigue pressure A bless cannot fix poor slave ratios, exposed masters, bad scripts, or mundane troop losses.
Awake expander Supplies early independent-taking power and preserves legion recruitment Afflictions, counters, delayed scales, and an unavailable god can erase the early gain.
Astral ritual specialist Strengthens globals, Dispel plans, and high Astral access Pythium already has deep Astral; the design must justify what extra Astral solves.

Pythium often gains more from a missing bridge or economy plan than from repeating fixed S3 access. A Pretender path should have a first search target, first ritual or item, gem source, and backup plan. The Order +1 limit is useful only if the complete scale and awakening design benefits from it.

Pythium matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed ordinary infantry Legion depth, javelins, standards, buffs, and area magic Paying elite prices everywhere when cheaper bodies hold the required ground.
Heavy armour Higher-damage weapons, Astral control, Air magic, summons, buffs, and target-specific counters Assuming more short swords will solve protection they cannot penetrate.
High Defence, ethereal, or Glamour targets Area effects, attack support, magic weapons, Astral tools, and imported counters Relying on one expensive melee wing to make clean contact.
High Magic Resistance or mindless units Physical pressure, Air damage, buffs, summons, and non-MR effects Building the whole battle around Mind Burn, Paralyze, or Soul Slay.
Shock-resistant armies Astral, Water, mundane weapons, summons, and other imported damage Treating Air research as universal because Arch Theurgs have A2.
Poison-resistant, undead, or inanimate armies Legion damage, priest magic, Astral-Air packages, and non-poison summons Buying hydras for poison value the target largely ignores.
Fast flankers, flyers, and assassins Guards, reserves, dispersed mages, protected routes, and mundane commanders Placing every communion master and slave in one open rear cluster.
Giants, tramplers, and dense shock forces Long weapons, depth, control, buffs, poison where legal, and reserve lines Assuming formation density alone will hold a much larger contact profile.
Raids and dispersed pressure Centurions, Serpent Lords, forts, scouts, local troops, and replacement Theurgs Keeping all magical capacity and mobile forces in the capital.
Underwater objectives Amphibious independents or summons, items, and a separate logistics plan Treating W1 mages or a swimming hydra as proof of army-scale underwater access.

Monthly Pythium audit#

  • Is each fort limited by gold, resources, recruitment points, commander time, or travel distance?
  • Does the legion mix answer the weapons, armour, numbers, and terrain actually reported nearby?
  • Is a mundane commander available so a Theurg can keep its research or battle role?
  • What is the capital commander queue buying this month, and why is it more urgent than the alternative?
  • Are Communicants, Hydras, and other capital troops competing for a planned share of the troop queue?
  • Has every Arch Theurg been labelled by its final displayed paths?
  • Does each communion have named masters, slaves, path thresholds, guards, fatigue limits, and a retreat plan?
  • Are Grand Communion helpers giving up turns for a ritual worth that cost?
  • Does the current research target have a legal caster and a force that can use it?
  • Are Air, Water, Astral, and Nature treasuries being treated as separate economies?
  • Are hydras kept with appropriate leadership and away from unsupported poison-vulnerable troops?
  • Can forts outside the capital replace Theurgs if the main army or capital is threatened?

Pythium unresolved evidence boundary#

The following claims remain open:

  1. exact expansion-party ranges for each legion mix, Serpent Cataphracts, Battle Vestals, and hydras;
  2. live 6.36 confirmation of the Arch Theurg’s pinned 10% second random, which the manual does not display;
  3. the current unit-card display and automatic battle behaviour of the Communicant’s pinned Communion Slave field;
  4. exact Hydra and Hydra Hatchling poison-cloud spread, friendly exposure, head-loss thresholds, regeneration, and recovery sequence;
  5. current Single Battle departure timing for Retiarii and Gladiators;
  6. displayed Gloves of the Gladiator and Hydra Skin Armor costs after the national rebate, other modifiers, and rounding;
  7. battlefield communion scripts, fatigue distribution in a particular spell sequence, slave survival, and backlash outcomes;
  8. current Grand Communion participant display, ritual timing, and opportunity cost in a particular game state;
  9. Serpent Cataphract and Serpent Lord rider-and-mount outcomes under specific attacks;
  10. assassination, underwater access, Pretender designs, and matchup performance on a particular map.

These are evidence gaps, not invitations to guess. No runtime test or new test asset was prepared during this unit. R-047, R-058, and the wider hands-on testing queue remain parked until testing is explicitly resumed.

Part XXII: Middle Age Eriu, Last of the Tuatha#

Eriu one-page command brief#

Middle Age Eriu joins ordinary Milesian infantry to terrain-dependent Fir Bolg recruitment and a capital-only Sidhe core. Eight commanders and five troops are available from ordinary forts. Highland and mountain forts add two Fir Bolg commanders and five Fir Bolg troops, while the capital adds those Fir Bolg choices plus the Tuatha commander and sacred Daoine Sidhe.

The reliable structure is:

  • ordinary forts produce the full Milesian line, Bards, Sidhe Champions, Bean Sidhe, and Sidhe Lords;
  • highland and mountain forts add Fir Bolg Druids, Fir Bolg Champions, and five Fir Bolg troop profiles;
  • the capital’s Mound of Ancient Kings provides two Nature and three Glamour gems each month, Tuatha, and Daoine Sidhe;
  • Milesian Mages guarantee A1 E1 and one random level from Fire, Air, Earth, or Nature;
  • Bean Sidhe guarantee W1 N1 G1 and one random level from Air, Water, Earth, Nature, or Glamour;
  • Fir Bolg Druids guarantee A1 and one random level from Water, Earth, Nature, or Glamour;
  • Tuatha guarantee N2 G3 H2, one random level, and a pinned independent 10% second level from the Bean Sidhe set;
  • Geas and Summon Cu Sidhe are the two active national spell records; two additional nation-restricted placeholder rows are disabled and are not counted as usable magic.

Eriu’s main planning problem is geography. A fort can be an ordinary Milesian centre, a highland or mountain Fir Bolg centre, or the capital with its unique Sidhe access. Strategy should therefore be built from the actual province network instead of assuming every fort can reproduce every army.

Eriu evidence and ruleset#

This chapter covers unmodded MA Eriu on the Book I 6.36 live baseline. The revision-2 official manual controls player-facing roster values, recruitment locations, printed paths, national magic, item descriptions, and mount profiles. Identifiers, recruitment sets, capital-site fields, random masks, hero records, national restrictions, and item-rebate fields are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The official 6.01 update says Eriu’s recruit in mountain and highland forts did not work and records that correction. It also contains a presentation correction for the Bean Sidhe. These statements establish the direction of the fixes, but they do not replace the current manual’s explicit recruitment lists or prove a current runtime outcome.

Eriu conversion chain#

Milesian capital, five monthly gems, and terrain-dependent recruits
-> target-specific expansion forces and reported highland or mountain sites
-> ordinary mage forts plus selected Fir Bolg recruitment centres
-> random-path portfolios, sacred Sidhe, and stealth-capable detachments
-> Glamour, Nature, Air, Water, Earth, and conditional Fire packages
-> dispersed pressure, summons, fortified borders, and Throne claims

The chain breaks when a terrain recruit is budgeted before the correct province and fort exist, when capital Tuatha are treated as a cheap answer, or when a random path is counted before a qualifying mage has actually been recruited. Eriu needs a roster ledger that distinguishes guaranteed access, random access, and location access.

Eriu national rules that shape the plan#

Rule or asset Operational consequence
Luck limit +1 A Pretender may take one more Luck scale than the normal limit. It is an option whose value depends on the complete design.
Standard forts Ordinary infrastructure follows the normal fort system; terrain and capital recruitment remain separate restrictions.
Temples cost 300 Temple expansion has a lower printed gold price than the usual 400, improving priest and sacred infrastructure when a temple is actually needed.
Highland and mountain recruitment Fir Bolg commanders and troops require the named terrain and a fort, except that the same roster is also available in the capital.
Capital glamour mound The Mound of Ancient Kings produces N2 G3 each month and enables Tuatha and Daoine Sidhe.
Spell Singer roster Bards, Sidhe Champions, Bean Sidhe, Sidhe Lords, and Tuatha have the printed Spell Singer ability. Exact chorus outcomes are left to current rules and battle states.
Glamour sacreds Daoine Sidhe and the elite Sidhe commanders combine sacred status with Glamour. The ability does not make them immune to detection or all forms of damage.
Mixed mounts Sidhe Lords and Tuatha ride Fay Horses; Fir Bolg Charioteers use Chariots. Rider and mount have separate printed profiles.

Eriu capital sites and recruitment geography#

Site or location Verified fields Recruitment consequence
Mound of Ancient Kings, site 135 Two Nature and three Glamour gems per month Enables Tuatha and Daoine Sidhe in the capital
Fir Bolg Highlands, site 225 No gem income recorded Enables the Fir Bolg roster in the capital
Highland or mountain fort Nation recruitment attributes 690 and 691 Enables five Fir Bolg troops, Fir Bolg Champion, and Fir Bolg Druid
Other fort Ordinary fort tables Enables eight ordinary commanders and five Milesian troops

The five capital gems do not pay troop gold or prove a caster for every Nature or Glamour threshold. Likewise, finding a mountain does not create Fir Bolg recruitment until the fort is complete. Recruitment geography should be recorded before construction begins.

Complete Eriu commander membership#

ID Commander Gold Resources Rec points Verified recruitment
1789 Milesian Scout 35 4 1 Forts
1783 Milesian Champion 55 22 1 Forts
1784 Milesian Monk 45 1 1 Forts
2425 Bard 105 5 2 Forts
3887 Milesian Mage 160 1 2 Forts
850 Sidhe Champion 225 19 2 Forts
1774 Bean Sidhe 285 1 2 Forts
848 Sidhe Lord 375 16 2 Forts
1788 Fir Bolg Champion 70 12 1 Capital, highland forts, and mountain forts
2469 Fir Bolg Druid 95 2 2 Capital, highland forts, and mountain forts
856 Tuatha 630 22 4 Capital only

The eight ordinary records, two terrain commanders, and one capital commander reconcile to eleven distinct commanders. The manual, the fort table, the terrain attributes, and both capital sites agree on those membership classes.

Complete Eriu troop membership#

ID Troop Gold Resources Rec points Verified recruitment
1779 Milesian Slinger 7 2 4 Forts
1780 Milesian Spearman 10 9 11 Forts
1781 Milesian Longspear 10 13 11 Forts
1782 Milesian Swordsman 10 18 11 Forts
3631 Milesian Man at Arms 14 24 20 Forts
1785 Fir Bolg Slinger 12 2 14 Capital, highland forts, and mountain forts
1786 Fir Bolg Clan Warrior, axe 15 10 18 Capital, highland forts, and mountain forts
1787 Fir Bolg Clan Warrior, spear and javelin 15 10 18 Capital, highland forts, and mountain forts
3630 Fir Bolg Cattle Raider 19 9 25 Capital, highland forts, and mountain forts
3634 Fir Bolg Charioteer 35 12 23 Capital, highland forts, and mountain forts
849 Daoine Sidhe 35 12 23 Capital only

The five ordinary records, five terrain records, and one capital record reconcile to eleven distinct troops. The two Clan Warriors share a name but have different object identifiers, weapons, and Defence values; they are preserved as separate profiles.

Complete Eriu roster by job#

Unit or group Best source-backed role Important limit
Milesian Slingers Cheapest missile and siege bodies Morale 7 and weak melee values require leadership and protection.
Milesian Spearmen and Longspears Affordable line and longer-weapon frontage Ordinary human statistics and moderate protection demand a target-specific formation.
Milesian Swordsmen and Men at Arms Shielded, more protected line Resources and recruitment points rise while damage remains that of human weapons.
Fir Bolg Slingers Stronger stealth-capable slingers Need capital or the correct fortified terrain.
Fir Bolg Clan Warriors Axe damage or spear-and-javelin flexibility Fifteen gold and restricted recruitment; choose the actual weapon need.
Fir Bolg Cattle Raiders Higher-hit-point berserk shock infantry Berserk and low protection can increase losses after contact.
Fir Bolg Charioteers Mobile mounted pressure Chariot and rider outcomes are separate and Trample is not a universal answer.
Daoine Sidhe Capital sacred with Glamour and Spell Singer Thirty-five gold, capital queue pressure, and limited protection make casualty control important.

Eriu commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Milesian Scout Forest and mountain survival, Stealth 50 Intelligence and route checking Does not lead the field army.
Milesian Champion Leadership 75 Ordinary troop command Twenty-two resources compete with troop production.
Milesian Monk H1, sacred Preaching and inexpensive priest work Leadership 10 and no non-Holy path.
Bard G1, Spy, Spell Singer, Stealth 50 Intelligence, research, and low Glamour work Two recruitment points for a single-path mage.
Milesian Mage A1 E1 plus F/A/E/N random Main affordable path-diversity recruit A particular random cannot be scheduled as guaranteed.
Sidhe Champion N1 G1 H1, Glamour, sacred Combat command, priest work, and magic support Expensive for a one-level non-Holy path pair.
Bean Sidhe W1 N1 G1 plus A/W/E/N/G random Broad support, research, and random-path portfolio No Fire random and no guaranteed level two outside fixed totals.
Sidhe Lord N1 G2 H2, mounted, Glamour High leadership, priest work, and fixed G2 High gold cost and separate Fay Horse profile.
Fir Bolg Champion Leadership 75, Berserker 3 Terrain-force command Not available from an ordinary non-terrain fort.
Fir Bolg Druid A1 plus W/E/N/G random Cheap terrain mage and path portfolio Requires capital or a highland or mountain fort.
Tuatha N2 G3 H2 plus A/W/E/N/G randoms Highest native Glamour, ritual work, command, and priest duties Capital only, 630 gold, and four recruitment points.

Reading the Milesian Mage random paths#

The manual prints A1 E1 and one random level. The pinned mask 9600 decodes as Fire, Air, Earth, or Nature, with one guaranteed equally likely result.

Final non-Holy result Probability
A1 E1 F1 25%
A2 E1 25%
A1 E2 25%
A1 E1 N1 25%

This is Eriu’s repeatable native Fire source. A selected result appears at least once with probability 1 - 0.75^n: 57.81% after three Milesian Mages, 76.27% after five, and 94.37% after ten. Those figures describe a portfolio, not an arrival date.

Reading the Bean Sidhe random paths#

Bean Sidhe are fixed W1 N1 G1 and receive one guaranteed equally likely level from Air, Water, Earth, Nature, or Glamour. Mask 26368 therefore yields A1, W2, E1, N2, or G2 at 20% each.

A chosen result appears at least once with probability 1 - 0.8^n: 48.80% after three Bean Sidhe, 67.23% after five, and 89.26% after ten. This provides broad access, but each recruit costs 285 gold and two recruitment points.

Reading the Fir Bolg Druid random paths#

Fir Bolg Druids are fixed A1 and receive one guaranteed equally likely level from Water, Earth, Nature, or Glamour. Mask 26112 therefore yields A1 W1, A1 E1, A1 N1, or A1 G1 at 25% each.

The Druid is cheaper than the ordinary Milesian Mage but is geographically restricted. Its value depends on whether a suitable fort is useful for the wider campaign, not merely whether the random mask is attractive.

Reading the Tuatha random paths#

The manual prints N2 G3 H2 and one random level. The pinned record applies the same Air, Water, Earth, Nature, or Glamour mask as the Bean Sidhe, then adds an independent 10% second roll from that mask.

Portfolio result Probability per Tuatha
No second random level 90%
Second level repeats the first path 2%
Second level differs from the first 8%
A chosen named path appears at least once 21.6%
A chosen named path appears twice 0.4%

The extra slot is not exposed by the manual’s single ?1 marker, so it remains pinned 6.35 planning evidence rather than a current live-display claim. The very high gold and recruitment-point cost also makes large-sample portfolio assumptions impractical.

Eriu native path boundary#

Path Repeatable access Boundary
Glamour G1 Bard, G1 Sidhe Champion, G1 Bean Sidhe, G2 Sidhe Lord, G3 Tuatha, randoms Deep fixed access, with capital G3 and conditional higher results.
Nature N1 Sidhe Champion, Bean Sidhe, and Sidhe Lord; N2 Tuatha; randoms Fixed N1 outside the capital and fixed capital N2.
Air A1 Milesian Mage and Fir Bolg Druid; randoms Fixed A1 is repeatable; higher Air requires a random or another bridge.
Water W1 Bean Sidhe; Bean and Druid randoms Fixed W1 is repeatable; W2 is a Bean random or another bridge.
Earth E1 Milesian Mage; Mage, Bean, and Druid randoms Fixed E1 is repeatable; E2 is a Milesian Mage random or another bridge.
Fire Milesian Mage random only No fixed recruit has Fire.
Holy H1 Monk and Sidhe Champion, H2 Sidhe Lord and Tuatha H2 exists outside the capital on the Sidhe Lord.
Astral, Death, Blood No repeatable recruit Require independents, summons, empowerment, Pretender access, or another proved bridge.

Eriu national spell and ritual reconciliation#

ID Name School Requirement Cost Verified access
1294 Geas Thaumaturgy 3 G2 20 fatigue Sidhe Lord and Tuatha qualify; Bean Sidhe qualify on a Glamour random
439 Summon Cu Sidhe Conjuration 3 G2 5 Glamour gems Sidhe Lord and Tuatha qualify; summons ten Cu Sidhe

Two other nation-58 restriction rows, IDs 445 and 446, are named xxx, use school -1, and are disabled in the pinned spell table. They are retained in the evidence audit as placeholders and are not presented as playable national rituals.

Eriu national item reconciliation#

ID Item Construction Paths Verified national field
345 Gossamer Cloth 3 G2 N1 National rebate includes nations 11 and 58
93 Singing Sword 7 G2 National rebate includes nations 11 and 58

The manual describes Gossamer Cloth as veiling an army of up to 25 units and the Singing Sword as casting Entrancement. Sidhe Lords and Tuatha meet both printed path requirements. The final displayed cost after the national rebate, other modifiers, and rounding remains unresolved without a current forge screen.

Eriu national hero records#

ID Fixed name or class Unit name Verified magic or status
1777 Ferdiad Fir Bolg Hero Mundane Leadership 100, Berserker 5
1778 Cu Chulainn Hero Mounted mundane Leadership 100, Berserker 8
1794 Tuan Last Partholonian A2 W1 D4 G2 H1; pinned latehero = 10
1844 Scathach Trainer of Heroes A2 D2 G2 H1, Glamour, sacred
1806 Fianna Generic hero record Sacred Leadership 150; no magic path recorded

The first four are unique-hero attributes; Fianna is a generic or repeatable hero attribute. No arrival turn, frequency, or guaranteed strategic role is derived from either the hero slot or the uninterpreted latehero value.

Eriu patch reconciliation#

Update 6.01, published 19 January 2024, states that Eriu’s recruit in mountain and highland forts did not work. The current official manual explicitly lists the Fir Bolg units and commanders available in the capital and in fortified highland or mountain provinces, while the pinned data records the same terrain sets. The chapter therefore treats the current recruitment locations as intended rules and does not invent the earlier failure mode.

The same update includes a Bean Sidhe presentation correction. It supports only that a display asset changed; it does not establish a rules or balance change. No later direct Eriu roster change was found in the official ledger through 6.36.

Eriu opening priorities#

The opening should secure ordinary troop production, leadership, scouting, and an affordable mage stream before assuming a terrain fort or repeated Tuatha. Milesian units can form the initial army while Scouts identify routes and suitable fort provinces. Exact expansion counts remain open because map generation, scales, bless, formation, opposing roster, and combat rolls change them.

A first fort has two different strategic meanings. An ordinary province expands Milesian Mages, Bean Sidhe, Sidhe Lords, and the human army. A highland or mountain adds cheap Fir Bolg Druids and the terrain troop package. The correct choice depends on distance, resources, defence, construction time, and the path portfolio already available.

Eriu recruitment packages to evaluate from reports#

Milesian line#

Spearmen and Longspears provide inexpensive frontage, while Swordsmen and Men at Arms buy more protection at higher resource and recruitment-point costs. Slingers add cheap ranged bodies. Choose the mix from the reported target rather than treating the more expensive profile as automatically superior.

Fir Bolg terrain force#

Fir Bolg offer higher hit points and magic resistance than the ordinary Milesian line, plus stealth on most profiles. Axe and spear Clan Warriors answer different targets; Cattle Raiders add berserk pressure; Charioteers add a separate mount profile. Their restricted recruitment makes replacement geography part of the plan.

Sidhe sacred group#

Daoine Sidhe and sacred commanders combine Glamour with higher defence and magic resistance. They remain limited by capital access, gold, recruitment points, and ordinary battlefield counters. A bless should solve a named problem instead of assuming Glamour replaces protection, numbers, or retreat planning.

Eriu research response tree#

Branch A: Glamour control and national magic#

Thaumaturgy 3 provides Geas at G2, while Conjuration 3 provides Summon Cu Sidhe at G2 for five Glamour gems. Sidhe Lords give fixed non-capital G2 and Tuatha give capital G3. This branch is attractive when its control effect or stealth-capable sacred summons answer the current opponent, not simply because it is national.

Branch B: Air and Earth support#

Milesian Mages always bring A1 E1 and can random higher Air or Earth. Fir Bolg Druids always bring A1. Research should be chosen around a spell that the existing mage can cast and deliver. A theoretical A2 or E2 package should stay conditional until the matching random exists.

Branch C: Nature, Water, and sacred support#

Nature is fixed across the Sidhe line and reaches N2 on Tuatha, while Bean Sidhe provide fixed W1 and conditional W2. This supports buffs, protection, recovery, and summons at different research thresholds. Gem income remains separate: the capital supplies Nature but no Water gems.

Branch D: forging and path bridges#

Construction 3 exposes the nationally discounted Gossamer Cloth and other low-level utility items; Construction 7 exposes the Singing Sword. Forging should begin from a current requirement, available caster, and gem budget. It should not consume the Glamour treasury needed for an imminent Cu Sidhe summon without an explicit trade-off.

Eriu battlefield packages#

Human line with mage support#

Milesian infantry supply replaceable frontage while Milesian Mages, Bards, and Bean Sidhe provide the selected spell package. A mundane Champion keeps troop leadership separate from mage turns. The package still needs answers to armour, high defence, missiles, fatigue, and rear attacks.

Fir Bolg stealth detachment#

A terrain fort can combine stealth-capable Fir Bolg troops with a Champion or Druid. This can create a distinct movement and information package, but exact stealth discovery, interception, and battle outcomes remain dependent on current rules and game state.

Sidhe sacred pressure#

Daoine Sidhe, Sidhe Champions, Sidhe Lords, and Tuatha can combine sacred status, Glamour, and Spell Singer access. Their gold and capital constraints make concentration expensive. The force should have a clear target, retreat line, and replacement plan.

Eriu Pretender families#

Family What it solves What it must not conceal
Economy and production Funds forts, 285-gold Bean Sidhe, 375-gold Sidhe Lords, and 630-gold Tuatha Income does not create commander turns or suitable terrain.
Missing Astral, Death, or Blood bridge Opens searches, rituals, or counters absent from repeatable recruits A path without research, gems, and delivery is not a working bridge.
Sacred combat design Improves Daoine Sidhe and sacred commanders Most Milesian and Fir Bolg troops receive no bless.
Resistance design Protects sacreds against a reported damage or control class One resistance does not solve mundane attrition, fatigue, or positioning.
Awake expander Supplies early independent-taking power while preserving troop recruitment Afflictions, counters, and delayed economy can erase the advantage.
Luck-oriented design Uses Eriu’s Luck +1 legal limit The extra point must justify its opportunity cost within the full scale design.

Eriu matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light troops Longer weapons, missiles, formation depth, buffs, and area magic Spending capital sacreds on work ordinary lines can perform.
Heavy armour Axes, buffs, magic, summons, and target-specific counters Assuming more low-damage human attacks will penetrate.
High Defence or Glamour Area effects, attack support, magic weapons, and control Treating Eriu’s own high Defence as proof it counters the same mechanic.
High Magic Resistance Physical pressure, buffs, and non-MR effects Building the battle solely around Geas or other resistance checks.
Fire pressure Appropriate resistance, spacing, and nonflammable or expendable layers Concentrating expensive sacreds without a tested answer.
Fast flankers or flyers Guards, reserves, dispersed mages, and protected routes Leaving costly Spell Singers in an open rear cluster.
Raids and dispersed pressure Scouts, Bards, local forts, terrain recruits, and replacement commanders Keeping every important mage and sacred in the capital.
Underwater objectives Amphibious independents, summons, items, and a separate logistics plan Treating W1 Bean Sidhe as army-scale underwater access.

Monthly Eriu audit#

  • Which forts are ordinary, highland, mountain, or capital recruitment centres?
  • Is each queue limited by gold, resources, recruitment points, terrain, or travel distance?
  • Does the current troop mix answer the reported weapons, protection, numbers, and terrain?
  • Has every random mage been labelled by final displayed paths before receiving a job?
  • Is Fire being treated as conditional rather than guaranteed?
  • Are capital commander turns being spent on Tuatha only when G3, N2, H2, or high leadership is required?
  • Are Nature and Glamour income budgeted separately from Air, Water, Earth, and Fire needs?
  • Does each research target have a legal caster, treasury, force, and delivery route?
  • Are sacred and stealth forces assigned a retreat and replacement plan?
  • Is a new fort being placed for its actual ordinary or terrain roster?

Eriu unresolved evidence boundary#

The following claims remain open:

  1. exact expansion-party ranges for Milesian, Fir Bolg, and Daoine Sidhe forces;
  2. live 6.36 confirmation of the Tuatha’s pinned 10% second random, which the manual does not display;
  3. current terrain-recruit interface and any edge case left by the old 6.01 bug;
  4. displayed Singing Sword and Gossamer Cloth costs after national rebates, other modifiers, and rounding;
  5. exact Geas targeting and resistance outcomes in a particular battle;
  6. Spell Singer timing, chorus composition, fatigue, interruption, and survival outcomes;
  7. Glamour, stealth, and detection interactions already parked under R-058;
  8. rider, Fay Horse, Chariot, and dismount outcomes under specific attacks;
  9. hero arrival timing, generic Fianna frequency, and the meaning of Tuan’s pinned late-hero value;
  10. specific Pretender designs, scripts, and matchup performance on a generated map.

These are evidence gaps, not invitations to guess. No runtime test or new test asset was prepared during this unit. R-047, R-058, and the wider hands-on testing queue remain parked until testing is explicitly resumed.

Part XXIII: Middle Age Agartha, Golem Cult#

Agartha one-page command brief#

Middle Age Agartha combines protected human infantry with Pale One cave recruits, capital sacred giants, underwater recruitment, and an Earth-led priest-mage corps. Seven commanders and seven troops appear in the ordinary fort tables. The capital adds two commanders and three sacred troops through three national sites, while underwater forts add a Wet One Captain and an armoured Wet One profile.

The reliable structure is:

  • ordinary forts recruit the human infantry line, Pale and Wet Ones, Troglodyte Slaves, and all repeatable non-capital mages;
  • every cave province can recruit Pale One Captains, Pale One Soldiers, and the lightly armoured Wet One even without a fort;
  • cave forts receive extra gold and resources, although the official nation page gives no arithmetic for the increase;
  • Golem Crafters guarantee F1 W1 E2 H1 and qualify for the early Fire, Water, and Earth national rituals;
  • capital Oracles guarantee E3 D1 H3, one full W/E/D random, and a pinned independent 10% second W/E/D random;
  • the capital produces F1 E3 D1 each month and supplies Ancient Ones, Ancient Stone Hurlers, Shard Guards, Ancient Lords, and Oracles;
  • twelve national rituals form summon ladders for magma, elementals, olms, living statues, mercury, shadow beings, and undead Pale Ones;
  • the manual states that constructs gain Hit Points inside Agartha’s dominion, but exact candle scaling and affected ownership classes remain unresolved.

Agartha’s central planning problem is conversion. Slow, well-protected troops and deep Earth access become strategically valuable only when the nation also budgets commander turns, research, mixed gem types, cave infrastructure, and movement to the target.

Agartha evidence and ruleset#

This chapter covers unmodded MA Agartha on the Book I 6.36 live baseline. The revision-2 official manual controls player-facing roster values, explicit recruitment locations, printed paths, national rules, capital-site output, and national ritual tables. Identifiers, membership sets, site fields, random masks, hero records, and nation restrictions are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

Official update 6.04, published 2 February 2024, includes a short Lich-shape correction for Agarthan Oracles. The note establishes that an Oracle transformation record was corrected, but it does not supply the resulting form, trigger, or present-game sequence. Those details are not reconstructed from the headline.

Agartha conversion chain#

protected infantry, cave access, and five monthly gems
-> target-specific expansion groups and surveyed cave routes
-> ordinary mage forts plus protected capital recruitment
-> Earth-led research and separate Fire, Water, Earth, and Death budgets
-> elementals, olms, statues, shadows, undead, and battlefield support
-> durable fronts, cave logistics, sieges, and Throne claims

The chain breaks when the capital queue is treated as unlimited, when slow troops are sent on a deadline they cannot meet, when a national ritual is counted without its gem type, or when an Oracle random is assumed before the commander exists.

Agartha national rules that shape the plan#

Rule or asset Operational consequence
Humans and Pale Ones The roster contains different size, movement, amphibious, leadership, and equipment profiles; one formation does not fit all of them.
Darkvision Agarthan profiles carry substantial Darkvision, which is relevant underground and in darkness but does not remove other combat penalties or targeting limits.
Cave recruitment Pale One Captains, Pale One Soldiers, and the light Wet One profile are available in all caves as well as forts.
Cave-fort economy The nation page promises extra gold and resources in cave forts; the exact increase is not printed there and remains an arithmetic boundary.
Poor amphibians and amphibians Several Pale One and construct profiles can enter water with different limitations; army-scale underwater readiness still depends on the complete force.
Golem Cult Constructs receive increased Hit Points inside friendly dominion according to the nation page. Exact scaling and ownership coverage remain unresolved.
Bless points +1 The Pretender design receives one additional bless point. It does not by itself choose a useful bless.
Standard forts Ordinary fort construction follows the standard system, with the separate cave-fort economy rule layered on top.

Agartha capital sites and recruitment geography#

Site or location Verified fields Recruitment consequence
Roots of the Earth, site 110 One Fire and three Earth gems per month Supplies most of the capital’s gem income
Halls of the Oracles, site 111 No gem income recorded Enables Ancient Lord, Oracle of the Ancients, Ancient One, and Ancient Stone Hurler
The Chamber of the Broken Seal, site 166 One Death gem per month Enables Shard Guard
Any cave Nation cave-recruit attributes Enables Pale One Captain, Pale One Soldier, and the light Wet One profile
Underwater fort Underwater recruitment attributes Enables Wet One Captain and the armoured Wet One profile

The capital therefore produces five gems each month: F1 E3 D1. It produces no Water gems even though Golem Crafters have W1 and Olm Conclave and Living Mercury require Water gems. A legal caster and a funded ritual are separate claims.

Complete Agartha commander membership#

ID Commander Gold Resources Rec points Verified recruitment
1448 Agarthan Scout 35 4 1 Forts
2483 Troglodyte Trainer 60 15 1 Forts
1471 Pale One Captain 65 18 1 Forts and all caves
1445 Cave Captain 95 22 1 Forts
1475 Attendant of the Oracles 65 1 1 Forts
1473 Earth Reader 115 1 2 Forts
1474 Golem Crafter 295 2 2 Forts
2506 Ancient Lord 175 23 1 Capital only
1459 Oracle of the Ancients 540 1 4 Capital only
1638 Wet One Captain 50 6 1 Underwater forts

The seven ordinary records, two capital records, and one underwater record reconcile to ten distinct commanders. The Pale One Captain is both an ordinary fort commander and a cave recruit, so it is counted once.

Complete Agartha troop membership#

ID Troop Gold Resources Rec points Verified recruitment
1472 Pale One Soldier 9 14 18 Forts and all caves
1489 Wet One, light 9 1 18 Forts and all caves
1354 Agarthan Heavy Infantry 10 27 9 Forts
1355 Agarthan Infantry 10 22 9 Forts
1447 Agarthan Light Infantry 10 10 9 Forts
2507 Defender of the Halls 13 23 26 Forts
2482 Troglodyte Slave 50 1 40 Forts
2188 Ancient One 40 27 32 Capital only
2189 Ancient Stone Hurler 40 13 32 Capital only
2508 Shard Guard 45 34 30 Capital only
1636 Wet One, armoured 9 5 18 Underwater forts

The seven ordinary records, three capital records, and one underwater record reconcile to eleven distinct troops. The two Wet One rows retain separate identifiers, equipment, protection, combat values, and recruitment channels.

Complete Agartha roster by job#

Unit or group Best source-backed role Important limit
Agarthan infantry Protected human frontage at three resource levels Slow map and combat movement make route and formation planning important.
Pale One Soldier Large amphibious cave recruit with siege strength Low Attack and Defence require support and target selection.
Wet Ones Cheap amphibious bodies from cave or underwater channels The light and armoured profiles are not interchangeable.
Defender of the Halls Larger, shielded poor-amphibian line High recruitment-point and resource costs limit massing.
Troglodyte Slave Large trampling shock unit High gold, recruitment-point cost, low Magic Resistance, and friendly positioning risks constrain use.
Ancient One Capital sacred heavy infantry Capital access, 40 gold, 27 resources, and 32 recruitment points make losses costly.
Ancient Stone Hurler Capital sacred boulder thrower and siege body Low Defence and limited capital production require protection.
Shard Guard Capital sacred glaive unit with poison resistance Highest resource cost in the roster and slow movement restrict replacement and delivery.

Agartha commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Agarthan Scout Stealth 50, forest and mountain survival Intelligence and route checking Does not lead the field army.
Troglodyte Trainer Taskmaster +2, Leadership 20 Directing slave formations Limited leadership and no magic path.
Pale One Captain Leadership 75, amphibious, siege strength +5 Cave and amphibious force command Slow movement and 18 resources.
Cave Captain Leadership 100 Human army command Twenty-two resources compete with infantry.
Attendant of the Oracles H1 Inexpensive priest work Leadership 10 and no non-Holy path.
Earth Reader E1 H1, Fortune Teller 5 Research, low Earth, preaching, event support Two recruitment points for a shallow mage.
Golem Crafter F1 W1 E2 H1 Main repeatable mage, early national rituals, forging 295 gold and two recruitment points.
Ancient Lord Sacred Leadership 100 Capital sacred command and siege leadership Capital commander turn with no magic path.
Oracle of the Ancients E3 D1 H3 plus W/E/D randoms Deep Earth, Death, high priest work, national rituals 540 gold, four recruitment points, and capital only.
Wet One Captain Amphibious Leadership 75 Underwater recruitment command Underwater fort only and no magic path.

Reading the Oracle random paths#

The manual prints E3 D1 H3 and ?1. The pinned record uses mask 5760, which decodes as Water, Earth, or Death. It gives one guaranteed equally likely level and an independent 10% second roll from the same three paths.

Primary result Probability Final paths before the second roll
Water 33.33% W1 E3 D1 H3
Earth 33.33% E4 D1 H3
Death 33.33% E3 D2 H3

The second slot produces no extra level 90% of the time, repeats the primary path 3.33% of the time overall, and adds a different path 6.67% of the time overall. A chosen named path appears in at least one slot with probability 35.56%; two levels in that chosen path occur with probability 1.11%.

The manual exposes only one random marker, so the second slot remains pinned 6.35 planning evidence rather than a current live-display claim.

Agartha native path boundary#

Path Repeatable access Boundary
Earth E1 Earth Reader, E2 Golem Crafter, E3 Oracle, Oracle randoms Deep fixed access; E5 without equipment is a rare double-Earth Oracle result.
Fire F1 Golem Crafter Fixed F1 qualifies for Rhuax Pact; higher Fire requires a bridge.
Water W1 Golem Crafter, Oracle random Fixed W1 exists but the capital supplies no Water gems.
Death D1 Oracle, Oracle random D2 requires a qualifying Oracle random or another bridge.
Holy H1 Attendant, Earth Reader, and Golem Crafter; H3 Oracle The capital has repeatable H3 but at high cost and queue pressure.
Air, Astral, Nature, Glamour, Blood No repeatable recruit Require independents, summons, empowerment, Pretender access, or another proved bridge.

Olm Conclave can add an Olm Sage with W2 E1, but a summoned commander is not starting access. It requires Conjuration 4, W1 E1, twenty Water gems, and a ritual turn.

Agartha national ritual reconciliation#

ID Ritual School Requirement Cost Printed result
608 Rhuax Pact Conjuration 3 F1 E1 2 Fire gems 3 Magma Children
609 Barathrus Pact Conjuration 3 E2 3 Earth gems 2 Earth Elementals
603 Olm Conclave Conjuration 4 W1 E1 20 Water gems 1 Olm Sage and 15 Great Olms
616 Living Mercury Enchantment 5 W1 E1 6 Water gems 1 Living Mercury
611 Attentive Statues Enchantment 1 E2 3 Earth gems 2 Attentive Statues
612 Enliven Sentinel Enchantment 3 E2 2 Earth gems 1 Sentinel
613 Enliven Granite Guard Enchantment 5 E3 10 Earth gems 1 Granite Guardian
614 Enliven Marble Oracle Enchantment 6 E3 D1 35 Earth gems 1 H2 Marble Oracle
604 Hall of Statues Enchantment 8 E5 30 Earth gems 20 or more Sentinels
601 Summon Penumbrals Conjuration 3 D1 E1 6 Death gems 6 Penumbrals
622 Awaken Shard Wights Conjuration 3 D1 E1 10 Death gems 5 or more Shard Wights
602 Summon Umbrals Conjuration 5 D2 E1 8 Death gems 6 Umbrals

The current manual controls the counts shown here. 20+ and 5+ are deliberately retained as variable results; no extra-path scaling formula is invented. The pinned nation restrictions confirm all twelve rows for nation 59.

Agartha ritual access from repeatable mages#

Golem Crafters directly qualify for Rhuax Pact, Barathrus Pact, Olm Conclave, Living Mercury, Attentive Statues, and Enliven Sentinel. Every Oracle directly qualifies for Enliven Granite Guard, Enliven Marble Oracle, Summon Penumbrals, and Awaken Shard Wights.

Summon Umbrals requires D2, so it needs an Oracle with at least one Death random or another proved Death bridge. Hall of Statues requires E5. Without equipment, only the 1.11% Oracle result with Earth in both random slots reaches E5. With an Earth booster, any Oracle with Earth in at least one random slot reaches the printed threshold; that portfolio probability is 35.56%, subject to the booster, research, gems, and forge turn actually existing.

Agartha capital and ritual gem economy#

The capital’s F1 E3 D1 income aligns well with Rhuax Pact, the statue line, Penumbrals, and Shard Wights. It does not fund Water rituals by itself. Earth gems also compete among battlefield use, boosters, construction, Barathrus Pact, statues, and late Hall of Statues. Death gems compete among both shadow and undead summon lines.

A ritual plan should record four separate facts:

  1. the caster’s current displayed paths;
  2. the research level and school;
  3. the available gem type and amount;
  4. the army, commander, and route that will use the result.

Agartha national hero records#

ID Fixed name Unit name Verified magic or status
1846 Kin-Breaker Onyx Oracle W1 E3 H3; inanimate stone magic being; pinned late-hero field 20
1847 Golog Decrepit E3 D4 H1; pinned transformation fields and late-hero field 10
1848 Klaus Mason of the Underworld F1 W1 E2 D3 H1; Mason, forge bonus 1, Stealth 80, Spy

The three unique-hero attributes identify a powerful but non-repeatable path expansion. The late-hero and transformation fields are recorded as structured metadata only; no arrival turn, probability, death sequence, or Lich outcome is inferred.

Agartha patch reconciliation#

Update 6.04 records a Lich-shape correction for Agarthan Oracles. The note is relevant to Oracle transformations but contains no numerical detail and does not identify a current roster or path change. It is therefore preserved as patch metadata and an unresolved transformation boundary.

No later direct nation, roster, or national-ritual name match was found in the official ledger through 6.36. This is a ledger result, not proof that no undocumented engine behaviour changed.

Agartha opening priorities#

The opening should secure leadership, scouting, protected frontage, and an affordable research stream before assuming repeated 540-gold Oracles. Human infantry offer resource-scaled protection choices; Pale Ones and Wet Ones widen cave access; Troglodyte Slaves supply a costly trampling option. Exact expansion counts remain open because map generation, scales, bless, formation, opposing roster, and combat rolls change them.

A cave fort can combine ordinary national recruitment with the printed cave economy benefit, but its value still depends on province income, resources, position, construction time, and exposure. The manual does not provide the exact extra-income formula on the nation page, so the chapter does not assign one.

Agartha recruitment packages to evaluate from reports#

Protected human line#

Light, standard, and heavy Agarthan infantry trade resources and encumbrance for protection. Select the profile that survives the reported weapons without delaying the rest of the queue. Cave Captains keep troop command separate from mage turns.

Pale One cave group#

Pale One Soldiers and Captains add larger bodies, amphibious movement, and siege strength from any cave. Their lower Attack, Defence, Precision, and movement need formation and support. Cave availability does not eliminate the need to pay gold, resources, recruitment points, and travel time.

Capital sacred group#

Ancient Ones, Ancient Stone Hurlers, and Shard Guards give the capital three distinct sacred profiles. Their high recruitment-point and resource costs make mixed production and casualty control important. The extra bless point should solve a named weakness rather than merely encourage sacred concentration.

Troglodyte shock group#

Troglodyte Slaves provide size, strength, and Trample. A Trainer supplies Taskmaster support. The package still needs a formation that protects friendly troops and a target whose size and resistance make the cost worthwhile.

Agartha research response tree#

Branch A: early Conjuration#

Conjuration 3 opens Rhuax Pact, Barathrus Pact, Summon Penumbrals, and Awaken Shard Wights. Golem Crafters cover the Fire and Earth pair; Oracles cover the Death pair. The correct first summon depends on available gems and the enemy rather than national status alone.

Branch B: Enchantment constructs#

Enchantment 1 and 3 open the cheapest statue rituals, while levels 5, 6, and 8 add Living Mercury, Granite Guardians, Marble Oracles, and Hall of Statues. The branch converts Earth and Water gems into durable units, but movement, magic leadership, poison fumes, and repair or healing rules differ by summon.

Branch C: Earth battlefield support#

Earth Readers, Golem Crafters, and Oracles provide a fixed E1-E3 ladder before randoms or boosters. Research should be chosen around the protection, control, fatigue, or damage problem actually reported. Deep paths do not make a slow army arrive sooner.

Branch D: construction and boosters#

Construction can turn repeatable E2 into Earth equipment and widen the Oracle’s ritual ceiling. Every booster consumes gems and a mage turn and should be tied to a named threshold, especially Hall of Statues or another high-Earth objective.

Agartha battlefield packages#

Protected line with Crafter support#

Human infantry provide the line while Golem Crafters supply selected Fire, Water, and Earth magic. A Cave Captain handles command. The package needs a deliberate answer to fatigue, armour-piercing damage, flanks, and rear attacks.

Mixed Pale One and statue force#

Pale Ones add amphibious bodies and siege strength; summoned statues add inanimate protection and patrol ability. Leadership, magic leadership, movement, and repair assumptions must be checked for every component rather than inferred from the word construct.

Oracle-led capital force#

An Oracle can combine H3, E3, D1, random paths, and sacred leadership support around the capital roster. The commander is expensive and slow to recruit, so battle exposure, scripting, and replacement cost should be explicit.

Agartha Pretender families#

Family What it solves What it must not conceal
Economy and production Funds 295-gold Crafters, 540-gold Oracles, forts, and resource-heavy sacreds Income does not create capital commander turns or movement.
Missing Air, Astral, Nature, Glamour, or Blood bridge Opens searches, rituals, or counters absent from repeatable recruits A path without gems, research, and delivery is not a working bridge.
Water-income bridge Funds Olm Conclave and Living Mercury from native casters Water paths alone do not create Water gems.
Sacred combat design Uses the extra bless point on Ancient Ones, Stone Hurlers, Shard Guards, and sacred summons Most human troops, Wet Ones, and Troglodyte Slaves receive no bless.
Construct-oriented design Supports a statue and summoned-construct plan Exact Golem Cult scaling and ownership remain unresolved, and enemies may bring construct counters.
Awake expander Supplies early independent-taking power while preserving troop recruitment Afflictions, counters, and delayed scales can erase the early gain.

Agartha matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light infantry Protected lines, trampling where legal, Magma Children, and area magic Paying capital-sacred prices for work ordinary troops can perform.
Heavy armour High-strength Pale Ones, Earth support, elementals, fatigue, and target-specific magic Assuming ordinary short swords will solve high protection.
Armour-piercing or armour-negating damage Spacing, resistance, summons, disruption, and a different line profile Treating high mundane protection as universal defence.
High Defence, ethereal, or Glamour targets Area effects, magic weapons, attack support, Spirit Sight summons, and control Assuming Darkvision or large size answers unrelated mechanics.
High Magic Resistance or mindless units Physical pressure, elementals, buffs, and non-MR effects Building the battle around one resistance check.
Fast flankers and flyers Guards, reserves, dispersed mages, and protected routes Leaving expensive Crafters and Oracles in an open rear cluster.
Raids and dispersed pressure Scouts, forts, local cave recruits, and replacement commanders Keeping every useful commander and mage in the capital.
Underwater objectives Wet One recruitment, amphibious troops, appropriate commanders, and a separate logistics plan Treating a few amphibious profiles as a complete underwater army.

Monthly Agartha audit#

  • Is each fort limited by gold, resources, recruitment points, commander time, terrain, or travel distance?
  • Has every cave and underwater recruitment channel been labelled separately?
  • Does the troop mix answer the reported weapons, protection, numbers, size, and terrain?
  • Is a mundane commander available so a Crafter or Oracle can keep its research or battle role?
  • Has every Oracle been labelled by its final displayed paths before receiving a ritual job?
  • Are Fire, Water, Earth, and Death treasuries being treated as separate economies?
  • Does each national ritual have a legal caster, research level, gem budget, commander, and delivery route?
  • Are capital sacreds competing for a planned share of resources and recruitment points?
  • Is the cave-fort decision based on the province and route rather than an unverified income formula?
  • Are summoned constructs assigned adequate magic leadership and movement support?

Agartha unresolved evidence boundary#

The following claims remain open:

  1. exact expansion-party ranges for human infantry, Pale Ones, Troglodyte Slaves, and capital sacreds;
  2. live 6.36 confirmation and display of the Oracle’s pinned 10% second random;
  3. exact cave-fort gold and resource arithmetic across province and scale states;
  4. exact Golem Cult Hit Point scaling, candle relationship, and affected ownership classes;
  5. current underwater movement, combat, supply, and retreat outcomes for mixed amphibious forces;
  6. the variable scaling behind Hall of Statues and Awaken Shard Wights beyond their printed minimums;
  7. repair, healing, poison-fume, leadership, and battlefield behaviour of particular summoned constructs;
  8. Oracle transformation and Lich-shape outcomes referenced by the 6.04 correction;
  9. hero arrival timing and the meaning of the pinned late-hero values;
  10. specific Pretender designs, scripts, and matchup performance on a generated map.

These are evidence gaps, not invitations to guess. No runtime test or new test asset was prepared during this unit. R-047, R-058, and the wider hands-on testing queue remain parked until testing is explicitly resumed.

Part XXIV: Middle Age Uruk, City States#

Uruk one-page command brief#

Middle Age Uruk fields large Enkidu infantry, strong priests, a broad but uneven mage corps, capital sacreds and Mushussu chariots, province recruits, and a complete underwater recruitment branch. Ten commanders and six troops appear in the ordinary fort tables. The capital adds two commanders and two troops, non-fort provinces add an Enkidu Shaman and Enkidu Warrior, and underwater forts add four commanders and two troops.

The reliable structure is:

  • ordinary forts recruit the armoured Enkidu line and ten commanders ranging from scouts and leaders to priests and mages;
  • every non-fort province can recruit an E1 N2 Enkidu Shaman and an Enkidu Warrior, allowing useful recruitment outside the fort network;
  • the capital adds Entu and Mashmashu, sacred Maidens of the Moon, and a maximum of one Mushussu Charioteer each month;
  • underwater forts add Kulullu troops, commanders, priests, and mages instead of merely extending the land roster;
  • the capital produces W1 E1 S2 N1 each month through three national sites;
  • fixed recruitable paths cover Water, Earth, Astral, Nature, and Holy, while Air is random and Fire is absent from the recruitable mage roster;
  • six national rituals offer Buffaloes, Kusarikkus, Ugallu, Anzus, a Scorpion Man, and an Umu-apkallu, but only the first two have immediate fixed-path access;
  • five national item records include a Nature crown and four late Earth-Astral pieces, although national ownership does not solve the required path thresholds.

Uruk’s main planning problem is coordination. It has many recruitment channels and useful specialists, but its best paths, gems, sacreds, chariot, underwater branch, and ritual thresholds do not automatically meet in one place or on one timetable.

Uruk evidence and ruleset#

This chapter covers unmodded MA Uruk on the Book I 6.36 live baseline. The revision-2 official manual controls player-facing roster values, explicit recruitment locations, printed paths, national rules, capital-site output, national ritual tables, and item descriptions. Identifiers, membership sets, site fields, random masks, hero records, nation restrictions, and national item fields are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

No Uruk, Enkidu, Mushussu, or named Uruk national-ritual match appears in the official patch ledger through 6.36. That means no named patch correction is applied to the pinned object cross-check. It does not prove that every engine detail is unchanged.

Uruk conversion chain#

large Enkidu bodies, province recruitment, and four monthly gems
-> target-specific infantry groups and distributed Shamans
-> ordinary mage forts plus protected capital recruitment
-> separate Water, Earth, Astral, and Nature budgets
-> battlefield support, sacred reserves, underwater access, and national summons
-> sustained fronts, remote recruitment, sieges, and Throne claims

The chain breaks when capital recruitment is treated as unlimited, when a random path is assumed before the mage is recruited, when a ritual is counted without its caster and gem type, or when the underwater roster is mistaken for a ready mixed-domain army.

Uruk national rules that shape the plan#

Rule or asset Operational consequence
Large Enkidu population Most land troops have more Hit Points and Strength than ordinary humans, but also occupy larger squares and have their own resource, encumbrance, and formation limits.
Heat preference +1 Pretender scales begin from the printed national preference; this is not a recommendation for a complete scale design.
Order limit +1 and Heat limit +1 The nation can select these scales one step beyond the ordinary limit. The benefit still depends on the full design and map.
Strong priests Repeatable H2 priests exist on land and underwater, while capital Entu reach H3. This supports preaching, claiming, blessing, and Call God work without making every priest interchangeable.
Recall bonus The nation page says Uruk is good at recalling a dead God. The precise live calculation and best use remain outside this source-only dossier.
Fortified Cities Uruk uses its printed fortified-city building family rather than the standard-fort label. Construction time and local value still depend on province and campaign.
Temples cost 900 gold Religious expansion has a higher printed building cost than the ordinary baseline and must be budgeted against forts, laboratories, troops, and mages.
Distributed recruitment Enkidu Shamans and Warriors are available in non-fort provinces, while underwater forts unlock a separate Kulullu roster.

Uruk capital sites and recruitment geography#

Site or location Verified fields Recruitment consequence
Great Temple of the Moon, site 186 Two Astral pearls per month Supports the capital religious centre and the Astral treasury
The Swamps of Ur, site 187 One Nature gem per month Adds Nature income to the capital budget
The House of Water, site 188 One Water and one Earth gem per month Completes the W1 E1 S2 N1 monthly income
Any non-fort province Nation recruitment records Enables Enkidu Shaman and Enkidu Warrior without constructing a fort
Underwater fort Underwater recruitment records Enables four Kulullu commanders and two Kulullu troops

The capital produces four gems each month: W1 E1 S2 N1. It produces no Air or Fire gems. A random Air caster or an imported Fire caster therefore remains separate from the treasury needed to use that path.

Complete Uruk commander membership#

ID Commander Gold Resources Rec points Verified recruitment
2934 Enkidu Scout 40 7 1 Forts
2942 Enkidu Commander 60 26 1 Forts
2946 Naditu 100 1 2 Forts
2944 Nin 105 1 2 Forts
2945 Gala 105 1 2 Forts
2949 Gudu 110 2 2 Forts
2951 Ashipu 185 1 2 Forts
2950 Ishib 220 2 2 Forts
2947 Ereshdingir 265 1 2 Forts
2943 Ensi 300 21 2 Forts
2948 Entu 400 1 4 Capital only
2952 Mashmashu 395 1 4 Capital only
2954 Enkidu Shaman 175 2 2 Non-fort provinces
3093 Kulullu Commander 60 11 1 Underwater forts
3094 Kulullu King 200 11 2 Underwater forts
3091 Kulullu Sage 265 1 2 Underwater forts
3092 Kuliltu Queen 270 1 2 Underwater forts

The ten ordinary, two capital, one non-fort, and four underwater records reconcile to seventeen distinct commanders. The non-fort and underwater entries are additional recruitment channels, not ordinary-fort duplicates.

Complete Uruk troop membership#

ID Troop Gold Resources Rec points Verified recruitment
2935 Enkidu Archer 16 16 9 Forts
2936 Enkidu Spearman 16 16 9 Forts
2938 Enkidu Heavy Archer 16 24 9 Forts
2939 Enkidu Soldier 16 24 9 Forts
2941 Enkidu Royal Guard 20 26 15 Forts
2940 Enkidu Iron Warrior 22 24 17 Forts
2963 Mushussu Charioteer 170 21 16 Capital only; maximum one per month
2953 Maiden of the Moon 27 31 16 Capital only
2937 Enkidu Warrior 16 16 9 Non-fort provinces
3089 Kulullu 16 2 9 Underwater forts
3090 Kulullu Soldier 16 11 9 Underwater forts

The six ordinary, two capital, one non-fort, and two underwater records reconcile to eleven distinct troops. Mushussu Charioteer is the rider record; the Mushussu has a separate mount profile and is not counted as another recruitable troop.

Complete Uruk roster by job#

Unit or group Best source-backed role Important limit
Enkidu archers High-Strength longbow fire at light or heavy armour levels Precision 10 and formation, range, armour, and target protection still decide results.
Enkidu spear line Large shielded frontage in medium or heavy armour The heavier profile spends more resources and gains encumbrance.
Royal Guard Better Attack, Defence, Morale, Hit Points, and leadership compatibility than the basic line Twenty gold, 26 resources, and 15 recruitment points limit massing.
Iron Warrior Armoured axe infantry with Berserker +1 Higher recruitment cost and loss of shield change its defence profile.
Maiden of the Moon Capital sacred spear infantry with Protection 17 Thirty-one resources and capital-only recruitment make casualties expensive.
Mushussu Charioteer Capital mobile shock piece with a large trampling, poisonous, fear-causing mount 170 gold, one-per-month limit, and separate rider-and-mount behaviour prevent mass replacement.
Enkidu Warrior Province-recruited axe infantry Non-fort access is valuable, but local resources and travel still govern delivery.
Kulullu line Amphibious underwater troops with low resource costs Underwater recruitment does not establish mixed-army movement, supply, retreat, or battle outcomes.

Uruk commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Enkidu Scout Stealth 40, forest and mountain survival Intelligence and route checking Does not lead the field army.
Enkidu Commander Leadership 50 Ordinary land command Twenty-six resources compete with heavy troops.
Naditu S1 H1, sacred Inexpensive research, Astral utility, priest work Low morale and 10 magic leadership.
Nin H1 plus W/E/S/N random, sacred Flexible low mage-priest The useful path is not known before recruitment.
Gala N1 H1, Spell Singer, sacred Nature and chorus support Spell Singer timing and outcomes remain unresolved.
Gudu H1 plus A/E random, sacred Low Air or Earth support A single random level does not satisfy high ritual thresholds.
Ashipu S1 N1 H1, Disease Healing 1 Research, disease support, Astral-Nature work Disease Healing output is not treated as a guaranteed timetable.
Ishib W1 H2 plus A/W/E/N random Strong priest and flexible elemental or Nature support Final path must be recorded before assigning a job.
Ereshdingir W1 S2 H2, Fortune Teller 5 Fixed Astral-Water work and event support Does not add Earth, Nature, Air, or Fire.
Ensi W1 N1 H2 plus W/E/S/N random, Leadership 100 Army-priest-mage and flexible random 300 gold and 21 resources compete with both mages and troops.
Entu W1 S2 H3 plus W/E/S/N randoms Capital high priest, deep Astral-Water base, sacred command Four recruitment points and capital-only queue pressure.
Mashmashu S3 N1 plus A/W/E/S and pinned secondary randoms Deep fixed Astral, national ritual preparation, high magic leadership 395 gold, four recruitment points, and uncertain second live display.
Enkidu Shaman E1 N2, Research -4 Province recruitment, Earth-Nature access, first two national rituals Research penalty makes its non-research jobs important.
Kulullu Commander Amphibious Leadership 50 Underwater mundane command Underwater fort only and no magic path.
Kulullu King W1 H2, amphibious Leadership 100 Underwater priest and army command Does not provide Earth or Astral.
Kulullu Sage W2 plus A/W/S/N random, Research +4 Underwater research and path support Random result and underwater infrastructure govern availability.
Kuliltu Queen W1 N1 H2 plus A/W/S/N random Underwater priest-mage and command Final path remains a recruitment result.

Reading the common Uruk random masks#

The pinned records contain several one-level random pools. A 100% one-level result is divided equally among the paths in its mask.

Mage Fixed paths Guaranteed random pool Each primary outcome
Nin H1 W, E, S, or N 25%
Gudu H1 A or E 50%
Ishib W1 H2 A, W, E, or N 25%
Ensi W1 N1 H2 W, E, S, or N 25%
Kulullu Sage W2 A, W, S, or N 25%
Kuliltu Queen W1 N1 H2 A, W, S, or N 25%

The table describes recruitment probabilities, not a schedule. Gold, recruitment points, location, survival, and the order of results still determine when a path exists.

Reading the Entu random paths#

The pinned Entu record has W1 S2 H3, one guaranteed W/E/S/N level, and an independent 10% second roll from the same four paths. The manual displays one ?1 marker and does not expose that second field.

Portfolio result Probability per Entu
No second random level 90%
Second level matches the first path 2.5%
Second level differs from the first path 7.5%
A chosen named path appears at least once 26.875%
A chosen named path appears twice 0.625%

A Water primary raises the fixed W1 to W2, while an Astral primary raises S2 to S3. Two matching results can rarely produce W3 or S4. Earth and Nature begin from zero and can rarely reach level two through two matching rolls.

Reading the Mashmashu random paths#

The Mashmashu has fixed S3 N1. Its guaranteed one-level pool is A/W/E/S. The pinned record also contains an independent 10% A/W/E/N level that the manual’s single ?1 marker does not show.

Result family Probability
Primary Air, Water, Earth, or Astral 25% each
No secondary level 90%
Any one of Air, Water, or Earth appears in at least one slot 26.875% for that named path
Matching Air, Water, or Earth in both slots 0.625% for that named path
Secondary Nature level 2.5%, raising fixed N1 to N2
Primary Astral level 25%, raising fixed S3 to S4

The secondary pool does not contain Astral, and the primary pool does not contain Nature. No Mashmashu result reaches the national S5 or A3 ritual threshold without another proved bridge.

Uruk native path boundary#

Path Repeatable access Boundary
Water W1 on Ishib, Ereshdingir, Ensi, Entu, Kulullu King, and Kuliltu Queen; W2 Kulullu Sage; several randoms Broad fixed access, but W2 E2 together is not printed on a recruit.
Earth E1 Enkidu Shaman; several randoms Fixed E1 casts Summon Kusarikkus; higher Earth depends on randoms, boosters, empowerment, summons, or a Pretender.
Astral S1 Naditu and Ashipu, S2 Ereshdingir and Entu, S3 Mashmashu; several randoms Deep fixed access reaches S3; Call Apkallu still requires S5.
Nature N1 Gala, Ashipu, Ensi, Mashmashu, and Kuliltu Queen; N2 Enkidu Shaman; several randoms Fixed N2 casts Herd of Buffaloes and forges the restricted Nature crown.
Air Random Gudu, Ishib, Mashmashu, Kulullu Sage, or Kuliltu Queen No fixed recruit has Air, and no recruit reaches A3 unaided.
Holy H1, H2, and capital H3 recruits Strong land and underwater priest depth, with cost and recruitment-channel differences.
Fire, Death, Glamour, Blood No recruitable mage Require independents, a Pretender, empowerment, summons, transformations, or another proved bridge.

The two heroes add deeper Water, Earth, Nature, and Holy access, but heroes are not repeatable recruitment and are not assumed to arrive on schedule.

Uruk national ritual reconciliation#

ID Ritual School Requirement Cost Printed result
958 Herd of Buffaloes Conjuration 3 N2 8 Nature gems 5 or more Buffaloes
360 Summon Kusarikkus Conjuration 4 E1 4 Earth gems 2 Kusarikkus
361 Summon Ugallu Conjuration 5 A3 24 Air gems 1 A3 Ugallu
362 Call Anzus Conjuration 7 W2 E2 4 Water gems 2 Anzus
318 Contact Scorpion Man Conjuration 8 E1 F1 12 Earth gems 1 Scorpion Man
363 Call Apkallu Conjuration 8 S5 60 Astral pearls 1 A3 W3 E2 S4 N2 H2 Umu-apkallu

The six structured rows restrict to nation 66 and match the official Ur ritual table inherited by Uruk. 5+ Buffaloes remains a printed minimum; no extra-path scaling formula is inferred.

Uruk ritual access from repeatable mages#

Every Enkidu Shaman directly qualifies for Herd of Buffaloes and Summon Kusarikkus. Other Earth or Nature randoms may also qualify, but the fixed Shaman makes both early thresholds independent of capital luck.

Summon Ugallu needs A3, while the recruitable portfolio reaches at most A2 on the rare matching secondary results of Mashmashu, Kulullu Sage, or Kuliltu Queen and otherwise A1. Call Anzus needs W2 E2 on one caster; no recruit has that fixed pair, and the pinned random combinations do not produce both at level two unaided. Contact Scorpion Man needs Fire, which no recruitable mage possesses. Call Apkallu needs S5; fixed S3 Mashmashu can reach S4 from its primary Astral result but no pinned recruitable outcome reaches S5 unaided.

These are path-threshold statements. Boosters, empowerment, summons, a Pretender, or another legal bridge can change them, but the chapter does not assume such a bridge exists before it is named and funded.

Uruk capital and ritual gem economy#

The capital’s W1 E1 S2 N1 income directly funds the two accessible early rituals: Herd of Buffaloes and Summon Kusarikkus. The same gems also compete with forging, battlefield use, site searching, and later path development. Astral is the largest capital income but the S5 national ritual remains beyond an unaided recruit.

Uruk receives no capital Air or Fire gems. Summon Ugallu therefore needs both a higher Air caster and an Air treasury. Contact Scorpion Man needs a Fire caster even though its printed cost is paid in Earth gems. Caster access and payment type must be recorded separately.

Uruk national item boundary#

ID Item Construction and paths Printed properties Access boundary
227 Headdress of the Bull Construction 5, N1 Strength +2; Retinue 1; nation restricted Many land mages qualify at N1; the live retinue arrival and replacement details remain unresolved.
104 Dawn Fang Construction 9, E2 S1 Magic Resistance +1, Affliction Resistance 1, Awe +1, double damage against undead and demons National rebate field is pinned; no recruit has fixed E2 S1.
184 Shield of the Dawn Construction 9, E2 S1 Magic Resistance +1, Affliction Resistance 1, Fire Resistance +5, Awe +1 Same E2 S1 and late-research boundary.
216 Helmet of the Dawn Construction 9, E2 S1 Magic Resistance +2, Affliction Resistance 1, Awe +1 Same E2 S1 and late-research boundary.
275 Armor of the Dawn Construction 9, E2 S1 Hit Points +10, Magic Resistance +1, Affliction Resistance 2, Fire Resistance +15, Awe +1 Same E2 S1 and late-research boundary.

The four Dawn pieces carry Uruk national-rebate fields in the pinned item records. That establishes a nation-specific discount marker, not the final live price after every modifier and rounding step. The forge screen controls the displayed cost. The Headdress is restricted to a defined nation list that includes Uruk rather than carrying the same rebate field.

Uruk national hero records#

ID Fixed name Unit name Verified magic or status
2433 Utnapishtim Favored of Enki N3 H2; sacred; inspirational penalty; pinned late-hero field 5
2965 U’an Apkallu W4 E3 N2 H3; Research +10; high leadership; pinned late-hero field 10

The two national hero attributes identify powerful but non-repeatable access. No arrival probability, arrival turn, guaranteed ritual bridge, or interpretation of the late-hero raw values is inferred.

Uruk patch reconciliation#

No direct Uruk, Enkidu, Mushussu, Mashmashu, Ereshdingir, Kusarikku, Ugallu, Anzu, Apkallu, or Buffalo name match was found in the official ledger through 6.36. No patch change is therefore attached to the dossier’s roster or national assets.

This negative ledger result is narrow. It confirms only that the collected official announcement text contains no named match; it is not proof against undocumented changes or behaviour that can only be observed in the current engine.

Uruk opening priorities#

The opening should secure a commander, enough protected frontage for the nearby independent weapons, and a research plan that uses recruitable mages without choking the troop queue. Enkidu infantry cost sixteen gold each but differ sharply in resources, shield use, weapon, Morale, and recruitment points. Exact expansion counts remain open because map generation, scales, formation, bless, opposition, and combat rolls change them.

Non-fort Enkidu Shamans and Warriors let productive provinces contribute before a fort is built. The Shaman’s E1 N2 gives immediate ritual and research-path value, but Research -4 means its best job may be site searching, forging, ritual work, or battlefield support rather than remaining in a laboratory.

Uruk recruitment packages to evaluate from reports#

Shielded Enkidu line#

Spearmen and Soldiers provide shielded bodies at two armour levels. Select the heavier Soldier only when its extra protection is worth eight more resources and higher encumbrance. A mundane Enkidu Commander keeps the mage queue separate from troop leadership.

Enkidu missile group#

Archers and Heavy Archers use longbows with Strength 15. The heavier profile trades eight resources and mobility for protection. Missile range and damage still depend on current rules, while target armour, shields, weather, precision, and friendly positioning decide battlefield value.

Capital sacred reserve#

Maidens of the Moon provide protected sacred infantry, while one Mushussu Charioteer can be added per month. These are distinct pieces: the Maiden is a costly spear infantry profile, while the Charioteer depends on a separate trampling and poison-capable mount. Bless, formation, friendly size, and rider-and-mount outcomes remain case-specific.

Distributed province group#

Enkidu Warriors can be recruited outside forts and paired with local Enkidu Shamans. This turns otherwise undeveloped provinces into replacement and support points. It does not remove local resource limits, travel time, vulnerability, or the need for leadership.

Kulullu underwater group#

Kulullu and Kulullu Soldiers provide two resource levels, while the Commander, King, Sage, and Queen supply command, priesthood, research, and magic. This is a real underwater recruitment branch, but moving land assets into it or emerging onto land remains a separate logistics problem.

Uruk research response tree#

Branch A: early Conjuration#

Conjuration 3 opens Herd of Buffaloes for every Enkidu Shaman. Conjuration 4 adds Summon Kusarikkus from the same fixed E1 N2 chassis. The branch converts separate Nature and Earth treasuries into large tramplers or sacred magical guardians, but the printed Buffalo count is variable and battlefield performance remains untested here.

Branch B: Astral control and support#

Naditu and Ashipu provide S1, Ereshdingir and Entu provide S2, and Mashmashu provides S3 before randoms. Research should be selected around a named control, protection, or resistance problem. Deep Astral access does not by itself supply bodyguards, safe spell range, fatigue management, or a legal S5 ritual caster.

Branch C: Nature and Earth support#

Gala and several mixed mages provide N1, while the province Shaman guarantees E1 N2. This branch can combine buffs, protection, recovery support, site searching, the Headdress, and the first two national summons. Its value depends on which spells answer the actual enemy and whether the caster can reach the army.

Branch D: path bridges and late national assets#

Later goals include A3 for Ugallu, W2 E2 for Anzus, E1 F1 for the Scorpion Man, S5 for the Umu-apkallu, and E2 S1 for the Dawn items. None is an automatic recruitable threshold. Each project should name the booster, empowerment, hero, summon, Pretender, or other bridge; the research, gems, and mage turns; and the force that will use the result.

Uruk battlefield packages#

Shielded line with mixed priest support#

Enkidu Spearmen or Soldiers hold the line while an Ishib, Ereshdingir, Ensi, or another selected mage-priest supplies the script. A mundane commander handles leadership. The package still needs an answer to armour, fatigue, flanks, and spells that can strike its large formations.

Province force with Shaman support#

Warriors recruited outside forts can assemble near a threatened route while Shamans add fixed Earth and Nature access. The package is useful for distributed defence and replacement, but low infrastructure and travel can leave it fragmented.

Capital sacred and chariot force#

Maidens provide the stable sacred line and the monthly Mushussu adds a mobile shock piece. Entu can supply H3 and selected magic. The package is expensive in capital resources and commander time, and the mount’s Trample, Fear, poison, attacks, and survival must not be collapsed into the rider’s profile.

Underwater Kulullu force#

Kulullu Soldiers provide the armoured line while a King commands and a Sage or Queen supplies magic. The force should be planned within the underwater roster first. Mixed-domain movement, retreat, supply, and combat outcomes remain open rather than being inferred from Amphibious tags alone.

Uruk Pretender families#

Family What it solves What it must not conceal
Economy and infrastructure Funds 900-gold temples, fortified cities, capital mages, and resource-heavy troops Income does not create capital turns or remove local resource limits.
Fire bridge Opens Contact Scorpion Man and Fire searching or forging absent from recruits A path without Fire gems, research, and delivery remains incomplete.
Air bridge Reaches the A3 Ugallu threshold without relying on a future random ladder Air income and the 24-gem ritual cost still need a plan.
Earth-Astral bridge Supports the E2 S1 Dawn set and can help the W2 E2 or S5 projects Construction 9 and national rebates do not make the items early.
Sacred design Supports Maidens, sacred mages, Kusarikkus, Ugallu, and other sacred summons Most Enkidu troops and the Mushussu rider are not improved merely by being in the same army.
Awake expander Supplies early independent-taking power while other queues develop Afflictions, counters, and delayed scales can erase the gain.

Uruk matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light infantry Large shielded lines, high-Strength arrows, Buffaloes, Kusarikkus, and target-specific area magic Paying capital prices for work ordinary Enkidu can perform.
Heavy armour High Strength, axes, Earth or Astral support, fatigue, summons, and armour-answering magic Assuming spears or longbows solve every protection level.
Armour-piercing or armour-negating damage Spacing, resistance, disruption, summons, and a different line profile Treating mundane Protection as universal defence.
High Defence, ethereal, or Glamour targets Area effects, magic weapons, attack support, Spirit Sight summons, and control Assuming size or Strength answers unrelated defensive mechanics.
High Magic Resistance or mindless units Physical pressure, buffs, summons, and non-MR effects Building the battle around one Astral resistance check.
Fast flankers and flyers Guards, reserves, dispersed mages, and protected routes Leaving expensive Entu or Mashmashu in an open rear cluster.
Raids and dispersed pressure Scouts, province Warriors and Shamans, local forts, and replacement commanders Keeping every useful commander and mage in the capital.
Underwater objectives Kulullu recruitment, underwater commanders, and a separate logistics plan Treating an underwater roster as proof that a land army crosses domains cleanly.

Monthly Uruk audit#

  • Is each queue limited by gold, resources, recruitment points, location, or travel time?
  • Are non-fort Shaman and Warrior provinces being used without leaving them undefended?
  • Does the current troop mix answer the reported weapons, protection, numbers, size, and terrain?
  • Is a mundane commander available so a mage can keep its research, ritual, or battle job?
  • Has every random mage been labelled by final displayed paths before receiving a task?
  • Are Water, Earth, Astral, Nature, Air, and Fire treasuries being treated separately?
  • Does each national ritual have a legal caster, research level, gem budget, commander, and delivery route?
  • Are the capital’s four recruitment points being divided deliberately among Entu and Mashmashu?
  • Is the monthly Mushussu limit being treated as a slow reserve rather than a mass-recruitment line?
  • Does any underwater operation have its own commanders, supply, movement, retreat, and replacement plan?

Uruk unresolved evidence boundary#

The following claims remain open:

  1. exact expansion-party ranges for Enkidu infantry, missile groups, Maidens, and Mushussu Charioteers;
  2. live 6.36 confirmation of the Entu and Mashmashu secondary random fields, which the manual does not display;
  3. exact Call God recall advantage and its interaction with current priest commitment;
  4. Spell Singer timing, chorus composition, fatigue, interruption, and survival outcomes for Gala;
  5. rider, Mushussu, Trample, Fear, poison, dismount, and separate-target outcomes under specific attacks;
  6. underwater movement, supply, retreat, and battle outcomes for mixed Uruk and Kulullu forces;
  7. the variable scaling behind Herd of Buffaloes beyond its printed minimum;
  8. live discounted costs of the Dawn set and the Headdress retinue’s arrival and replacement behaviour;
  9. hero arrival timing and the meaning of the pinned late-hero values;
  10. specific Pretender designs, scripts, and matchup performance on a generated map.

These are evidence gaps, not invitations to guess. No runtime test or new test asset was prepared during this unit. R-047, R-058, and the wider hands-on testing queue remain parked until testing is explicitly resumed.

Part XXV: Middle Age Ashdod, Reign of the Anakim#

Ashdod one-page command brief#

Middle Age Ashdod combines human slaves and nine recruitable giant troop profiles with a compact mage corps built around Fire, Earth, Astral, Death, and Holy magic. Five commanders and seven troops are available from ordinary forts. The capital adds three expensive mage-commanders, two sacred Anakites, and two sites producing five gems each month.

The reliable structure is:

  • cheap human Slingers and Slaves can fill low-cost roles while Edomites and the larger Rephaite troops supply the national giant line;
  • Amorites, Gileadites, Gileadite Archers, and Bashanites trade gold, resources, armour, shields, weapons, and recruitment points rather than forming one interchangeable elite class;
  • Sheshai and Ahiman Anakites are capital-only sacreds with distinct armour and combat profiles;
  • ordinary forts can recruit Kohanim, Emites, and Rephaite Sages, while the capital queue must divide four-point turns among Adons, Zamzummites, and Talmai Elders;
  • the capital produces F1 E2 S1 D1, with no native Air, Water, Nature, Glamour, or Blood income;
  • recruitable randoms can reach deep Fire, Earth, Astral, and Death, but several important cross-path combinations are rare;
  • national Conjuration includes angels, ancestor spirits, and Mazzikim, while Strange Fire supplies one national battlefield spell;
  • Ashdod has no national item or rebate record in the pinned item table.

Ashdod’s planning problem is concentration. Its strongest bodies and deepest mages are expensive, resource-heavy, capital-bound, or random-dependent. A plan that buys only premium giants can lose infrastructure and mage tempo, while a plan that treats random paths as guaranteed can reach research with no legal caster.

Ashdod evidence and ruleset#

This chapter covers unmodded MA Ashdod on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing roster, explicit capital restrictions, printed paths, national summary, site income, national spell tables, and ritual requirements. Identifiers, recruitment membership, random masks, site fields, hero records, and nation restrictions are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

No Ashdod, Anakite, Rephaite, Zamzummite, Ditanu, Malik, or named Ashdod national-spell match appears in the collected official patch ledger through 6.36. No named patch correction is therefore applied. A negative ledger search does not establish undocumented engine behaviour.

Ashdod conversion chain#

cheap human bodies, giant infantry, and five capital gems
-> a target-specific line backed by ordinary-fort researchers
-> protected capital recruitment and recorded random paths
-> separate Fire, Earth, Astral, and Death treasuries
-> battlefield support, sacred reserves, angels, or ancestor summons
-> surviving armies, sieges, Throne claims, and replacement cycles

The chain breaks when human slaves are mistaken for durable giants, when every giant profile is priced as if resources were unlimited, when a Talmai path is budgeted before recruitment, or when a national ritual is counted without both its caster and gem type.

Ashdod national rules that shape the plan#

Rule or asset Operational consequence
Rephaite giants Most national troops have high Hit Points and Strength, but their gold, resources, recruitment points, appetite, size, and formation needs remain real costs.
Human slaves Seven-gold Slingers and Spearmen provide a separate low-cost body class; low Morale and ordinary human durability limit what that price buys.
Prefers Heat +2 The nation summary identifies the preferred climate; this is not a complete scales recommendation.
Heat limit +1 and Death limit +1 Pretender design can select those scales one step beyond the ordinary limit. The strategic value depends on the whole design and map.
Giant Forts Ashdod uses the printed giant-fort family rather than a standard-fort label. Local construction value and timing still depend on province and campaign.
Weak priesthood with one medium priest Kohanim and Zamzummites are H1; capital Adons reach H2. Priest access exists, but high-priest work competes for the capital queue.
Sacred Anakites and capital mage-commanders The strongest sacred troops and all three deep mage chassis are capital-only, making capital turns a strategic resource.

Ashdod capital sites and recruitment geography#

Site Verified fields Recruitment or income consequence
The Twin Cities, site 144 D1; home recruitment for Sheshai Anakite, Ahiman Anakite, Zamzummite, Adon, and Talmai Elder Holds the full capital-only troop and commander set
Mount Seir, site 145 F1 E2 S1 Completes the capital’s Fire, Earth, Astral, and Death income

The capital produces five gems per month: F1 E2 S1 D1. It produces no Air, Water, Nature, Glamour, or Blood gems. Caster access and gem income must therefore be recorded separately, especially for Summon Mazzikim and Call Arel, which require Nature.

Complete Ashdod commander membership#

ID Commander Gold Resources Rec points Verified recruitment
2010 Edomite Scout 45 17 1 Forts
2009 Rephaite Commander 140 35 1 Forts
2029 Kohen 120 3 1 Forts
2038 Emite 175 3 2 Forts
2060 Rephaite Sage 215 3 2 Forts
2027 Adon 425 85 4 Capital only
2011 Zamzummite 440 3 4 Capital only
2028 Talmai Elder 520 3 4 Capital only

The five ordinary and three capital records reconcile to eight distinct commanders. The capital entries are additional home-site recruits, not ordinary-fort duplicates.

Complete Ashdod troop membership#

ID Troop Gold Resources Rec points Verified recruitment
2003 Human Slinger 7 2 3 Forts
2004 Human Slave 7 3 3 Forts
2005 Edomite 20 15 15 Forts
2006 Amorite 40 27 17 Forts
2007 Gileadite 40 29 17 Forts
2061 Gileadite Archer 40 47 17 Forts
2008 Bashanite 50 33 21 Forts
2025 Sheshai Anakite 130 50 47 Capital only
2026 Ahiman Anakite 130 89 47 Capital only

The seven ordinary and two capital records reconcile to nine distinct troops. The two Anakites share price and recruitment-point cost but do not share the same armour, protection, Morale, Strength, Attack, Defence, or Fire Resistance.

Complete Ashdod roster by job#

Unit or group Best source-backed role Important limit
Human Slinger Cheapest national missile body Low Morale, light protection, and sling performance depend on range and target.
Human Slave Cheapest spear frontage Low Morale and ordinary human durability make it a screen rather than a giant substitute.
Edomite Lower-cost javelin and spear giant Less durable and less skilled than the larger Rephaim.
Amorite Mobile poison-tipped spear giant Moderate armour and lack of shield change its survival profile.
Gileadite Shielded spear giant Resources and encumbrance exceed the Edomite line.
Gileadite Archer Armoured great-bow giant Forty-seven resources and low Defence make protection and positioning important.
Bashanite Strong broad-sword line giant Fifty gold and 21 recruitment points constrain mass replacement.
Sheshai Anakite Capital sacred attacker with Berserker +2 and Fire Resistance +10 Capital-only, 130 gold, and 50 resources.
Ahiman Anakite Heavier capital sacred with higher Protection, Morale, Strength, Attack, and Defence Eighty-nine resources and the same capital-only queue.

Ashdod commander and mage portfolio#

Commander Paths or ability Main jobs Recruitment warning
Edomite Scout Stealth 50; forest, mountain, and waste survival Intelligence and route checking Seventeen resources compete with troops.
Rephaite Commander Leadership 100 Giant army command Thirty-five resources and 140 gold are paid for a non-mage leader.
Kohen H1; pinned independent 10% Death level Low priest and occasional Death access The manual prints H1 only; the 10% field remains pinned, not live-confirmed.
Emite D1 plus guaranteed F/E/S/D level; Fortune Teller 10 Death research, event support, and low random magic Final path must be recorded before assignment.
Rephaite Sage One guaranteed level two in F/E/S; Research +4 Efficient research and a focused level-two path No fixed path exists before the random resolves.
Adon H2 plus one guaranteed level two in F/E/S; Leadership 150; sacred; Research -4 Capital army-priest and deep elemental or Astral support 425 gold, 85 resources, four recruitment points, and a research penalty.
Zamzummite E1 D2 H1 plus E/D and F/E/S/D randoms; Spirit Sight Deep Death, ancestor rituals, undead leadership, and mixed magic Capital-only, 440 gold, and four recruitment points.
Talmai Elder One guaranteed level three in F/E/S plus pinned 10% F/E/S/D level; Research +8; Forge Bonus 1 Deep research, forging, and rare cross-path access Capital-only, 520 gold, four recruitment points, and the second slot is not printed by the manual.

Reading the ordinary Ashdod randoms#

Mage Fixed paths Pinned random scheme Result
Kohen H1 Independent 10% D1 D1 on 10%; no Death level on 90%
Emite D1 One guaranteed F/E/S/D level 25% each; a Death result reaches D2
Rephaite Sage None One guaranteed level two in F/E/S F2, E2, or S2 at one third each
Adon H2 One guaranteed level two in F/E/S F2, E2, or S2 at one third each

These are recruitment probabilities, not delivery dates. Gold, recruitment points, fort location, survival, and the order of results decide when the path can be used.

Reading the Zamzummite random paths#

The Zamzummite has fixed E1 D2 H1. Its first guaranteed random is E or D, and its second guaranteed random is F, E, S, or D.

Portfolio result Probability per Zamzummite
Fire 1 25%
Astral 1 25%
At least one extra Earth level 62.5%
Both randoms Earth, reaching E3 12.5%
At least one extra Death level, reaching at least D3 62.5%
Both randoms Death, reaching D4 12.5%

Fixed E1 D2 means every Zamzummite already has both Earth and Death. The table describes how the two randoms deepen or broaden that base; it does not establish a recruitment timetable.

Reading the Talmai Elder random paths#

The Talmai Elder has one guaranteed level-three result in Fire, Earth, or Astral. The pinned record also contains an independent 10% one-level result from Fire, Earth, Astral, or Death, while the manual prints only ?3.

Portfolio result Probability per Talmai Elder
Primary F3, E3, or S3 One third each
No secondary level 90%
Named F, E, S, or D secondary 2.5% each
A chosen F, E, or S path appears at least once 35%
Matching primary and secondary, reaching level four About 0.833% for that named path
Death 1 2.5%

A Talmai can satisfy S2 F1 for Strange Fire when the primary and secondary rolls split between Astral and Fire. That combined result occurs in two orientations, about 1.667% in total. Call Hashmal specifically needs S3 F1, which occurs only when the primary is Astral and the secondary is Fire, about 0.833%.

Ashdod native path boundary#

Path Repeatable access Boundary
Fire Emite F1 random; Rephaite Sage or Adon F2 random; Talmai F3 primary with rare F4 No fixed Fire recruit, and Fire-Astral cross-paths depend on rare Talmai results.
Earth Fixed E1 Zamzummite; random E2 Sages and Adons; E3 Talmai; Zamzummite can reach E3 Broad access, but the deepest results remain random or capital-bound.
Astral Random S1 Emite or Zamzummite; random S2 Sage or Adon; S3 Talmai with rare S4 No recruitable result reaches S5 unaided.
Death Fixed D1 Emite and D2 Zamzummite; randoms can reach D2, D3, or D4 Zamzummite supports the national ancestor rituals, subject to its random result.
Holy H1 Kohen and Zamzummite; H2 Adon Medium priesthood is capital-only.
Air, Water, Nature, Glamour, Blood No recruitable mage Require independents, a Pretender, empowerment, summons, heroes, or another proved bridge.

The three national heroes add deep Fire, Earth, Water, Astral, and Holy paths, but heroes are not repeatable recruitment and are not assumed to arrive on schedule.

Ashdod national spell and ritual reconciliation#

ID Spell or ritual School Requirement Cost Printed result
345 Strange Fire Evocation 4 S2 F1 20 fatigue Area 3, armour-piercing, 8+ damage
358 Summon Mazzikim Conjuration 3 N1 3 Nature gems 10 Mazzikim
352 Call Malakh Conjuration 4 S2 9 Astral pearls 1 Malakh
353 Call Hashmal Conjuration 6 S3 F1 21 Astral pearls 1 Hashmal
347 Dirge for the Dead Conjuration 6 D3 H1 25 Death gems 1 Ditanu
354 Call Arel Conjuration 7 S4 N1 39 Astral pearls 1 Arel
355 Call Ophan Conjuration 8 S5 F2 49 Astral pearls 1 Ophan
348 Banquet for the Dead Conjuration 8 D4 H1 55 Death gems 1 Malik and 4 Ditanu
356 Call Merkavah Conjuration 9 S7 F3 222 Astral pearls 1 Chayot

The nine structured rows restrict to nation 64, alone or with the other named nations shown in the official tables. Printed summon counts and requirements are retained without inferring retinue behaviour, shape mechanics, or battlefield performance.

Ashdod ritual access from repeatable mages#

Call Malakh is directly available to an S2 Rephaite Sage or Adon and to an S3 Talmai, each a one-third result on its chassis. Strange Fire needs S2 F1 on one caster; only the rare split Talmai secondary produces the necessary recruitable combination. Call Hashmal needs the narrower S3 F1 Talmai result.

A Zamzummite reaches D3 H1 whenever at least one random adds Death, a 62.5% result, qualifying for Dirge for the Dead. It reaches D4 H1 only when both randoms add Death, a 12.5% result, qualifying for Banquet for the Dead.

Summon Mazzikim and Call Arel need Nature, which no recruitable mage has. No recruit reaches the S5 F2 threshold for Call Ophan or S7 F3 for Call Merkavah. Boosters, empowerment, summons, heroes, or a Pretender can change access, but each bridge must be named and funded before the ritual is counted.

Ashdod capital and ritual gem economy#

The capital’s F1 E2 S1 D1 income naturally supports Earth work and slowly accumulates the Astral and Death currencies used by most national summons. It does not produce Nature gems for Mazzikim or Arel. A Nature caster and a Nature treasury are separate missing parts.

The highest angelic rituals cost 49 or 222 Astral pearls, while the ancestor rituals cost 25 or 55 Death gems. Research, caster rarity, gem accumulation, forging, and battlefield use compete for different bottlenecks. A legal path does not prove that the ritual is timely or affordable.

Ashdod national item boundary#

No item in the pinned BaseI.csv carries Ashdod’s nation ID 64 in the national-restriction or national-rebate fields. The dossier therefore records no Ashdod national item, national discount, or national forging exception.

This is a structured-snapshot result, not a claim that ordinary magic items are unavailable. General forging follows Book V and the current game interface; final displayed costs and any undocumented exception remain outside this source-only statement.

Ashdod national hero records#

ID Fixed name Unit name Verified magic or status
2047 Sheshai First Son of Anak F4 H2; sacred; pinned late-hero field 20
2048 Ahiman Second Son of Anak E4 H2; sacred; pinned late-hero field 20
2049 Talmai Third Son of Anak F1 W4 E1 S4 H2; sacred; pinned late-hero field 20

The hero records provide powerful but non-repeatable access, including the nation’s only listed Water path. No arrival probability, arrival turn, guaranteed ritual bridge, or meaning of the raw late-hero value is inferred.

Ashdod patch reconciliation#

No direct Ashdod, Anakite, Rephaite, Zamzummite, Talmai Elder, Malakh, Hashmal, Arel, Ophan, Merkavah, Ditanu, Malik, or Mazzikim name match was found in the official ledger through 6.36. No patch change is attached to the roster or national spell tables.

This is a narrow search result. It does not prove that every current engine interaction matches the pinned snapshot, and it does not turn undocumented behaviour into a fact.

Ashdod opening priorities#

The opening should separate three budgets: enough bodies to take and hold territory, enough infrastructure to recruit research mages outside the capital, and enough protection for the home queue to produce its rare deep casters. Human troops cost seven gold, but their Morale and durability differ sharply from the giant line. Exact expansion counts remain open because opposition, scales, formation, bless, terrain, and combat rolls change them.

The ordinary mage choices solve different problems. Emites guarantee D1 and a broad level-one random; Sages provide Research +4 and one focused level-two path. Rephaite Commanders keep leadership off the mage queue, but their gold and resources must be justified against the troops they lead.

Ashdod recruitment packages to evaluate from reports#

Human screen and giant damage line#

Human Slaves or Slingers can provide cheap bodies while Amorites, Gileadites, or Bashanites supply giant damage. The package should be chosen against the reported weapons and protection. Low-Morale humans can fail before the premium line does, and large units still need enough frontage.

Shielded Gileadite line#

Gileadites bring shields, spears, Morale 13, and Protection 14. They cost forty gold, 29 resources, and 17 recruitment points. The package is useful when missile and contact protection matter, but it should not be purchased by habit when the enemy calls for poison spears, swords, missiles, or cheaper bodies.

Giant missile group#

Gileadite Archers carry great bows behind Protection 17. Their forty-seven-resource cost can sharply reduce output in a weak fort. Target armour, shields, weather, range, and positioning remain battle questions, so recruitment should respond to reports rather than a universal ratio.

Capital Anakite reserve#

Sheshai and Ahiman Anakites are sacred capital troops with different offensive and defensive profiles. Sheshai is cheaper in resources and has Berserker +2 and Fire Resistance +10; Ahiman spends 89 resources for heavier protection and better core combat statistics. Bless value and survival remain matchup-dependent.

Ashdod research response tree#

Branch A: ordinary Earth, Fire, and Astral support#

Rephaite Sages and Adons produce F2, E2, or S2 in equal thirds. Early research should answer a named protection, damage, fatigue, or resistance problem rather than chase a path label. The result must be recorded before a spell package is assigned.

Branch B: national Conjuration#

Conjuration 4 opens Call Malakh for S2 results. Conjuration 6 adds Hashmal for a rare Talmai and Dirge for a qualifying Zamzummite. Later levels offer Arel, Ophan, Banquet for the Dead, and Merkavah, but each has a distinct path and treasury gate. National availability does not make every ritual natively castable.

Branch C: Strange Fire#

Evocation 4 unlocks Strange Fire, an S2 F1 armour-piercing area spell. The repeatable recruitable combination is rare because it depends on a split Talmai primary and secondary result. Researching the spell before such a caster exists creates no battlefield package.

Branch D: Death and ancestor economy#

Every Zamzummite begins at D2 H1 and has a 62.5% chance to reach at least D3, while 12.5% reach D4. This branch can plan around Dirge and Banquet, but capital turns, 25- or 55-gem costs, undead leadership, summoned composition, and delivery must all be budgeted.

Ashdod battlefield packages#

Giant line with mundane command#

A Rephaite Commander leads the selected giant line while a Sage, Emite, or Zamzummite handles magic. Separating leadership preserves mage actions, but the commander itself costs 140 gold and 35 resources. The force still needs answers to fatigue, armour, flanks, and magic that bypasses mundane protection.

Mixed human and Rephaite force#

Cheap humans expand frontage or absorb low-value contact while the giants supply damage. Morale and speed differences can split the formation or routing sequence. The package should be judged from battle reports rather than assumed to behave as one uniform line.

Capital sacred force#

Anakites form an expensive sacred reserve with an H2 Adon available from the same capital. This compresses troops, priesthood, and deep random magic into one queue. The force must justify both the capital turns and the resources that could have produced many ordinary giants.

Ancestor-supported force#

Dirge or Banquet adds Ditanu and Malik records to a national army. Their printed paths, ethereal and undead status, Fear, leadership, and weapon profiles are source facts. Their retinue organisation, replacement, spell use, and battlefield outcomes remain unresolved until observed.

Ashdod Pretender families#

Family What it solves What it must not conceal
Economy and infrastructure Funds giant forts, laboratories, premium troops, and capital mages Income does not add capital recruitment points or local resources.
Nature bridge Opens Mazzikim and helps reach Arel while adding a missing gem path A path without Nature income, research, and mage-turns remains incomplete.
Astral-Fire bridge Makes Strange Fire and angel thresholds deliberate rather than rare Talmai outcomes High Astral ritual costs still need a treasury and delivery plan.
Death support Accelerates ancestor rituals and Death searching Zamzummites already offer deep random Death; duplication should solve a timing problem.
Sacred design Supports Anakites, Adons, Zamzummites, and sacred summons Most ordinary troops and human slaves are not blessed.
Awake expander Supplies early independent-taking power while expensive queues develop Afflictions, counters, and delayed scales can erase the gain.

Ashdod matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light infantry Giant Strength, protected lines, missiles, and area magic Paying capital prices for work ordinary giants can perform.
Heavy armour High Strength, poison weapons, Earth or Fire support, fatigue, and armour-answering magic Assuming every spear or great bow solves every protection level.
Armour-piercing or armour-negating attacks Spacing, resistance, disruption, summons, and cheaper screens Treating large Hit Point totals as universal defence.
High Defence, ethereal, or Glamour targets Area effects, magic weapons, attack support, Spirit Sight, and control Assuming size and Strength answer unrelated defensive mechanics.
High Magic Resistance or mindless units Physical pressure, buffs, summons, and non-MR effects Building the fight around one Astral resistance check.
Fast flankers and flyers Guards, reserves, dispersed mages, and protected routes Leaving 440- or 520-gold capital mages exposed in one rear cluster.
Raids and dispersed pressure Scouts, local forts, cheap replacement bodies, and reserve commanders Concentrating every useful unit and mage in the capital.

Monthly Ashdod audit#

  • Is each fort limited by gold, resources, recruitment points, or commander turns?
  • Does the troop mix answer the reported weapons, armour, numbers, and terrain?
  • Are human units performing a defined cheap role rather than being mistaken for giants?
  • Is a mundane commander available where using a mage as leader would lose research or ritual tempo?
  • Has every random mage been labelled by final paths before receiving a task?
  • Are Fire, Earth, Astral, Death, and missing Nature treasuries tracked separately?
  • Does each national ritual have a legal caster, research level, gem budget, commander, and delivery route?
  • Are capital turns being divided deliberately among Adons, Zamzummites, Talmai Elders, and sacred troops?
  • Is the plan paying for premium Anakites only when their distinct profile matters?
  • Are hero paths excluded from any schedule that must be repeatable?

Ashdod unresolved evidence boundary#

The following claims remain open:

  1. exact expansion-party ranges for human screens, each Rephaite line, giant missiles, and Anakites;
  2. live 6.36 confirmation of the Kohen and Talmai secondary random fields that the manual does not display;
  3. Strange Fire targeting, friendly-fire risk, scaling, and battlefield results;
  4. Ditanu, Malik, Malakh, Hashmal, Arel, Ophan, and Chayot scripting, retinue, shape, and combat behaviour;
  5. final effective research and forge value of particular random mages under real scales and sites;
  6. giant appetite, supply, movement, formation, siege, retreat, and replacement outcomes on a generated map;
  7. hero arrival timing and the meaning of pinned late-hero values;
  8. specific Pretender designs, scripts, blesses, and matchup performance.

These are evidence gaps, not invitations to guess. No runtime test or new test asset was prepared during this unit. R-047, R-058, and the wider hands-on testing queue remain parked until testing is explicitly resumed.

Part XXVI: Middle Age T’ien Ch’i, Imperial Bureaucracy#

T’ien Ch’i one-page command brief#

Middle Age T’ien Ch’i converts a large human roster, fortified cities, conscription, broad low-path magic, and four capital gems into flexible conventional armies and specialised ritual access. The official manual describes cavalry, heavy infantry, archers, crossbows, average priests, Order limited to +1, Misfortune limited to +1, and the ability of Eunuchs to conscript troops for province defence while collecting taxes. The nation is broad rather than automatically deep: most non-capital mages begin at one path and depend on randoms, combinations, gems, or capital recruitment for higher thresholds.

The opening should therefore preserve choices. Footmen and archers are cheap in gold, Ministry troops provide an intermediate line, Imperial troops consume more resources and recruitment points, and cavalry shifts more cost into gold. A Fortified City does not guarantee that every line can be produced efficiently; local resources, recruitment points, commander turns, and the need for laboratories still decide what a province can support.

The capital is unusually congested. Red Guards, Prince Generals, Imperial Alchemists, and Celestial Masters all compete for its recruitment capacity. The two capital sites also supply five gems per month in four paths, but income is not the same as access: a ritual still needs the correct caster, research, laboratory, gems, and a useful destination.

Treat random mages as recorded portfolios. The Inspector snapshot exposes the random masks, while the official manual confirms the visible base paths and costs. Recruit first, record the result, and only then assign a research, search, forge, ritual, priest, or battlefield role. Exact live display timing and any behaviour not printed by the sources remain unresolved.

T’ien Ch’i evidence and ruleset boundary#

This chapter covers unmodded Middle Age T’ien Ch’i under the Dominions 6.36 baseline. The official manual supplies the nation summary, roster, costs, recruitment locations, visible magic, site income, national spells, and item descriptions. The Dominions 6 Data Inspector snapshot at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc, pinned to the 6.35 data update, supplies object identifiers, random masks, hidden restriction fields, and cross-checks.

The two sources have different jobs. A structured row can establish that a random draw exists and which paths it contains, but it does not prove how the current client reveals that draw or how the resulting mage behaves in a real battle. The 6.36 patch ledger is checked for named changes after the pinned snapshot. No runtime test, replay, save, or new test asset is used here.

T’ien Ch’i conversion chain#

cheap human roster and fortified cities
-> borders, taxes, and recruitment centres
-> recorded random-mage portfolio
-> research plus four-path capital gem income
-> national summons, alchemy, forging, and battlefield support
-> local armies, reserves, siege, and claims

The fragile arrows are infrastructure and depth. A wide roster can spend resources without creating the needed battlefield answer. A wide path portfolio can also look stronger on paper than it is if the required two-path or level-two result is rare. Plans should be attached to actual recruits and treasury balances, not to the union of every possible random.

T’ien Ch’i national rules that shape planning#

Rule Source-backed fact Planning consequence
Fortified Cities The manual lists Fortified Cities as the national building type. Fort cost and build time still compete with laboratories, temples, troops, and commanders.
Conscription Eunuchs conscript troops for province defence while collecting taxes. Tax collection has a national side benefit, but the manual does not print exact composition or scaling.
Scales limits Order is limited to +1 and Misfortune to +1. Pretender design must respect both bounds instead of importing a generic human-nation scale plan.
Broad magic The nation summary lists Water, Astral, Fire, Air, Earth, Nature, and Glamour. The list describes the national portfolio, not guaranteed depth on each recruit.
Capital sacred Red Guards are sacred and capital-only. Bless investment serves a narrow recruitable troop queue unless it has other jobs.

The exact province-defence units and conscription rate are not stated in the manual table. Those details remain open rather than being inferred from an opaque attribute code.

T’ien Ch’i capital sites and recruitment geography#

The Heavenly Gate produces one Air gem and two Astral pearls per month and enables Celestial Master recruitment. The Celestial City produces one Water and one Earth gem per month and enables Red Guards, Prince Generals, and Imperial Alchemists. Together they provide five capital gems per month: A1, W1, E1, and S2.

Master of the Way is the geographical exception among ordinary commanders: the manual marks it recruitable outside forts as well as in forts. That improves access to W1H1 and its five-path random without adding another fort, but gold, local recruitment rules, and safe movement still matter. All other capital-only records remain confined to the capital unless a source explicitly says otherwise.

T’ien Ch’i complete commander membership#

The official roster contains eleven ordinary commander records and three capital-only records.

Recruitment Commander records
Ordinary Scout; Imperial Consort; Eunuch; General; Ceremonial Master; Minister of Rituals; Apothecary; Imperial Geomancer; Minister of Magic; Alchemist of the Five Elements; Master of the Way
Capital only Prince General; Imperial Alchemist; Celestial Master

This is a membership table, not a recommendation. Scout and Eunuch jobs differ from combat command; priests differ in holy level; and several mage names hide materially different fixed and random paths.

T’ien Ch’i complete troop membership#

The official roster contains fifteen ordinary troop records and one capital-only record.

Recruitment Troop records
Ordinary Footman with pike; Footman with glaive; Footman with spear and shield; Archer; Ministry Guardsman with glaive; Ministry Footman with spear and shield; Ministry Guardsman with man catcher; Imperial Footman; Imperial Archer; Imperial Crossbowman; Imperial City Guard; Imperial Guard; Horseman; Heavy Horseman; Imperial Horseman
Capital only Red Guard

Weapon, shield, armour, morale, resource, and recruitment-point differences prevent these records from collapsing into one generic infantry or cavalry line. The right purchase depends on the reported enemy and the local production constraint.

T’ien Ch’i roster by job#

Job Main records Boundary
Scouting Scout Information depends on survival and coverage.
Tax and provincial administration Eunuch Conscription is confirmed; exact output is unresolved.
Mundane command General; Prince General The Prince General consumes a capital turn and is not a default upgrade.
Priesthood Ceremonial Master H1; Minister of Rituals H2; Master of the Way H1; Celestial Master H2 Holy level does not supply missing magical paths.
Cheap path specialists Apothecary N1; Imperial Geomancer E1S1 Low cost and guaranteed paths make roles reproducible.
Random generalists Minister of Magic; Alchemist of the Five Elements; Master of the Way Final paths must be recorded before assignment.
Capital depth Imperial Alchemist; Celestial Master Stronger access competes with every other capital recruit.
Conventional line Footmen, Ministry troops, Imperial troops Gold, resources, recruitment points, shields, and weapons differ.
Mobile line Horseman; Heavy Horseman; Imperial Horseman Map movement and battlefield performance remain contextual.
Capital sacred Red Guard Capital-only, sacred, and expensive in gold relative to ordinary infantry.

T’ien Ch’i guaranteed mage and priest floor#

The repeatable non-capital floor is N1 from Apothecaries, E1S1 from Imperial Geomancers, H2 from Ministers of Rituals, and W1H1 from Masters of the Way before their random. Ministers of Magic have no fixed magical path but receive one guaranteed four-path draw. Alchemists of the Five Elements begin at N1 and receive one guaranteed elemental draw.

This floor matters more than the theoretical ceiling. Celestial Servant is guaranteed on an Imperial Geomancer, and Thousand Year Ginseng is guaranteed on an N1 recruit once researched and funded. Many other national spells require a capital mage or a rare two-path result.

Master of the Way random portfolio#

A Master of the Way has W1H1 and one guaranteed draw from Air, Water, Astral, Nature, or Glamour. Each result is one fifth of the portfolio: A1W1H1, W2H1, W1S1H1, W1N1H1, or W1G1H1.

This makes W2 repeatable in probability but not guaranteed on a particular purchase. It also spreads useful search and support roles across one recruitment record. Recruitment plans should use the 20% branches as expected distributions over many recruits, never as a promise for the next mage.

Minister of Magic random portfolio#

A Minister of Magic receives one guaranteed draw from Air, Water, Earth, or Astral, followed by an independent 10% draw from the same four paths. The first draw gives each path a 25% share. Across both rolls, a particular path appears with probability 26.875%; a doubled result in one path occurs in 2.5% of all Ministers, and two distinct level-one paths occur in 7.5%.

Those aggregate numbers distinguish common single-path researchers from rare cross-path or level-two results. The individual named combination must still be recorded. A strategy that needs W1E1, for example, cannot budget every Minister as though the 1% unordered W/E result were already present.

Alchemist of the Five Elements random portfolio#

An Alchemist of the Five Elements begins at N1, receives one guaranteed draw from Fire, Air, Water, or Earth, and then has an independent 10% draw from Fire, Air, Water, Earth, or Nature. Each elemental path is the first result 25% of the time and appears somewhere in the two rolls 26.5% of the time. The secondary Nature result raises the mage to N2 in 2% of recruits.

The guaranteed elemental draw is the reliable feature; the second draw is a portfolio bonus. Two-path elemental thresholds, double elemental levels, and N2 should be assigned only after the recruit exists.

Imperial Alchemist capital portfolio#

An Imperial Alchemist begins at F1A1W1E1N2, then uses the same guaranteed elemental draw and independent 10% five-element draw as the ordinary Alchemist. This guarantees one elemental path at level two. A second roll can produce another elemental increase or N3, but none should be scheduled before recruitment reveals the result.

The base form already guarantees N2 rituals and W1E1 Living Mercury from the capital. Its breadth is powerful on paper, but each purchase also consumes four commander recruitment points and a capital turn that could have produced a Celestial Master, Prince General, or sacred troop capacity.

Celestial Master capital portfolio#

A Celestial Master begins at A1W2E1S1G1H2, receives one guaranteed draw from Air, Water, Astral, Nature, or Glamour, and has an independent 10% draw from the same pool. The fixed paths guarantee Internal Alchemy and the A1S1 threshold for Celestial Hounds. A random Air increase reaches A2 for Call Celestial Soldiers; across the two rolls, at least one Air increase occurs in 21.6% of recruits.

This record combines priesthood, high recruitment cost, four commander recruitment points, cross-path magic, and rare depth. It should be bought for a named portfolio need, not merely because it has the broadest row.

T’ien Ch’i native path boundary#

The national roster natively touches all seven paths named by the manual, but access is uneven.

Access class Reliable examples Important limitation
Guaranteed outside the capital N1; E1S1; W1H1; H2 Mostly low-path access.
Random outside the capital A, W, E, S, N, G; rare doubled or cross-path results A possible result is not an owned caster.
Guaranteed in the capital F1A1W1E1N2; A1W2E1S1G1H2 Capital queue and recruitment-point pressure.
Rare capital depth Random increases on Imperial Alchemist and Celestial Master Exact result must be observed after recruitment.
Hero-only additions Death and higher Astral on named heroes Hero arrival is not a repeatable schedule.

Death is not part of the repeatable recruitable mage floor shown in the roster. A hero record does not convert it into dependable national access.

T’ien Ch’i national spell and ritual reconciliation#

The pinned restriction records contain ten T’ien Ch’i spells: one battle spell and nine rituals.

Spell School and level Path Printed cost or type
Celestial Chastisement Evocation 5 S3 Battle spell, 20 fatigue
Celestial Servant Conjuration 1 E1S1 1 Earth gem
Ambush of Tigers Conjuration 3 N2 9 Nature gems
Herd of Buffaloes Conjuration 3 N2 8 Nature gems
Celestial Hounds Conjuration 4 A1S1 2 Air gems
Thousand Year Ginseng Construction 4 N1 4 Nature gems
Internal Alchemy Alteration 5 W2S1 5 Water gems
Living Mercury Enchantment 5 W1E1 6 Water gems
Contact Huli Jing Conjuration 6 N2 30 Nature gems
Call Celestial Soldiers Conjuration 6 A2S1 15 Air gems

Names, schools, levels, requirements, and costs are source facts. Exact variable summon counts, battlefield targeting, friendly-fire behaviour, shape changes, and practical combat value remain observation questions unless the manual explicitly prints them.

T’ien Ch’i ritual access from repeatable mages#

Ritual Access from roster Scheduling boundary
Celestial Servant Guaranteed Imperial Geomancer E1S1 Earliest national ritual; still costs a mage-turn and Earth gem.
Thousand Year Ginseng Guaranteed N1 recruit Does not itself create every later Nature threshold.
Ambush of Tigers; Herd of Buffaloes; Contact Huli Jing Guaranteed Imperial Alchemist N2; 2% N2 ordinary Alchemist Capital access is reliable; non-capital access is rare.
Internal Alchemy Guaranteed Celestial Master W2S1 Capital-only guaranteed caster.
Celestial Hounds Guaranteed Celestial Master A1S1; rare A/S Minister Ordinary two-path access is an uncommon result.
Living Mercury Guaranteed Imperial Alchemist W1E1; rare W/E ordinary random Capital access is reliable.
Call Celestial Soldiers Celestial Master needs an Air increase to reach A2S1 At least one Air random occurs on 21.6% of Celestial Masters.
Celestial Chastisement Needs S3 No ordinary recruit guarantees S3; capital randoms, boosters, or other bridges are needed.

This table separates national availability from legal casting. Researching a national spell before its caster and treasury exist can create no deployable package.

T’ien Ch’i capital gem economy#

The capital produces A1, W1, E1, and S2 each month. That income supports several national paths but produces no Nature gems, even though four national rituals use Nature. Site searching, trade, events, Pretender design, or other documented income must therefore supply the Nature treasury; national restriction alone does not fund it.

Separate ledgers should be kept for Air, Water, Earth, Astral, and Nature. The first three pay for national rituals directly, Astral supports other national magic and infrastructure, and Nature has a structural mismatch between ritual demand and starting site income.

T’ien Ch’i national item boundary#

Four items have explicit T’ien Ch’i links in the pinned data and manual descriptions.

Item National relation Requirement
Sword of the Five Elements Restricted national item Construction 3, F1W1
Armor of the Five Elements Restricted national item Construction 3, E1A1
Chi Shoes National rebate Construction 3, A1
Jade Armor National rebate Construction 7, W2E1

The manual prints two Fire and two Water gems for the Sword, and two Earth and two Air gems for the Armor. The rebate fields establish that Chi Shoes and Jade Armor are discounted for T’ien Ch’i, but the final displayed live cost and interaction with other forge modifiers remain unresolved here.

T’ien Ch’i hero records#

The pinned nation records name three heroes: Ho Hsien-Ku, Lu Tung-Pin, and Li T’ieh-Kuai. Their corresponding forms provide A1N2; F1A1W2S3H2; and A2S2D2 respectively, with the first two marked sacred in the structured snapshot.

These records document possible capabilities, including hero-only Death and direct S3. They do not make those paths repeatable. Arrival timing, event conditions, alternate forms, and live behaviour remain unresolved unless an official source or versioned observation establishes them.

T’ien Ch’i patch reconciliation#

The current baseline is Dominions 6.36, released on 17 August 2026. The local official patch ledger was searched through its 6.35 endpoint, and the separate official 6.36 announcement was checked; neither supplies a direct Middle Age T’ien Ch’i or named-roster correction for this chapter. This negative search is not proof that no indirect engine change matters; it means only that no nation-specific correction can safely be attached from the available named notes.

The structured object snapshot remains pinned to 6.35, so the manual and official 6.36 ledger take precedence where they conflict. Any later discrepancy should be recorded as a new source-reconciliation issue rather than silently normalised.

T’ien Ch’i opening priorities#

  1. Identify whether each fort site is limited by gold, resources, recruitment points, or commander turns.
  2. Use the cheapest troop line that answers the observed independent province instead of defaulting to Imperial equipment.
  3. Add scouting and mundane leadership without spending mage turns on jobs a General or Scout can perform.
  4. Record every random mage’s final paths before assigning research, search, forge, ritual, or combat duty.
  5. Protect the capital queue for the specific Red Guard, Prince General, Imperial Alchemist, or Celestial Master requirement that the plan names.
  6. Track Nature demand separately because the capital sites supply no Nature gems.

These are planning controls, not tested expansion prescriptions. Exact party sizes, formations, scripts, and casualty expectations remain open.

T’ien Ch’i recruitment packages to evaluate from reports#

Cheap foot and missile package#

Footmen and Archers preserve gold for forts and mages, but their weapons, armour, shields, and morale differ. The package should be selected against the reported province rather than treated as one undifferentiated mass.

Ministry middle line#

Ministry Guardsmen and Footmen trade more gold, resources, and recruitment points for stronger equipment and morale. Glaives, spear-and-shield, and man catchers have different target profiles; none is a universal upgrade.

Imperial protected line#

Imperial Footmen, City Guards, Guards, Archers, and Crossbowmen offer heavier profiles at greater production cost. The right mixture depends on local resources, enemy armour and shields, missile conditions, and whether the fort must also produce cavalry.

Cavalry response group#

Horsemen, Heavy Horsemen, and Imperial Horsemen offer three price and equipment tiers. Map speed does not by itself establish expansion safety or battlefield value, so route, fatigue, formation, and target selection remain report-dependent.

Capital Red Guard reserve#

Red Guards are sacred, capital-only, and cost fifty gold. A bless and capital allocation should solve a defined problem before the nation pays that opportunity cost.

T’ien Ch’i research response tree#

Branch A: guaranteed low-path utility#

Construction 4 reaches Thousand Year Ginseng for N1, while Conjuration 1 reaches Celestial Servant for E1S1. This branch uses guaranteed non-capital paths, but its value still depends on gems, mage-turns, and what the summoned or transformed asset contributes.

Branch B: capital cross-path rituals#

Alteration 5 Internal Alchemy, Enchantment 5 Living Mercury, and Conjuration 4 Celestial Hounds align with guaranteed capital mage paths. The capital must recruit those casters before the research becomes an operational package.

Branch C: Nature summons#

Conjuration 3 opens Ambush of Tigers and Herd of Buffaloes; Conjuration 6 opens Contact Huli Jing. Imperial Alchemists guarantee N2, but the capital provides no Nature income. Research and treasury therefore have to be planned together.

Branch D: higher Air and Astral thresholds#

Conjuration 6 Call Celestial Soldiers requires A2S1, normally a Celestial Master with an Air increase. Evocation 5 Celestial Chastisement requires S3 and is not guaranteed on ordinary recruits. This branch should wait for an actual caster or a documented bridge.

T’ien Ch’i battlefield packages#

Conventional line with separate command#

A General leads the selected infantry or cavalry while mages preserve their actions for spells. This separation is useful only if the army has enough mundane leadership and the chosen line answers the enemy’s protection, weapons, mobility, and numbers.

Mixed missile and protected line#

Archers or crossbowmen operate behind a shielded or armoured line. Range, weather, friendly obstruction, enemy shields, armour, and closing speed determine value; the source tables cannot settle those battlefield outcomes.

Broad-mage support group#

Recorded Ministers, Alchemists, Geomancers, and Masters of the Way are selected for actual paths rather than names. This prevents a nominally broad squad from arriving without the cross-path or depth the script assumes.

Capital ritual-supported force#

Imperial Alchemists or Celestial Masters turn researched national rituals into assets. The full package must include the capital recruitment turn, research, gem source, ritual turn, commander, and route to the front.

T’ien Ch’i Pretender families#

Family What it can solve What it must not conceal
Economy and infrastructure Funds forts, laboratories, commanders, and a large conventional roster Gold does not create local resources or extra capital queue capacity.
Nature-income bridge Supports the national Nature ritual suite A path without site income, search, trade, or gems is not a treasury.
High-path bridge Supplies reliable S3, deeper Air, or another missing threshold Native random access should be counted before paying twice for it.
Sacred design Supports Red Guards and sacred commanders or summons Most ordinary troops are not sacred.
Awake expander Supplies early province-taking while human infrastructure develops Afflictions, counters, scales, and opportunity cost remain map-dependent.

No exact design is endorsed without settings, map, opponents, legal chassis, and a versioned test or game record.

T’ien Ch’i matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Footprint, missiles, cavalry, protected lines, and reachable area effects Buying the most expensive Imperial record by default.
Heavy armour Crossbows, high-damage weapons, buffs, fatigue, and armour-answering magic Assuming every glaive or spell solves every protection value.
Fast flankers or flyers Guards, reserves, mage spacing, and local response forces Exposing rare random or capital mages in one rear cluster.
High Defence, ethereal, or Glamour targets Area effects, magic weapons, attack support, and control Treating broad national magic as proof that the required caster exists.
High Magic Resistance or mindless units Conventional pressure, buffs, summons, and non-MR effects Building the battle around a single Astral resistance check.
Raiding and dispersed pressure Scouts, fortified cities, Eunuchs, local troops, and reserve commanders Concentrating every useful recruit in the capital.
Gem denial Guaranteed low-path tools and mundane roster depth Researching a ritual tree that the treasury cannot fund.

Monthly T’ien Ch’i audit#

  • Is each fort limited by gold, resources, recruitment points, or commander turns?
  • Is every random mage labelled by final paths and assigned a role that uses them?
  • Are mundane commanders available where using a mage would lose research or ritual tempo?
  • Is the capital queue reserved for a named Red Guard, Prince General, Imperial Alchemist, or Celestial Master job?
  • Are Air, Water, Earth, Astral, and Nature balances tracked separately?
  • Does each national ritual have research, a legal caster, gems, a mage-turn, and a delivery plan?
  • Is conscription being treated as confirmed without inventing its exact composition or scaling?
  • Does the troop mix answer the reported armour, weapons, missiles, mobility, and morale?
  • Are hero paths excluded from schedules that must be repeatable?
  • Has any 6.35 structured field been checked against the 6.36 manual and patch ledger before publication?

T’ien Ch’i unresolved evidence boundary#

The following claims remain open:

  1. exact expansion-party sizes, formations, scripts, and casualty ranges for every infantry, missile, cavalry, and Red Guard package;
  2. exact Eunuch conscription composition, growth rate, interaction with province defence, and live display;
  3. live 6.36 presentation and timing of every random-magic result;
  4. summon counts or composition where the manual does not print a fixed result;
  5. Celestial Chastisement targeting, resistance, friendly-fire risk, and battlefield value;
  6. Internal Alchemy transformation details and persistence beyond the printed ritual description;
  7. Living Mercury, Celestial Hound, Celestial Soldier, Huli Jing, tiger, buffalo, and Celestial Servant scripting and combat behaviour;
  8. final displayed rebate costs for Chi Shoes and Jade Armor under combined forge modifiers;
  9. hero arrival timing, alternate forms, and live behaviour;
  10. specific Pretender designs, blesses, matchups, and map performance.

These are evidence gaps, not invitations to guess. No runtime test or new test asset was prepared during this unit. R-047, R-058, and the wider hands-on testing queue remain parked until testing is explicitly resumed.

Part XXVII: Middle Age Machaka, Reign of Sorcerors#

Machaka one-page command brief#

Middle Age Machaka combines cheap human troops, heavy hoplites, forest recruitment, poisonous spider cavalry, assassins, and a broad mage corps using Fire, Earth, Death, Nature, Glamour, and Holy magic. Its capital contains two sites producing five gems each month and most of its specialised spider troops and mages. Ordinary forts still recruit the Sorcerer, which is the key repeatable ritual chassis because every one has F1 D1 N2 G1 plus a guaranteed random level.

The basic plan is:

  • use the cheap human roster and hoplites according to the local gold, resource, and recruitment-point budget;
  • recruit Witch Doctors from forests where their low research penalty is acceptable and their F1 D1 N1 access has a real job;
  • treat Sorcerers as recorded five-way portfolios rather than assuming the path needed next will appear;
  • protect the capital queue for Black Sorcerers, Anansi, Spider Sorceresses, Bane Spiders, and sacred spider forces;
  • keep the Nature ritual budget separate from the capital’s Fire, Earth, Nature, and Glamour income;
  • use scouts, spies, forest recruitment, and assassins to improve information and apply pressure without pretending their live outcomes are guaranteed.

Machaka’s main strategic problem is coordination. The roster offers many specialised pieces, but its strongest spider units, deepest mages, and best cross-paths are capital-bound or random-dependent. A plan fails when it counts every possible random as one mage, spends the capital queue on unrelated jobs, or researches a ritual without its gems and legal caster.

Machaka evidence and ruleset#

This chapter covers unmodded Middle Age Machaka on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing roster, costs, recruitment locations, printed paths, national summary, mounts, sites, and ritual tables. Nation ID 76, site records, random masks, hero assignments, spell restrictions, disabled rows, and item rebates are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The sources do not prove current random-path presentation, expansion results, dominion-summon timing, assassin outcomes, web or poison behaviour, mount survival, final forge costs, or hero arrival timing. Those remain unresolved. No runtime test, replay, save, or new test asset was used for this dossier.

Machaka conversion chain#

cheap human bodies, hoplites, forest recruits, and five capital gems
-> expansion forces, borders, and recruitment centres
-> recorded Sorcerer and capital-mage portfolios
-> research plus separate Nature, Death, Earth, Fire, and Glamour budgets
-> national rituals, forging, battlefield support, and spider pressure
-> surviving armies, reserves, sieges, and claims

The fragile arrows are capital time, Nature-gem accumulation, and cross-path access. The nation can possess many paths across its roster while still lacking the one mage, gem stock, laboratory, or safe turn needed for a particular job.

Machaka national rules that shape planning#

Rule or asset Source-backed fact Planning consequence
Prefers Heat 2 The manual states that Machaka prefers Heat 2. Climate preference is an economic and fatigue input, not a complete scales prescription.
Heat limit +1 Pretender design may move Heat one step beyond the ordinary limit. The value depends on the entire design and cannot be judged in isolation.
Standard Forts Machaka uses the standard fort family. Fort timing still competes with laboratories, temples, troops, and commanders.
Forest recruitment Witch Doctors and Spider Archers are available in all forests. Forest forts can add national options, but only when geography and infrastructure justify them.
Capital spider complex Most specialised spider troops and four major commander types are home-site recruits. Capital commander and troop capacity must be budgeted separately.
Intelligence tools Scouts, a spy-priest, Anansi spies, patrolling priests, and assassins are printed in the roster. Better information is possible, but detection and assassination outcomes remain engine and matchup questions.

Machaka capital sites and recruitment geography#

Site Verified fields Recruitment consequence
God Forest, site 60 F1 N1 Black Hunter and Spider Archer troop records; Voice of the Hunters commander
God Mountain, site 61 E2 G1; ritual-range bonus 1 Spider Warrior; Black Sorcerer, Anansi, Spider Sorceress, and Bane Spider

The two sites produce F1 E2 N1 G1, five gems per month. They produce no Air, Water, Astral, Death, or Blood gems. This matters because the mage roster has strong Death access but no capital Death income, while all three confirmed national rituals consume Nature gems.

Witch Doctors and Spider Archers also have forest recruitment outside the capital. Other spider units are not generalised into forest recruits without a source field.

Complete Machaka commander membership#

Commander Gold Resources Rec points Verified recruitment
Machaka Scout 35 3 1 Forts
Machaka Chief 55 2 1 Forts
Machaka Commander 95 27 1 Forts
Spider Lord 125 25 1 Forts
Eye of the Lord 90 4 1 Forts
Voice of the Lord 160 2 2 Forts
Ear of the Lord 150 3 2 Forts
Witch Doctor 110 1 2 Forts and all forests
Sorcerer 300 1 2 Forts
Voice of the Hunters 230 33 1 Capital only
Bane Spider 150 38 2 Capital only
Spider Sorceress 230 1 2 Capital only
Anansi 280 1 4 Capital only
Black Sorcerer 325 6 4 Capital only

Nine ordinary and five capital records reconcile to fourteen commanders. The two-point Sorcerer is available outside the capital; the four-point Anansi and Black Sorcerer compete directly for the home queue.

Complete Machaka troop membership#

Troop Gold Resources Rec points Verified recruitment
Pygmy 5 2 2 Forts
Machaka Militia 7 2 3 Forts
Machaka Archer 10 3 9 Forts
Machaka Warrior, spear and javelin 10 3 9 Forts
Machaka Warrior, Machaka spear 10 4 9 Forts
Spider Archer 12 4 20 Capital and all forests
Machaka Hoplite 14 27 18 Forts
Spider Rider 25 4 9 Forts
Spider Knight 30 25 21 Forts
Spider Warrior 20 36 31 Capital only
Black Hunter 100 36 31 Capital only

Nine ordinary or forest-accessible records and two capital-only records reconcile to eleven troops. The two Machaka Warrior entries are distinct equipment records and should remain separate in tables and search results.

Machaka troop jobs#

Unit Source-backed role Important limit
Pygmy Extremely cheap short-bow body Size, low Hit Points, low Morale, and low combat skills sharply limit what five gold buys.
Machaka Militia Cheap spear frontage Low Morale and light protection make it a screen rather than a durable line.
Machaka Archer Low-cost conventional missile unit Range, armour, shields, weather, and friendly obstruction decide results.
Machaka Warriors Light spear line with either javelin or dedicated spear profile Light protection makes positioning and target choice important.
Machaka Hoplite Heavily armoured spear line Twenty-seven resources, encumbrance, and movement limit mass production and redeployment.
Spider Archer Forest-accessible poison-bow unit Twenty recruitment points and poison interaction require a target-specific reason.
Spider Rider Mobile mixed spear and bow rider Rider and mount outcomes are not inferred from the roster entry.
Spider Knight Armoured spider cavalry Gold, resources, and recruitment points compete with hoplites and commanders.
Spider Warrior Capital stealth troop with two weapons Capital-only, resource-heavy, and dependent on a protected delivery plan.
Black Hunter Expensive sacred hunter-spider cavalry One hundred gold and capital-only recruitment make every loss consequential.

Machaka commander and mage portfolio#

Commander Paths or ability Main source-backed jobs Recruitment warning
Machaka Scout Stealth 40; forest and mountain survival Scouting and route information Information depends on survival and coverage.
Machaka Chief Leadership 75 Cheap mundane command Lightly protected.
Machaka Commander Leadership 100 Armoured line command Twenty-seven resources compete with hoplites.
Spider Lord Leadership 100; Great Spider mount Mobile command Mounted combat and mount survival remain runtime questions.
Eye of the Lord H1; Patrol Bonus 15 Patrolling and low priest work Patrol outcomes depend on local stealth and force strength.
Voice of the Lord H2; Leadership 100 Medium priest and army command Costs two recruitment points.
Ear of the Lord G1 H1; Stealth 60; Spy Intelligence, priest work, and low Glamour access Spy reports and detection remain observation-dependent.
Witch Doctor F1 D1 N1; Research -4 Forest recruitment, low cross-path work, site searching, and forging The research penalty must be justified by a real job.
Sorcerer F1 D1 N2 G1 plus one random Main ordinary-fort mage, national rituals, research, and mixed magic Record the five-way random before assigning a specialised role.
Voice of the Hunters H1; sacred; Hunter Spider mount Capital sacred command Competes with all other capital commanders.
Bane Spider G1; Stealth 50; assassin; Scale Walls Assassination and covert pressure Outcomes, patience value, and wall interaction remain live questions.
Spider Sorceress F1 E1 D1 G1 plus one random; dominion summoner Capital mixed magic Dominion-summon timing and output are unresolved.
Anansi D1 N1 G2 plus two random slots; spy; heretic Deep Glamour, spying, and mixed ritual support Four recruitment points and a second roll that triggers only 10% of the time.
Black Sorcerer F2 E2 D1 G1 plus two random slots Deep capital magic, forging, and cross-path work Four recruitment points; the secondary roll triggers only 10% of the time.

Reading the Sorcerer random#

Every Sorcerer has F1 D1 N2 G1 and one guaranteed level from a five-way F/E/D/N/G mask.

Branch Final relevant paths Probability
Fire F2 D1 N2 G1 20%
Earth F1 E1 D1 N2 G1 20%
Death F1 D2 N2 G1 20%
Nature F1 D1 N3 G1 20%
Glamour F1 D1 N2 G2 20%

Every Sorcerer can cast Herd of Elephants and God Brood once the research and Nature gems exist. Only particular branches deepen Fire, Death, Nature, or Glamour, and only the Earth branch supplies Earth on this chassis.

Reading the Spider Sorceress random#

Every Spider Sorceress has F1 E1 D1 G1 and one guaranteed F/E/D level. The three outcomes are F2, E2, or D2 at one third each. The printed dominion-summoner ability is recorded, but no monthly Great Spider rate or current timing is assigned without observation.

Reading the Anansi randoms#

Every Anansi has D1 N1 G2. The first random is one guaranteed D/N/G level; the second is an independent 10% F/E/D/N/G level.

  • the primary result is D2, N2, or G3 at one third each;
  • 90% receive no second level;
  • each named secondary path appears on 2% of recruits;
  • a secondary Earth result is the only pinned route for an Anansi to combine E1 with its fixed N1;
  • rare secondary results are possibilities, not a dependable recruitment schedule.

Reading the Black Sorcerer randoms#

Every Black Sorcerer has F2 E2 D1 G1. The first random is one guaranteed F/E/D level; the second is an independent 10% F/E/D/N/G level.

  • the primary result reaches F3, E3, or D2 at one third each;
  • 90% receive no secondary level;
  • each named secondary path appears on 2% of recruits;
  • Nature exists only through that rare secondary slot on this chassis;
  • the capital queue and four recruitment-point cost are part of every probability plan.

Machaka native path boundary#

Path Repeatable access Boundary
Fire Fixed F1 Witch Doctor and Sorcerer; F1 Spider Sorceress; F2 Black Sorcerer Random branches reach F2 or F3, but the deepest access is capital-bound.
Earth Fixed E1 Spider Sorceress and E2 Black Sorcerer Ordinary Sorcerers gain E1 only on their 20% Earth branch.
Death Fixed D1 on all four mage families Random branches reach D2; the capital produces no Death gems.
Nature Fixed N1 Witch Doctor, N2 Sorcerer, N1 Anansi Sorcerers reach N3 on one branch; no recruit reaches N4 unaided.
Glamour G1 Ear and Bane Spider; G1 Sorcerer and Spider Sorceress; G2 Anansi and G1 Black Sorcerer Anansi can reach G3; battlefield and detection behaviour remain unresolved.
Holy H1 Eye, Ear, and Voice of the Hunters; H2 Voice of the Lord No recruitable H3 priest is established.
Air, Water, Astral, Blood No recruitable mage Require a Pretender, independents, empowerment, summons, heroes, or another proved bridge.

Machaka national ritual reconciliation#

ID Ritual School Requirement Cost Printed result
340 Herd of Elephants Conjuration 3 N2 20 Nature gems Five or more Elephants
341 God Brood Conjuration 4 N2 D1 12 Nature gems Six Hunter Spiders
343 Weavers of the Wood Enchantment 5 N4 6 Nature gems Forest patrol enchantment; one month plus three months per extra gem

The pinned restriction table also contains disabled spell ID 342 named xxx. It is retained as metadata, not presented as a castable ritual. Herd of Gnus appears with a pinned Machaka restriction but is absent from the revision-2 age-two ritual table. That mismatch remains unresolved rather than silently adding or deleting a live option.

Machaka ritual access#

Every Sorcerer has N2 D1 and can cast both Herd of Elephants and God Brood after the required research. Witch Doctors do not meet either threshold without a path increase. The Nature branch of the Sorcerer reaches N3, still one level below Weavers of the Wood.

Weavers therefore needs a named bridge such as a booster, empowerment, Pretender, suitable summon, or another verified source of N4. The chapter does not assume that a theoretical item exists in the treasury or that a hero arrives when needed.

Machaka national item metadata#

Item record Pinned relation Requirement Native access note
Bane Blade, one-handed Nation rebate Construction 3, D1 All four mage families meet D1.
Bane Blade, two-handed Nation rebate Construction 3, D1 Separate equipment record despite the shared name.
Totem Shield Nation rebate Construction 5, D1 G1 Sorcerer and the capital mage families meet the cross-path.
Spirit Mask Nation rebate Construction 5, D2 N1 A Death-random Sorcerer qualifies; other routes depend on rarer combinations.
Kithaironic Lion Pelt Nation rebate in its second path Construction 3, N1 E1 Earth-random Sorcerer qualifies; other native routes are capital-bound or rare.
Fever Fetish Nation rebate Construction 9, F1 N1 Witch Doctor and Sorcerer meet the path requirement.

These are pinned item fields. Exact 6.36 displayed costs and the interaction between nation rebates, forge bonuses, hammers, sites, or other modifiers remain unresolved.

Machaka hero records#

Fixed name Unit name Verified magic Boundary
Ainra Lady of Spiders F1 E3 D3 G2 Powerful non-repeatable capital-path expansion; timing unresolved
Abasi Hero None Does not add a magic path
Yasini King Triumphant H3 Hero-only high priest access
Mwaka Crowned Ape H1 Hero record only
Mchumba Ape Oracle N1 Hero record only

Hero paths are not counted in schedules that must work every game. Arrival timing, probability, and live special behaviour are not established by the structured row alone.

Machaka opening priorities#

The opening should maintain three budgets: enough troops to take and hold provinces, enough infrastructure to recruit Sorcerers outside the capital, and enough capital capacity for the specialised spider roster. Five- and seven-gold troops can add bodies cheaply, but low Morale and protection change what those bodies can safely do. Hoplites offer heavy armour at a much higher resource cost.

Exact party sizes and scripts remain open because map settings, scales, opposition, formation, bless, and combat rolls change them. The safe procedure is to record casualties, identify whether gold, resources, recruitment points, or commander turns are binding, and change the next force accordingly.

Machaka recruitment packages to compare#

Cheap screen and supported line#

Pygmies, Militia, Archers, or light Warriors can cover cheap frontage and missiles while hoplites or spider units perform a narrower job. This preserves gold only when low Morale and light protection do not cause the screen to collapse before the expensive element can work.

Hoplite centre#

Machaka Hoplites provide the roster’s conventional heavy line. Their fourteen-gold price is modest, but twenty-seven resources and eighteen recruitment points can make local production the real limit. Armour, fatigue, mobility, and enemy damage still decide whether the line fits the battle.

Forest recruitment package#

A forest fort can recruit Witch Doctors and Spider Archers. This can spread commander production and add poison missiles, but a forest is not automatically a good fort site. Income, resources, position, construction cost, laboratory timing, and the need for other mages remain part of the decision.

Spider cavalry package#

Spider Riders and Spider Knights combine riders with Great Spiders, while Black Hunters use Hunter Spiders and are sacred. Their speed, poison, webs, armour, gold cost, and recruitment demands point toward specialised use. Rider-and-mount damage, routing, targeting, and survival remain runtime questions.

Capital stealth package#

Spider Warriors, Bane Spiders, Anansi, and supporting scouts or spies can create covert pressure. Stealth values and printed abilities are facts; detection, assassination, siege entry, and campaign effect depend on the engine state and the opponent’s precautions.

Machaka research response tree#

Branch A: Conjuration and national bodies#

Conjuration 3 opens Herd of Elephants for every Sorcerer with twenty Nature gems. Conjuration 4 opens God Brood for twelve Nature gems. The choice is not just research level: the army needs the correct body, enough gems, a mage-turn, command, and a route to the front.

Branch B: low-path battlefield support#

Witch Doctors, Sorcerers, and capital mages cover several low Fire, Earth, Death, Nature, and Glamour thresholds. Research should answer a named problem—protection, damage, fatigue, resistance, mobility, or control—using the paths actually recruited. No universal opening tree is claimed.

Branch C: Construction and discounted items#

Construction 3 reaches both Bane Blade records and Kithaironic Lion Pelt. Construction 5 reaches Totem Shield and Spirit Mask. Fever Fetish sits at Construction 9. A discount is valuable only when the item has a legal forger, affordable gems, a bearer, and a job worth the forge turn.

Branch D: Weavers of the Wood#

Enchantment 5 unlocks Weavers of the Wood, but no recruitable mage reaches N4 unaided. Researching it before naming the bridge produces a dead endpoint. Its detection, interception, added-spider combat, and caster-departure behaviour remain bound to the printed description until runtime evidence is resumed.

Machaka battlefield packages#

Conventional line with mage support#

Hoplites or selected light infantry hold space while Sorcerers or Witch Doctors use spells their actual paths support. Mundane commanders should carry leadership where doing so preserves mage actions and research. The exact formation and script must respond to the enemy.

Missile and poison pressure#

Machaka Archers, Pygmies, Spider Archers, and mounted bows provide several missile profiles. Armour, shields, range, weather, poison resistance, friendly obstruction, and closing speed determine which profile has value. The roster does not prove a fixed ratio.

Mobile spider wing#

Spider Riders, Spider Knights, or Black Hunters can form a faster wing around a slower centre. Mount size, rider protection, enemy reach, morale, terrain, and formation influence the result. This remains a package to evaluate, not a guaranteed flank solution.

Capital mixed-mage group#

Spider Sorceresses, Anansi, and Black Sorcerers bring useful fixed cross-paths and different random depth. Each mage should be labelled by final paths, given gems that match its script, and protected according to its cost. A list of possible paths is not a deployable squad.

Machaka information and pressure network#

Machaka Scouts supply conventional stealth. Ears of the Lord and Anansi add spies, Eyes of the Lord add patrol strength, and Bane Spiders add assassination. Weavers of the Wood prints a strong forest-patrol and invisible-detection effect while maintained by its caster.

These tools form an information network only when placed and protected. Spy report detail, patrol detection, invisible detection outside the ritual, assassin targeting, and counter-assassination remain unresolved live behaviour. The dossier therefore recommends coverage and record-keeping without inventing success rates.

Machaka Pretender families#

Family What it can solve What it must not conceal
Nature-depth bridge Supplies dependable N4 or supports the national ritual treasury A path alone does not create Nature gems or a safe ritual turn.
Missing-path bridge Adds Air, Water, Astral, Blood, or another absent threshold Native Fire, Earth, Death, Nature, and Glamour access should be counted first.
Economy and infrastructure Funds forts, laboratories, Sorcerers, and capital specialists Gold does not create local resources or additional capital recruitment points.
Sacred design Supports Black Hunters, Voices of the Hunters, and other sacred assets Most of the ordinary roster is not sacred.
Awake expander Supplies early province-taking while the recruitment system develops Afflictions, counters, scales, and opportunity cost remain map-dependent.

No exact design is endorsed without settings, map, opponents, legal chassis, and versioned evidence.

Machaka matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Missiles, protected frontage, elephants, spiders, and reachable area effects Buying only premium capital troops.
Heavy armour High-damage attacks, buffs, fatigue, poison where applicable, and armour-answering magic Assuming ordinary arrows or light spears solve every protection value.
Fast flankers or flyers Guards, reserves, mage spacing, and mobile spiders Leaving expensive capital mages in one exposed rear cluster.
Poison-resistant or poison-immune forces Conventional weapons, hoplites, non-poison magic, and different summons Paying for poison as if resistance were irrelevant.
High Defence, ethereal, or Glamour targets Area effects, magic weapons, attack support, control, and verified counters Treating national Glamour access as proof that every perception problem is solved.
Raiding and covert pressure Scouts, spies, patrol priests, Bane Spiders, forest forts, and reserves Assuming stealth or assassination succeeds automatically.
Gem denial Mundane roster depth and low-gem support Researching national rituals that the Nature treasury cannot fund.

Monthly Machaka audit#

  • Is each fort limited by gold, resources, recruitment points, or commander turns?
  • Is every Sorcerer and capital random mage labelled by final paths?
  • Is the capital queue reserved for a named commander or troop job?
  • Are mundane commanders available where using a mage would lose research or ritual tempo?
  • Are Fire, Earth, Death, Nature, and Glamour gem balances tracked separately?
  • Does each planned ritual have research, a legal caster, gems, a mage-turn, and delivery?
  • Are forest recruits being used only where the forest fort itself is worthwhile?
  • Does the troop mix answer the reported armour, missiles, mobility, poison resistance, and morale?
  • Are hero paths excluded from schedules that must be repeatable?
  • Has any pinned-only field been kept separate from current observed behaviour?

Machaka unresolved evidence boundary#

The following remain open:

  1. exact expansion-party sizes, formations, scripts, and casualty ranges;
  2. live 6.36 random-path display and timing for all four random-mage families;
  3. Spider Sorceress dominion-summon timing, rate, and conditions;
  4. the current player-facing availability of the structured-only Herd of Gnus restriction;
  5. Weavers of the Wood detection, interception, added-spider, duration, and caster-movement edge cases;
  6. web, poison, rider, mount, assassination, Scale Walls, and stealth interactions;
  7. exact displayed item costs and rebate stacking;
  8. hero arrival timing and live special behaviour;
  9. specific Pretender designs, blesses, matchups, and map performance;
  10. R-047, R-058, and all other parked engine-dependent investigations.

These are evidence gaps, not invitations to guess. Runtime testing and preparation of new test assets remain paused.

Part XXVIII: Middle Age Shinuyama, Land of the Bakemono#

Shinuyama one-page command brief#

Middle Age Shinuyama combines very cheap Bakemono, stealthy bandits, amphibious Kappa, heavily armed Dai Bakemono, large O-bakemono, assassins, and three recruitable mage families using Fire, Water, Earth, Death, Nature, and Holy magic. Its capital site produces five gems each month, weighted toward Death. The nation has no sacred troop line in the manual, but it has an unusually large catalogue of twenty-one national Conjuration rituals.

The basic plan is:

  • use the cheap Bakemono records for bodies, missiles, and terrain recruitment without pretending that low price removes their Morale and protection limits;
  • add Dai Bakemono or O-bakemono when their higher gold, resources, and recruitment points answer a specific target;
  • use highland and mountain forts to spread the three named Bakemono commander lines and light troop production;
  • use Kappa recruitment from land or underwater forts when amphibious access matters;
  • record every Shaman, Uba, and Sorcerer’s final paths before assigning research, forging, site searching, ritual, or battle duty;
  • separate the Nature and Air ritual plans from the capital gem income, which supplies neither path;
  • treat summons as a ladder of specific bodies and mages, not one automatic late-game solution.

Shinuyama’s main strategic problem is conversion. It has broad recruitable magic and a deep summon catalogue, but many rituals require Air or Nature gems the capital does not produce, a random path, or a high threshold reached by only a small share of very expensive Sorcerers. A successful plan joins the roster, actual mage results, research, gems, commander time, and delivery into one package.

Shinuyama evidence and ruleset#

This chapter covers unmodded Middle Age Shinuyama on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing roster, costs, terrain recruitment, printed paths, nation summary, capital site, and ritual table. Nation ID 70, site ID 106, random masks, hero assignments, spell restrictions, and the absence of national item rows are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The sources do not prove the exact cave-fort bonus, mountain rebate calculation, current random-path display, variable summon rolls, retinue or shape behaviour, assassin outcomes, hero timing, or battle performance. Those remain unresolved. The official 6.08 ledger carries a Shinuyama/Caelum spell-assignment correction, but its abbreviated metadata is not expanded into guessed wording. No runtime test, replay, save, or new test asset was used for this dossier.

Shinuyama conversion chain#

cheap terrain recruits, large Bakemono, Kappa, and five capital gems
-> provinces, cave or mountain recruitment centres, and protected laboratories
-> labelled Shaman, Uba, and Sorcerer path portfolios
-> research plus separate Fire, Water, Earth, Death, Nature, and Air budgets
-> national summons, battlefield support, mobility, and magical path expansion
-> surviving forces, replacement capacity, sieges, and claims

The fragile arrows are Morale, infrastructure, gem mismatch, and mage cost. A 545-gold Sorcerer cannot simultaneously research, search, forge, summon, and lead a ritual plan. Cheap troops do not solve that commander-turn bottleneck.

Shinuyama national rules that shape planning#

Rule or asset Source-backed fact Planning consequence
Turmoil limit +1 Pretender design may move Turmoil one step beyond the ordinary limit. The extra design range is not a recommendation to take it.
Magic limit +1 Pretender design may move Magic one step beyond the ordinary limit. Research value must be considered with the entire economy and design.
Primitive Forts Shinuyama uses the primitive fort family. Construction time, administration, defence, and recruitment capacity should be checked rather than assumed equal to standard forts.
Cave-fort economy The manual states that cave forts provide extra gold and resources. Cave placement can matter, but the exact calculation remains unresolved here.
Mountain rebate The manual states that lesser Bakemono are rebated in mountains. The live eligible set and displayed amount must not be inferred from the summary alone.
No sacred troops The manual explicitly states that Shinuyama has no sacred troop line. A bless should justify its commanders, summons, or Pretender rather than assuming a mass sacred army.
Many national summons Twenty-one national Conjuration records are confirmed. Conjuration offers breadth, but each ritual still needs research, caster, gems, a mage-turn, command, and delivery.

Mount Shinuyama and the capital economy#

Mount Shinuyama is capital site ID 106. The pinned row carries F1, W1, E1, and D2 gem fields, producing five gems per month. It does not produce Air or Nature gems even though ten of the twenty-one national rituals use Air or Nature as their first path and therefore consume those gems.

The opening ledger should track each path separately. Death supports the largest portion of the summon ladder; Fire, Water, and Earth each fund narrower branches. Air and Nature require site searching, trade, events, Pretender support, or another documented source before their rituals become repeatable purchases.

Complete Shinuyama commander membership#

Commander Gold Resources Rec points Verified recruitment
Bakemono Scout 30 7 1 Forts; all highlands and mountains
Noppera-bo 150 5 1 Forts
Bandit Leader 60 16 1 Forts
Bakemono Chief 60 8 1 Forts; all highlands and mountains
Kappa Chief 70 1 1 Land and underwater forts
Bakemono General 115 27 1 Forts
Shuten-doji 150 1 1 Forts
Bakemono Shaman 115 1 2 Forts; all highlands and mountains
Uba 190 1 2 Forts
Bakemono Sorcerer 545 2 4 Forts

Ten commander records reconcile. The ordinary roster does not contain a capital-only mage, so additional forts can recruit all three mage families. Terrain access still differs: highlands and mountains add Scout, Chief, and Shaman recruitment, while underwater forts add Kappa Chief recruitment rather than the full land roster.

Shinuyama commander jobs#

Commander Source-backed role Important limit
Bakemono Scout Cheap stealth reconnaissance with short bow Scouting does not itself establish report detail or survival.
Noppera-bo Stealthy, fear-causing assassin with Spirit Sight Assassin and detection outcomes remain engine-dependent.
Bandit Leader Stealthy leader with Pillage bonus Pillaging has diplomatic and economic costs as well as immediate output.
Bakemono Chief Cheap terrain-accessible leader Leadership 50 limits the size of forces it can carry.
Kappa Chief Amphibious commander with recuperation Underwater access does not prove combat suitability in either environment.
Bakemono General Leadership 100 conventional commander Gold and resources compete with the troop line.
Shuten-doji Supernatural leader with Sleep Aura, invulnerability, and mixed leadership Aura, protection, and life-drain outcomes require matchup evidence.
Bakemono Shaman H1 random mage and terrain recruit Research penalty and one random level constrain efficiency and certainty.
Uba W1 D1 N1 random mage with strong undead leadership No Holy path; Nature and Water depth depend on the random result.
Bakemono Sorcerer F2 W1 E2 D2 H1 random mage with broad leadership 545 gold and four recruitment points make every non-mage task expensive.

Complete Shinuyama troop membership#

Troop Gold Resources Rec points Verified recruitment
Bakemono-Sho, club 7 1 3 Forts; all highlands and mountains
Bakemono-Sho, yari 7 2 3 Forts; all highlands and mountains
Bakemono Archer, light 7 3 3 Forts; all highlands and mountains
Bakemono-Sho, armoured yari 8 6 9 Forts
Bakemono Archer, armoured 8 7 9 Forts
Bandit, yari 9 11 5 Forts
Bandit, wakizashi and bow 9 16 5 Forts
Bakemono Warrior 9 8 12 Forts
Kappa 20 1 8 Land and underwater forts
Dai Bakemono, no-dachi 25 27 19 Forts
Dai Bakemono, no-dachi and long bow 25 31 19 Forts
O-bakemono 25 2 4 Forts

Twelve troop records reconcile. Duplicate display names remain separate because equipment, armour, cost, or recruitment demand differs. The three seven-gold light records carry the highland-and-mountain exception; the armoured eight-gold records do not inherit it from their names.

Shinuyama troop jobs#

Troop Source-backed role Important limit
Light Bakemono-Sho Extremely cheap club or yari frontage with stealth Low Hit Points, Morale, protection, and combat skills limit durability.
Light Bakemono Archer Cheap short-bow missile body with stealth Low Morale and protection make return fire and contact dangerous.
Armoured Bakemono Better-protected yari or bow profiles Higher resources and recruitment points reduce the mass advantage.
Bandits Stealthy medium infantry with yari or mixed bow profile Pillage bonus and stealth do not guarantee successful raiding.
Bakemono Warrior Better-skilled wakizashi infantry Still a small, moderately protected body rather than a heavy line.
Kappa Amphibious, recuperating claw-and-koppo troop High encumbrance and environment-specific value need battle evidence.
Dai Bakemono Large, armoured heavy infantry with melee or long-bow profile Twenty-five gold, high resources, and size change frontage and replacement cost.
O-bakemono Large high-Strength great-club attacker with low resource cost Modest protection and defence expose it while closing and after attacking.

Recruitment geography and infrastructure#

Shinuyama has three overlapping recruitment networks. Ordinary forts support the full land roster. Highlands and mountains add the light Bakemono troops plus Scout, Chief, and Shaman even where the ordinary fort table is not the controlling route. Land and underwater forts add Kappa and Kappa Chief.

This makes terrain a production question rather than flavour. A cave or mountain position may combine national economic or rebate rules with terrain recruits, while a water-connected fort can create amphibious command. The exact cave bonus, mountain discount, legal fort interaction, and underwater campaign value remain untested; each site should still be judged by income, resources, position, construction time, and intended output.

Reading the Shinuyama random paths#

The pinned masks use Fire 128, Air 256, Water 512, Earth 1024, Astral 2048, Death 4096, Nature 8192, Glamour 16384, and Blood 32768. Mask 5760 is Water, Earth, or Death. Mask 13824 is Water, Death, or Nature.

Mage Guaranteed roll Independent extra roll
Bakemono Shaman one W/E/D level, 33.33% each none
Uba one W/D/N level, 33.33% each none
Bakemono Sorcerer one W/E/D level, 33.33% each 10% chance of one W/E/D level

These are portfolio probabilities, not delivery dates. Several recruits can fail to produce the named path, and the high price and four-point recruitment demand of Sorcerers make large-sample assumptions costly.

Bakemono Sorcerer probability boundary#

Every Sorcerer begins F2 W1 E2 D2 H1. For any one named W/E/D path, the chance that at least one of the two random slots adds that path is 35.56%. The chance that both slots add the same named path is 1.11%. Across the whole second slot, 90% receive no extra level, 3.33% repeat the guaranteed path, and 6.67% add a different W/E/D path.

The rare double-Death result reaches D4 and meets Summon Dai Oni’s D4F1 threshold natively. That is a legal possibility in the pinned scheme, not a recruit that can be scheduled to arrive by a particular turn.

Shinuyama native path boundary#

Path Repeatable recruitable access Boundary
Fire Sorcerer F2 No other recruitable mage carries Fire.
Air None Requires a summon, hero, Pretender, independent, empowerment, or another verified bridge.
Water Uba W1; Sorcerer W1; random depth on all three mage families Uba or Sorcerer can reach W2; rare Sorcerer reaches W3.
Earth Sorcerer E2; random Shaman or Sorcerer depth Sorcerer reaches E3 commonly enough to plan as a portfolio, but not on demand; rare result reaches E4.
Astral None Hero Tamamo-no-Mae carries S2, but heroes are not repeatable access.
Death Uba D1; Sorcerer D2; random depth on all three families Sorcerer reaches D3 on 35.56% and D4 on 1.11% of pinned outcomes.
Nature Uba N1 with W/D/N random One-third of Ubas reach N2; no recruitable mage reaches N3 unaided.
Glamour None Hero and summoned access do not make it recruitable.
Blood None Requires an external verified bridge.
Holy Shaman H1; Sorcerer H1 No recruitable H2 or sacred troop line is established.

Shinuyama national rituals: Oni and underworld branch#

Ritual Level Requirement Cost Printed result
Summon Ko-Oni 1 D1 4 Death gems five or more Ko-Oni
Summon Ao-Oni 2 W1 D1 7 Water gems five or more Ao-Oni
Summon Aka-Oni 3 F1 D1 7 Fire gems five or more Aka-Oni
Ghost General 4 D3 10 Death gems one Shura
Summon Oni 4 E1 D1 8 Earth gems five or more Oni
Summon Kuro-Oni 5 D2 F1 9 Death gems five or more Kuro-Oni
Summon Gozu Mezu 6 D3 6 Death gems one Ox-head and one Horse-face
Summon Oni General 6 D2 F1 20 Death gems one Oni Shugo
Summon Dai Oni 8 D4 F1 45 Death gems one Dai Oni

The Sorcerer directly meets Ko-Oni, Ao-Oni, Aka-Oni, Oni, Kuro-Oni, and Oni General thresholds. A Death-deep Sorcerer reaches Ghost General and Gozu Mezu; only the rare double-Death Sorcerer reaches D4 for Dai Oni without another bridge.

Shinuyama national rituals: Tengu, spirit, and monster branch#

Ritual Level Requirement Cost Printed result
Summon Karasu Tengus 2 N1 A1 2 Nature gems three Karasu Tengu
Summon Konoha Tengus 3 A1 E1 3 Air gems five or more Konoha Tengu
Summon Omukade 4 E2 D1 5 Earth gems one Omukade
Contact Dai Tengu 5 A2 E1 55 Air gems one Dai Tengu, ten Tengu Warriors, fifteen Karasu Tengu
Contact Nushi 5 W2 N1 25 Water gems one Nushi

Every Sorcerer meets Summon Omukade. A Water-random Uba meets Contact Nushi. The three Tengu rituals need Air, which no recruitable mage provides and the capital does not fund. Their national status does not make them immediately castable.

Shinuyama national rituals: animal and shapeshifter branch#

Ritual Level Requirement Cost Printed result
Summon Okami 3 N1 4 Nature gems ten or more Okami
Contact Bakeneko 3 N2 8 Nature gems one Bakeneko
Ambush of Tigers 3 N2 9 Nature gems fifteen or more Tigers
Contact Mujina 5 N2 21 Nature gems one Mujina
Contact Tanuki 5 N2 26 Nature gems one Tanuki
Contact Jorogumo 6 N2 D1 32 Nature gems one Jorogumo
Contact Kitsune 6 N2 30 Nature gems one Kitsune

Every Uba can cast Summon Okami. A Nature-random Uba reaches N2 and can cast the remaining Nature rituals, including Contact Jorogumo because Ubas already have D1. The capital produces no Nature gems, so caster access and treasury access must be solved separately.

Shinuyama ritual access ladder#

Access class Rituals Reliable caster route
Fixed Sorcerer Ko-Oni, Ao-Oni, Aka-Oni, Oni, Omukade, Kuro-Oni, Oni General Every Sorcerer has the printed thresholds.
Fixed Uba Okami Every Uba has N1.
One-third Uba branch Bakeneko, Tigers, Mujina, Tanuki, Nushi, Jorogumo, Kitsune N-random Uba for N2 group; W-random Uba for Nushi.
Death-deep Sorcerer Ghost General, Gozu Mezu At least one added Death level; 35.56% in pinned scheme.
Rare double-Death Sorcerer Dai Oni Both random slots add Death; 1.11% in pinned scheme.
External Air bridge Karasu Tengus, Konoha Tengus, Dai Tengu No recruitable Air mage.

This ladder should be checked against the actual recruited portfolio before research and gems are committed. A path probability is not a caster standing in the correct laboratory.

Shinuyama summon boundary#

The manual prints fixed results for some rituals and x+ for others. The plus sign is retained without inventing its random distribution. Summoned commanders print paths, leadership, retinues, shapes, stealth, auras, or other abilities, but those object descriptions do not establish how every form, follower, item slot, battle script, or strategic order behaves in 6.36.

Summons can extend paths and army types, but each extension should be recorded in a chain: legal initial caster, research, gem cost, resulting unit, resulting paths, any further booster or ritual, and the total turns and gems spent. Skipping a link turns possible access into imaginary access.

Shinuyama national item boundary#

No pinned item row names nation 70 in its six restriction fields or two nation-rebate fields. The safe conclusion is narrow: this audit found no Shinuyama-specific item or rebate record in the pinned snapshot.

Shinuyama can still forge generic items when a mage meets the Construction and path requirements. Summoned or hero mages may widen that access, but neither their arrival nor an item treasury should be assumed. Final costs under forge bonuses, sites, hammers, or other modifiers remain separate evidence questions.

Shinuyama hero records#

Fixed name Unit name Verified magic Boundary
Yukinaga Heart Hider F1 D1 Hero record only; timing unresolved
Sojobo Tengu King A4 E1 N2 H2 Pinned late-hero value 10; timing semantics unresolved
Tamamo-no-Mae Kitsune S2 N2 G3 Pinned late-hero value 10; timing semantics unresolved
Zennyo Ryuo Dragon of the Cave W2 N2 Pinned late-hero value 10; timing semantics unresolved

The hero table shows major possible Air, Astral, Glamour, Nature, and Holy extensions. None belongs in a schedule that must work every game. The raw late-hero field is not converted into a turn, chance, or event rule without a current authoritative explanation.

Shinuyama patch reconciliation#

The current baseline is Dominions 6.36, released on 17 August 2026. The local official ledger records a 6.08 correction involving Shinuyama, Caelum, and a Call spell. Its abbreviated terms are enough to flag a historical assignment problem but not enough to reconstruct the exact sentence safely.

The revision-2 manual and pinned spell restrictions agree on the twenty-one active rituals in this chapter. That agreement controls the present dossier, while the 6.08 entry remains a warning against older spell lists. No direct Shinuyama correction was identified in the separate 6.36 announcement.

Shinuyama opening priorities#

  1. Record whether the starting bottleneck is gold, resources, recruitment points, commander turns, or Morale support.
  2. Match light Bakemono, armoured Bakemono, O-bakemono, Dai Bakemono, or Kappa to the reported province instead of defaulting to one line.
  3. Use cheap Chiefs or Generals for mundane command so expensive mage turns remain available.
  4. Label every random mage by final paths immediately.
  5. Establish additional mage recruitment where terrain, economy, and position justify the fort.
  6. Track Death, Nature, and Air ritual plans separately from research progress.
  7. Keep a reserve that can replace fragile cheap troops or respond to raiding without recalling the entire field army.

These are planning controls, not tested expansion scripts. Exact formations, party sizes, target order, and casualty expectations remain open.

Shinuyama recruitment packages to compare#

Light Bakemono mass#

Seven-gold club, yari, and bow records provide cheap bodies and terrain recruitment. Their low Hit Points, Morale, and protection mean numbers must be paired with leadership, formation, target selection, and a replacement plan. A mountain rebate may improve price, but its exact live effect remains unresolved.

Armoured Bakemono line#

The eight-gold yari and bow records buy more protection at higher resource and recruitment-point cost. They can reduce immediate fragility without becoming a high-Morale heavy line. Compare their local production limit against simply adding more light bodies or saving resources for Dai Bakemono.

Large Bakemono package#

Dai Bakemono provide armoured no-dachi or long-bow profiles; O-bakemono provide high Strength and a great club at low resource cost. Size, frontage, protection, Defence, and enemy weapon damage change which profile fits. Neither “large” nor “strong” proves survivability.

Stealth and raiding package#

Bandits, their Leader, Bakemono Scouts, Noppera-bo, and light Bakemono offer stealth-linked pressure. Reports, detection, patrols, assassination, movement, fort interaction, and diplomatic cost decide results. The package should be used to create a specific threat rather than because a stealth value exists.

Kappa and Kappa Chiefs can be recruited from land and underwater forts and are amphibious. This can connect theatres or hold water access, but high encumbrance, local opposition, leadership, supply, and underwater combat conditions remain part of the decision.

Shinuyama research response tree#

Branch A: early Conjuration bodies#

Conjuration 1-3 opens Ko-Oni, Ao-Oni, Karasu Tengus, Aka-Oni, Konoha Tengus, Okami, Bakeneko, and Tigers. Fixed Sorcerers and Ubas cover several thresholds, but Tengu rituals need external Air and the N2 rituals need a Nature-random Uba. Research should follow the actual caster and treasury.

Branch B: Sorcerer core summons#

Conjuration 4-6 opens Oni, Omukade, Ghost General, Kuro-Oni, Gozu Mezu, and Oni General. Every Sorcerer covers Oni, Omukade, Kuro-Oni, and Oni General; Death depth gates the other two. This branch aligns well with the capital’s D2 income but still spends rare, expensive mage-turns.

Branch C: Nature commander ladder#

Conjuration 5-6 opens Mujina, Tanuki, Nushi, Jorogumo, and Kitsune. A correctly randomed Uba covers each threshold, but the capital has no Nature income. The operational package therefore requires search, trade, or another treasury source before the research pays off.

Branch D: high Conjuration and Dai Oni#

Conjuration 8 plus D4F1 and 45 Death gems reaches Summon Dai Oni. Only a rare double-Death Sorcerer reaches the threshold natively in the pinned scheme. The branch should not be scheduled until the caster exists or another explicit D4 bridge is documented.

Branch E: ordinary battlefield and Construction needs#

The nation also needs research that helps its actual troops and mages survive current enemies. Fire, Water, Earth, Death, Nature, and Holy provide many possible buffs, attacks, and protections, while Construction can convert paths into generic items. No universal sequence is claimed because opposition, sites, gems, and recruited randoms change the answer.

Shinuyama battlefield packages#

Cheap line with mage support#

Light or armoured Bakemono occupy space while a labelled Shaman, Uba, or Sorcerer casts effects its actual paths support. Mundane commanders should provide leadership where possible. Low Morale and protection make guards, spacing, reserves, and the enemy’s attack profile important.

Large-unit striking group#

Dai Bakemono or O-bakemono concentrate stronger attacks and larger bodies. They need a line, formation, or target that lets those attacks arrive without wasting their size and cost. Enemy reach, armour, Defence, missiles, fatigue, and control effects remain report-dependent.

Missile mix#

Short bows, long bows, and the mixed Bandit profile create several missile options. Range, precision, enemy shields and armour, weather, friendly obstruction, ammunition, and closing speed determine value. The roster does not prove a fixed archer ratio.

Summon-supported force#

Oni, spirits, Tengus, monsters, animals, or summoned commanders can add specialised bodies. The complete package includes gems, ritual turns, leadership, magic leadership where required, supply, route, and a battlefield job. A summoned unit is not useful merely because it is national.

Shinuyama information and pressure network#

Bakemono Scouts provide cheap reconnaissance. Bandits and Bandit Leaders add stealth and pillaging. Noppera-bo add assassination, patience, fear, and Spirit Sight. Several national summons also print stealth or unusual perception and leadership abilities.

This is a toolkit, not a success rate. Report quality, Glamour and invisible detection, patrol interaction, assassin battles, counter-assassination, and stealth movement remain engine-dependent. The safe practice is to layer scouts, record observations, protect expensive specialists, and avoid making a war plan depend on an unverified detection channel.

Shinuyama Pretender families#

Family What it can solve What it must not conceal
Air bridge Makes the Tengu ritual branch legally reachable and can support Air site searching A path does not create the large Air treasury required by Contact Dai Tengu.
Nature economy Funds the broad animal and shapeshifter ritual branch Native N2 is random and the capital produces no Nature gems.
Economy and infrastructure Funds forts, laboratories, large armies, and 545-gold Sorcerers Gold does not create local resources, recruitment points, or mage-turns.
High Death bridge Makes D4 access reliable for Dai Oni The 45-gem ritual and Conjuration 8 remain substantial costs.
Sacred or awake design Supports sacred commanders or supplies early province-taking The recruitable troop roster has no sacred line.

No exact design is endorsed without settings, map, opponents, legal chassis, and versioned evidence.

Shinuyama matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Cheap frontage, bows, large attackers, summons, and reachable area effects Spending every resource on a small premium line.
Heavy armour Dai or O-bakemono attacks, buffs, fatigue, armour-answering magic, and suitable summons Assuming short bows or light clubs solve protection.
High Defence, ethereal, or Glamour targets Area effects, magic weapons, attack support, control, and verified perception Treating Spirit Sight on one assassin as a universal answer.
Fast flankers or flyers Guards, reserves, mage spacing, and layered lines Clustering 545-gold Sorcerers behind fragile troops.
Fire, cold, poison, or fatigue pressure Resistance, spacing, alternative troops, and matching summons Assuming all Bakemono or Oni share the same resistances.
Underwater pressure Kappa route, suitable summons, independents, and water magic Treating amphibious access as automatic underwater superiority.
Gem denial Conventional roster depth and low-gem magic Researching twenty-one rituals as though every treasury were funded.
Raiding and covert pressure Scouts, reserves, patrols, forts, and redundant mage recruitment Relying on one capital-adjacent laboratory or one expensive mage stack.

Monthly Shinuyama audit#

  • Is each production centre limited by gold, resources, recruitment points, commander turns, or terrain?
  • Are light, armoured, large, stealth, and amphibious troops assigned jobs that fit their recorded profiles?
  • Is every Shaman, Uba, and Sorcerer labelled by final paths?
  • Are mundane commanders available where using a mage would lose research or ritual tempo?
  • Are cave bonuses and mountain rebates still described only at the evidence level actually established?
  • Are Fire, Water, Earth, Death, Nature, and Air gem balances tracked separately?
  • Does every planned ritual have research, a legal caster, gems, a mage-turn, leadership, and delivery?
  • Are variable summon quantities left as printed notation rather than converted into invented averages?
  • Are hero and summoned paths excluded from schedules that must be repeatable?
  • Has any pinned-only field been kept separate from current observed behaviour?

Shinuyama unresolved evidence boundary#

The following remain open:

  1. exact cave-fort gold and resource bonuses, eligible buildings, stacking, and live display;
  2. the exact lesser-Bakemono mountain rebate, eligible records, stacking, and live display;
  3. expansion-party sizes, formations, scripts, and casualty ranges for each troop package;
  4. live 6.36 random-path display and timing for Shamans, Ubas, and Sorcerers;
  5. exact probability distributions behind every printed x+ summon result;
  6. summoned unit shapes, retinues, item slots, magic paths after transformation, and strategic-order behaviour;
  7. Noppera-bo assassination, fear, Spirit Sight, stealth, and counter-detection outcomes;
  8. Kappa underwater performance and land-water campaign conversion;
  9. the exact wording and superseded state addressed by the abbreviated 6.08 Shinuyama/Caelum spell correction;
  10. hero arrival timing, late-hero field semantics, and live special behaviour;
  11. final generic-item costs under combined forge modifiers;
  12. specific Pretender designs, blesses, matchups, and map performance;
  13. R-047, R-058, and all other parked engine-dependent investigations.

These are evidence gaps, not invitations to guess. Runtime testing and preparation of new test assets remain paused.

Part XXIX: Middle Age C’tis, Miasma#

C’tis one-page command brief#

Middle Age C’tis combines cheap lizard infantry, slave troops, sacred capital guards, large Sobek warriors, strong priests, Nature and Death magic, and a dominion that changes the land around it. Its two capital sites produce five gems each month and unlock separate sacred, Sobek, poison, and commander lines. The Marshmaster supplies the nation’s main repeatable magical depth, while the Lizard Shaman, Empoisoner, and priest hierarchy cover narrower jobs.

The basic plan is:

  • use ordinary infantry and slaves for replaceable line work instead of spending every capital resource on elite troops;
  • reserve capital recruitment for Poison Slingers, Swamp Guards, Sobek bodies, and Empoisoners when their specific jobs matter;
  • record every Marshmaster’s final paths before assigning research, searching, forging, summoning, or battle duty;
  • use mundane commanders for ordinary leadership so expensive mage and priest turns remain available;
  • treat Miasma as a strategic environment with documented qualitative effects, not as a licence to invent percentages or disease timing;
  • connect Conjuration research to the actual caster and gem treasury, especially for Sacred Crocodile, Monster Toads, Couatl, and the externally gated Scorpion Man;
  • protect additional forts and laboratories so the nation can replace researchers, priests, and field mages outside the capital.

C’tis converts heat, swamps, dominion, gold, recruitment, gems, and mage-turns into a war plan. Its main risks are slow troops, cold-blooded fatigue, dependence on a small mage portfolio, and the temptation to treat Miasma or poison resistance as a complete answer to an enemy army.

C’tis evidence and ruleset#

This chapter covers unmodded Middle Age C’tis on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing roster, costs, recruitment limits, printed paths, Miasma description, and national ritual table. Nation ID 75, random masks, capital sites, spell restrictions, the Jade Mask restriction, and hero assignments are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The sources do not prove exact Miasma income percentages, disease-check timing, terrain-conversion probability, hosting order, cold-blooded fatigue outcomes, summon behaviour, assassin results, hero timing, or battle performance. Those remain unresolved. No runtime test, replay, save, or new test asset was used for this dossier.

C’tis conversion chain#

heat preference, ordinary troops, capital specialists, Miasma, and five capital gems
-> provinces, protected forts, temples, laboratories, and dominion coverage
-> labelled Marshmasters, Shamans, Empoisoners, and priest turns
-> research, searching, Conjuration, forging, and battlefield support
-> surviving armies, replacement capacity, sieges, claims, and hostile economic pressure

The fragile arrows are cold, movement, capital congestion, mage-turn competition, and incomplete knowledge of Miasma’s exact live calculations. A special dominion shapes the board, but it does not replace scouting, troop matching, logistics, or a reserve.

C’tis national rules that shape planning#

Rule or asset Source-backed fact Planning consequence
Heat preference The race summary prefers Heat +2; Pretender design has a Heat limit of +1. Cold provinces create a documented fatigue concern for cold-blooded troops, but exact battle loss is not assumed.
Thick hides The manual describes the lizard races as naturally protected. Low-resource troops are not unarmoured humans, yet their full durability still depends on the attack faced.
Poison resistance Ordinary C’tissians carry partial poison resistance; several capital records carry more. Poison is part of the roster’s identity, not universal immunity.
Miasma Dominion changes non-sea land, harms outsiders, and favours C’tis economically. Dominion placement matters strategically, but exact modifiers and timing remain unresolved.
Underwater exception Underwater provinces are not affected by Miasma’s special effects. Water borders and disciples must not be analysed as though the land rule applied unchanged.
Two capital sites The Temple Marsh and Empoisoners Guild divide capital recruitment and produce W1 D2 N2 gems in total. Capital queues and five monthly gems must be tracked separately.
Strong priests Recruitable H1, H2, and H3 priests are verified. Temple work and sacred leadership are available without pretending every priest is also a researcher.

Miasma evidence boundary#

The manual states that C’tis dominion brings heavy rain, turns non-sea land into swamps or drip caves, slightly increases income in provinces owned by C’tis, and severely reduces income in enemy provinces. Warm-blooded beings without Swamp Survival are subject to disease. The Pretender and sacred units are described as immune; disciples otherwise suffer the enemy treatment. Underwater provinces are excluded.

Those statements establish direction, eligibility, and broad strategic pressure. They do not establish the numeric income modifiers, how frequently disease is checked, whether all changes occur in the same hosting step, the probability or rate of terrain conversion, or every interaction with ownership changes and allied armies. This dossier uses Miasma to frame decisions while keeping those calculations open.

C’tis capital sites and gem economy#

Site ID Verified fields
The Temple Marsh 62 W1 D2 N2; Swamp Guard, Sobek Warrior, Sobek Sacred Guard, and Sobek General recruitment records
Empoisoners Guild 12 Empoisoner and Poison Slinger recruitment records

The sites supply one Water, two Death, and two Nature gems each month. This directly funds several national Conjuration branches, but not Contact Scorpion Man’s Earth cost. Site membership establishes legal capital recruitment, not the order in which those units should consume the queue.

Complete C’tis commander membership#

Commander Gold Resources Rec points Verified recruitment
Taskmaster 40 2 1 Forts
Commander of C’tis 55 15 1 Forts
Lizard Lord 95 21 1 Forts
Hierodule 40 1 1 Forts
High Priest of C’tis 115 1 2 Forts
Lizard King 340 5 4 Forts
Lizard Shaman 125 2 2 Forts
Marshmaster 330 1 2 Forts
Sobek General 200 31 1 Capital only
Empoisoner 125 6 2 Capital only

Ten commander records reconcile. The ordinary forts can recruit the complete priest ladder and both non-capital mage families. The capital adds the Sobek General and Empoisoner, so using that queue for specialist commanders has an opportunity cost even before troops are considered.

C’tis commander jobs#

Commander Source-backed role Important limit
Taskmaster Cheap leader with Taskmaster +2 Slave morale interaction and final rout outcomes remain battle questions.
Commander of C’tis Leadership 75 conventional commander Resource cost competes with protected troops.
Lizard Lord Leadership 100 protected commander More expensive than the ordinary commander and has no magic.
Hierodule Cheap H1 priest Low leadership and no research path limit broader use.
High Priest of C’tis H2 priest and modest leader Two recruitment points and 115 gold compete with mages.
Lizard King H3 priest with leadership 150 Four recruitment points and 340 gold make routine command expensive.
Lizard Shaman S1 N1 sacred mage-priest Narrow fixed paths and two recruitment points constrain volume.
Marshmaster W1 D2 N2 random mage with undead leadership Every turn spent outside research or magic carries a large opportunity cost.
Sobek General Sacred, protected capital commander with Taskmaster Capital-only and resource-heavy.
Empoisoner Stealthy D1 N1 assassin with poison weapons Assassination, patience, poison, and survival outcomes remain unresolved.

Complete C’tis troop membership#

Troop Gold Resources Rec points Verified recruitment
Militia 7 2 5 Forts
C’tissian Heavy Infantry 10 15 11 Forts
City Guard 10 10 11 Forts
C’tissian Light Infantry 10 5 11 Forts
Runner 12 2 7 Forts
Slave Warrior 13 3 8 Forts
Falchioneer 13 17 18 Forts
Elite Warrior 15 9 9 Forts
Poison Slinger 24 6 32 Capital only
Sobek Warrior 30 34 13 Capital only
Swamp Guard 19 21 22 Capital only, sacred
Sobek Sacred Guard 55 37 33 Capital only, sacred, maximum two per month

Twelve troop records reconcile. The capital-only group contains four distinct jobs rather than one obvious default: poison missiles, a large protected Sobek body, a smaller sacred guard, and a very expensive limited Sobek sacred.

C’tis troop jobs#

Troop Source-backed role Important limit
Militia Very cheap spear body Low Morale and combat skill restrict independent use.
Heavy Infantry Protected spear line Resources and cold-blooded encumbrance can limit sustained fighting.
City Guard Middle protected spear line Does not carry the Heavy Infantry’s full armour.
Light Infantry Mobile spear-and-javelin profile Lower protection exposes it to missiles and contact.
Runner Fast spear-and-bite body Low protection and Morale make speed alone insufficient.
Slave Warrior Trident-and-bite slave profile Needs suitable leadership and should not be treated as ordinary morale.
Falchioneer Ambidextrous two-falchion attacker Recruitment and resource demand are high for a non-sacred body.
Elite Warrior Better-skilled trident infantry Moderate protection still leaves matchup dependence.
Poison Slinger Capital poison missile specialist High recruitment-point cost and live poison results need target evidence.
Sobek Warrior Large, heavily protected capital fighter Thirty-four resources and capital dependence constrain replacement.
Swamp Guard Sacred protected falchion line Capital-only and recruitment-point heavy.
Sobek Sacred Guard Large sacred halberd body Fifty-five gold, thirty-seven resources, thirty-three points, and a two-per-month limit prevent mass assumptions.

C’tis capital queue doctrine#

The capital supplies four troop specialists and two commander specialists. Poison Slingers compete with sacred and Sobek production through recruitment points. Sobek Warriors and both sacred guards also consume substantial resources. Empoisoners consume mage-capable commander turns, while Sobek Generals occupy the same capital commander system.

A useful capital plan therefore begins with the job required: poison delivery, sacred staying power, large protected bodies, specialist assassination, or capital leadership. The answer changes with resources, bless value, enemy composition, and the number of non-capital forts already producing Marshmasters and Shamans.

Reading the Marshmaster random paths#

Every Marshmaster begins W1 D2 N2. The pinned record adds one guaranteed level from Water, Astral, Death, or Nature, then an independent ten-percent second level from the same four-path pool.

Final addition Probability
No named path among either roll 73.125% for any one chosen W/S/D/N path
Exactly one level in a chosen path 26.25%
Two levels in the same chosen path 0.625%
Any second random level occurs 10%
Second roll repeats the first path 2.5% overall
Second roll adds a different path 7.5% overall

A chosen path appears at least once with probability 26.875%. Several recruits can still miss it, and the 330-gold cost means probability should be used for portfolio planning rather than an assumed delivery turn.

Marshmaster final-path portfolio#

Primary result Ordinary final paths before the second roll Primary probability
Water W2 D2 N2 25%
Astral W1 S1 D2 N2 25%
Death W1 D3 N2 25%
Nature W1 D2 N3 25%

The second roll can deepen the same path or add one of the other three. Rare W3, S2, D4, or N4 outcomes exist at 0.625% for each named path. They are possible assets, not infrastructure that a plan may assume before recruitment.

C’tis native path boundary#

Path Repeatable recruitable access Boundary
Fire None Requires Pretender, independent, summon, empowerment, or another verified bridge.
Air None Requires an external bridge.
Water Marshmaster W1; random depth to W2 or rarely W3 Sacred Crocodile requires W2.
Earth None Contact Scorpion Man requires both Earth and Fire.
Astral Lizard Shaman S1; random Marshmaster S1 or rarely S2 Shaman already meets Contact Couatl’s Astral requirement.
Death Empoisoner D1; Marshmaster D2, random D3 or rarely D4 Native strength is repeatable but concentrated in Marshmasters.
Nature Shaman and Empoisoner N1; Marshmaster N2, random N3 or rarely N4 Every Marshmaster meets Monster Toads’ N2 requirement.
Glamour None Requires an external verified bridge.
Blood None Requires an external verified bridge.
Holy Hierodule H1, High Priest H2, Lizard King H3, Shaman H1 Strong priest access is separate from research magic.

C’tis national ritual reconciliation#

Ritual Level Requirement Cost Printed result
Sacred Crocodile Conjuration 4 N2 W2 1 Nature gem one Sacred Crocodile
Summon Monster Toads Conjuration 5 N2 5 Nature gems three Monster Toads
Contact Couatl Conjuration 7 N1 S1 40 Nature gems one Couatl
Contact Scorpion Man Conjuration 8 E1 F1 12 Earth gems one Scorpion Man

The manual and pinned nation restrictions agree on all four records. The table proves printed requirements, costs, and results. It does not prove summoned forms, item slots, command behaviour, battle performance, or later path access beyond the printed unit description.

C’tis ritual access ladder#

Access class Ritual Repeatable route
Every Marshmaster Summon Monster Toads Fixed N2
Water-random Marshmaster Sacred Crocodile W2 plus fixed N2; 26.875% have at least one added Water level
Every Lizard Shaman Contact Couatl Fixed S1 N1
External Fire-and-Earth bridge Contact Scorpion Man No recruitable C’tis mage has Fire or Earth

Caster access must be joined to research, the correct gem type, a laboratory, and a free mage-turn. Contact Couatl is legally easy for the Shaman but costs forty Nature gems; Contact Scorpion Man has a modest cost but no native caster.

C’tis national item: The Jade Mask#

The Jade Mask is item ID 226, a Construction 9 helmet requiring D6 N3 and twenty Death gems. The manual lists Death Magic +2, Magic Resistance +3, regeneration, poison resistance, fear, darkvision, and Rigor Mortis. The pinned item row restricts it to the three C’tis nation IDs 27, 75, and 113 and records no national rebate.

The restriction does not create the D6 N3 forger. A rare Marshmaster can reach D4 or N4, but no recruitable result supplies the complete threshold alone. Any forging plan must show the exact boosters, empowerment, summon, hero, Pretender, or other bridge rather than treating a national artifact as automatically available.

C’tis hero records#

Fixed name Unit name Verified magic Boundary
Niklatu Lizard Hero none Hero record only
Murmur Guild Master D3 N3 Pinned late-hero value 5; timing unresolved
Kabti’ili Ancient Shaman S2 N2 H1 Hero record only
Nakhtun Eshash Sobek High Priest H3 Hero record only
Atun Shar Sobek Sauromancer W2 D3 N2 Pinned late-hero value 5; timing unresolved

These records can widen a particular game’s priest and magic portfolio, but none belongs in a schedule that must work every game. The raw late-hero field is not translated into an arrival formula without a current authoritative explanation.

C’tis patch reconciliation#

The current baseline is Dominions 6.36, released on 17 August 2026. The retained official ledger contains no directly named correction for C’tis, Miasma, Marshmaster, Empoisoner, Sobek, or the Jade Mask through that release.

This absence is not proof that every historical value was unchanged. The revision-2 manual controls current player-facing descriptions, while the pinned 6.35 data remains labelled as a structured cross-check. Any later discrepancy must be recorded rather than silently harmonised.

C’tis opening priorities#

  1. Check whether the first recruitment bottleneck is gold, resources, recruitment points, or commander turns.
  2. Match spear lines, javelins, slaves, dual weapons, or elites to the reported province instead of defaulting to one unit.
  3. Use ordinary commanders for expansion leadership where their capacity is enough.
  4. Label every Marshmaster by final paths immediately.
  5. Build additional mage recruitment so research and field support do not remain capital-dependent.
  6. Track Water, Death, and Nature gems separately even though the capital provides all three.
  7. Maintain a reserve for raiding, cold-weather problems, or replacement of slow armies.

These are planning controls, not tested expansion scripts. Exact party sizes, formations, scripts, target order, and casualty ranges remain open.

C’tis recruitment packages to compare#

Cheap spear screen#

Militia, Light Infantry, City Guard, and Slave Warriors provide several prices and levels of protection. They can cover space while expensive mages remain behind the line. Morale, leadership, cold, and the enemy’s damage profile decide which mixture survives.

Protected infantry line#

Heavy Infantry, City Guard, Falchioneers, and Elite Warriors trade more resources or recruitment points for armour, attacks, or skill. They should be compared against the local resource ceiling rather than assumed superior because their individual profile is stronger.

Capital sacred group#

Swamp Guards and Sobek Sacred Guards convert the capital, resources, recruitment points, and any useful bless into sacred force. The larger Sobek is limited to two per month and costs heavily in every queue. A bless should be judged against the actual number and role of sacreds that can be delivered.

Sobek line#

Sobek Warriors and Sacred Guards provide large, well-protected bodies with strong attacks. Their cost, size, resource demand, movement, fatigue, and replacement route matter as much as their raw durability.

Poison pressure group#

Poison Slingers and Empoisoners create ranged or covert poison threats. Poison resistance, missile accuracy, target selection, friendly exposure, assassin battles, and the exact effect sequence remain matchup and runtime questions.

C’tis research response tree#

Branch A: national Conjuration opening#

Conjuration 4 and 5 unlock Sacred Crocodile and Monster Toads. Every Marshmaster can cast the toad ritual; a Water-random Marshmaster reaches the crocodile threshold. The branch uses Nature gems and should be compared against site searching and other Nature expenditure.

Branch B: Couatl bridge#

Conjuration 7 unlocks Contact Couatl. Every Lizard Shaman has N1 S1, so the caster is repeatable even though the forty-gem cost is substantial. The summoned Couatl’s printed paths can widen the portfolio, but its live strategic and battlefield behaviour remains untested here.

Branch C: high Conjuration and external paths#

Conjuration 8 unlocks Contact Scorpion Man at E1 F1. C’tis has neither path on a recruitable mage. Researching the ritual before documenting a legal caster and Earth treasury creates a dead endpoint.

Branch D: Death and Nature support#

Marshmasters naturally support Death and Nature research families, while Empoisoners and Shamans cover lower thresholds. The useful school depends on the opponent: protection, fatigue, undead, battlefield control, resistance, and troop survival all change the answer.

Branch E: Construction and path bridges#

Construction can convert W/S/D/N access into generic items and later support the Jade Mask chain. The artifact itself sits at Construction 9 and D6 N3, so the forge plan must be written as a sequence of actual path gains and costs rather than a nation label.

C’tis battlefield packages#

Infantry line with Marshmaster support#

Ordinary spear or elite infantry holds space while a labelled Marshmaster casts from its actual W/S/D/N paths. A mundane commander handles leadership where possible. Cold, fatigue, friendly exposure, and enemy attack type determine which support package is legal and useful.

Sacred capital force#

Swamp Guards and Sobek Sacred Guards form a smaller premium line under priest support. The package includes capital recruitment, resource limits, bless value, H1-H3 availability, and replacement time. Sacred status does not prove that the line fits every opponent.

Sobek striking group#

Sobek Warriors or sacred guards provide large protected bodies for a chosen point of contact. Frontage, weapon reach, defence, fatigue, enemy armour answers, and route speed can all turn high individual statistics into poor conversion.

Poison and harassment package#

Poison Slingers pressure at range while Empoisoners threaten commanders or isolated targets. This package is evidence-sensitive: poison resistance, patrols, bodyguards, scripts, accuracy, and assassination resolution must be checked rather than assumed.

C’tis information and pressure network#

C’tis has no recruitable scout named in its national commander table, so ordinary independent scouting and other verified sources remain important. Empoisoners supply stealth and assassination, but using a 125-gold capital mage as an information tool carries queue and survival costs.

Miasma adds territorial pressure by changing the environment of dominion-covered land. That pressure does not reveal enemy orders or replace reports. The safe information plan layers scouts, province reports, reserves, and protected commanders while keeping unverified disease and conversion timing outside operational promises.

C’tis Pretender families#

Family What it can solve What it must not conceal
Fire and Earth bridge Makes Contact Scorpion Man legally reachable and can add missing site-search paths A caster does not create an Earth treasury or Conjuration 8.
Jade Mask forger Supplies high Death/Nature or a shorter booster chain Construction 9, twenty Death gems, and exact path steps still matter.
Economy and infrastructure Funds forts, laboratories, temples, Marshmasters, and capital elites Gold does not create local resources, recruitment points, or commander turns.
Sacred support Improves the limited capital sacred line The strongest sacred is capped at two per month and remains capital-only.
Awake expansion body Reduces pressure on the slow early roster Performance depends on map, scales, bless, chassis, and opponent evidence.

No exact design is endorsed without game settings, map, opponents, legal chassis, and versioned evidence.

C’tis matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Protected line, dual attacks, poison pressure, summons, and reachable area effects Spending the entire capital queue on a tiny elite group.
Heavy armour Falchioneers, Sobek attacks, buffs, fatigue, poison where relevant, and armour-answering magic Assuming spears and slings solve protection unaided.
Cold pressure Resistance, fatigue control, shorter battles, alternative bodies, and route choice Treating cold-blooded as flavour text.
Poison-resistant enemies Conventional damage, magic, sacreds, and non-poison summons Building the whole battle plan around Poison Slingers.
Fast flankers or flyers Guards, reserves, layered lines, and mage spacing Leaving Marshmasters exposed behind slow infantry.
Undead or lifeless forces Priests, Death/Nature options, suitable summons, and physical damage Assuming disease or poison affects every target.
Dominion resistance Temples, priests, strategic concentration, and ordinary economic strength Treating Miasma as guaranteed control without candles.
Raiding Scouts, reserves, forts, and distributed recruitment Depending on one slow capital army to answer every incursion.

Monthly C’tis audit#

  • Is each fort limited by gold, resources, recruitment points, or commander turns?
  • Is the capital queue producing a specific specialist rather than merely the most expensive record?
  • Is every Marshmaster labelled by final paths?
  • Are mundane commanders handling work that does not require magic or priesthood?
  • Are Miasma claims still limited to the exact qualitative evidence available?
  • Are Water, Death, and Nature gem balances tracked separately?
  • Does every national ritual have research, a legal caster, the correct gems, a laboratory, and a free mage-turn?
  • Are heroes and rare double-randoms excluded from schedules that must be repeatable?
  • Are cold, movement, supply, fatigue, poison resistance, and replacement routes checked before battle?
  • Has any pinned 6.35 field been kept separate from current observed behaviour?

C’tis unresolved evidence boundary#

The following remain open:

  1. exact Miasma income increases and reductions, eligibility, rounding, and stacking;
  2. disease-check frequency, hosting order, resistance, immunity, and ownership-change interactions;
  3. swamp and drip-cave conversion rate, selection, timing, and interface display;
  4. live 6.36 Marshmaster random-path presentation and timing;
  5. exact cold-blooded fatigue outcomes across temperature, battle length, and unit profiles;
  6. expansion-party sizes, formations, scripts, and casualty ranges;
  7. Poison Slinger and Empoisoner targeting, poison, assassination, patience, and survival outcomes;
  8. summoned-unit forms, magic, slots, leadership, and strategic-order behaviour;
  9. hero arrival timing, late-hero field semantics, and live special behaviour;
  10. the complete legal Jade Mask forging chain and final costs under combined modifiers;
  11. disciple, allied-army, and underwater edge cases beyond the manual’s explicit wording;
  12. specific Pretender designs, blesses, matchups, and map performance;
  13. R-047, R-058, and all other parked engine-dependent investigations.

These are evidence gaps, not invitations to guess. Runtime testing and preparation of new test assets remain paused.

Part XXX: Middle Age Pangaea, Age of Bronze#

Pangaea one-page command brief#

Middle Age Pangaea turns forests, mobile halfmen, recuperating troops, broad Nature magic, and a small capital Blood branch into strategic reach. Ordinary forts offer the full conventional roster, while forests add cheap local recruitment and sacred Hierophants. The capital contributes Pandemoniacs and White Centaurs through separate sites. Pans are the main research and ritual engine; Dryads and the two Hierophant families provide cheaper priesthood and random Water, Earth, Nature, or Glamour access.

The basic plan is:

  • use forest recruitment to widen replacement and raiding capacity without pretending it replaces forts;
  • match cheap Satyrs, missile Centaurs, protected Hoplites, mobile Warriors, and trampling Minotaurs to the reported target;
  • label every Hierophant, Hierophantide, Dryad, Pan, and Pandemoniac by final paths as soon as recruitment completes;
  • spend mundane commander turns on ordinary leadership so expensive mages remain available for research, searching, rituals, and battle magic;
  • treat recuperation as a documented national advantage while leaving its exact eligibility, rate, and timing unresolved;
  • connect each national ritual to its actual caster, research level, gem treasury, laboratory, terrain, and free mage-turn;
  • protect secondary forests and forts so losses do not reduce the nation to one capital queue.

Pangaea converts forests, gold, resources, recruitment points, mage-turns, and Nature gems into mobility and repeated pressure. Its main risks are expensive researchers, uneven protection, low morale among cheap troops, capital congestion, narrow native answers outside Earth and Nature, and overconfidence in stealth, trample, berserk, recuperation, or Magical Tunes without matchup evidence.

Pangaea evidence and ruleset#

This chapter covers unmodded Middle Age Pangaea on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing roster, costs, recruitment markings, visible paths, national summary, capital sites, spell tables, and ritual descriptions. Nation ID 52, recruitment memberships, random masks, site fields, spell restrictions, the absence of national item rows, and hero assignments are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The sources do not prove exact recuperation checks, live recruitment-interface grouping, stealth outcomes, tune resolution, ritual implementation, hero timing, or battle performance. Those remain unresolved. No runtime test, replay, save, or new test asset was used for this dossier.

Pangaea conversion chain#

forests, cheap local recruits, mobile troops, capital specialists, and Nature income
-> provinces, protected forest nodes, forts, temples, laboratories, and scouting reach
-> labelled Hierophants, Dryads, Pans, Pandemoniacs, and preserved mage-turns
-> research, searching, tunes, rituals, forging, and battlefield support
-> surviving armies, replacements, raids, sieges, claims, and strategic depth

The fragile arrows are morale, armour, capital congestion, the cost of Pans, limited native Astral and Death access, and incomplete knowledge of several special abilities. Forest access and stealth create options, but neither supplies information automatically or guarantees a successful raid.

Pangaea national rules that shape planning#

Rule or asset Source-backed fact Planning consequence
Forest beings The roster is dominated by units with Forest Survival, and eleven records have explicit forest recruitment. Forest provinces can become recruitment and movement nodes, but local capacity still depends on ownership, infrastructure, and queue limits.
Recuperating troops The manual says troops heal battle afflictions and marks the roster with Recuperation. Valuable survivors may recover, but no exact chance or timing is budgeted.
Stealth Most light Satyr and Centaur lines, all five mage families, and both forest commanders carry Stealth. Scouting, concentration, and raiding options improve, but detection and movement outcomes remain evidence questions.
Growth limit Pretender design has a Growth limit of +1. Scale planning can lean toward population and supplies, but the limit is not itself an economic recommendation.
Primitive Forts The nation uses the Primitive Fort family. Fort cost, build time, administration, and siege strength must be taken from the current fort table rather than assumed from the label.
Forest temples Temples cost 300 gold in forests. Forest dominion infrastructure receives a clear discount and should be considered alongside laboratories and forts.
Magical Tunes Three national Enchantment-0 spells require N1 and five fatigue. Nature casters gain immediate battlefield options, while their exact live behaviour remains unresolved.

Pangaea recruitment geography#

The ordinary fort roster contains eight commanders and fourteen troops. The capital adds Pandemoniac and White Centaur through Hidden Grove and The Grove of Gaia. Forests separately recruit four commanders and seven troops: Black Harpy, Satyr Commander, Centaur Hierophant, Centauride Hierophantide, Harpy, Satyr Sneak, both basic Satyr variants, Minotaur, Centauride, and Centaur.

These categories overlap rather than replace one another. A forest fort can access ordinary-fort records as well as forest recruits, while an unfortified forest can provide the explicit terrain group. The exact live interface and every terrain edge case were not observed, so the chapter treats the structured memberships as legal-source boundaries rather than a screenshot of the current client.

Complete Pangaea commander membership#

Commander Gold Resources Rec points Verified recruitment
Black Harpy 35 1 1 Forts and forests
Satyr Commander 60 23 1 Forts and forests
Minotaur Lord 95 31 1 Forts
Centaur Commander 105 32 1 Forts
Centaur Hierophant 170 4 2 Forts and forests
Centauride Hierophantide 170 3 2 Forts and forests
Dryad 310 1 2 Forts
Pan 425 1 4 Forts
Pandemoniac 355 1 4 Capital only

Nine commander records reconcile. Forests can supply cheap scouts, ordinary leadership, and both H1 random-mage families without consuming a fort’s ordinary commander identity. Pans and Dryads remain fort recruits; the Blood-capable Pandemoniac remains capital-only.

Pangaea commander jobs#

Commander Source-backed role Important limit
Black Harpy Flying stealth scout and very cheap commander Leadership 10 restricts army command.
Satyr Commander Stealth leader for ordinary troops Twenty-three resources compete with protected units.
Minotaur Lord Protected leadership-75 trampler No magic; resource-heavy and matchup-dependent.
Centaur Commander Mobile leadership-100 commander Thirty-two resources and Inspirational -1 make the role costly.
Centaur Hierophant Sacred H1 with E/N random and longbow Two recruitment points and only one magic level.
Centauride Hierophantide Sacred H1 with W/N random and short bow Two recruitment points and only one magic level.
Dryad Sacred N1 H2 mage-priest with W/E/N/G random, Awe, and Seduction 310 gold; seduction resolution and survival remain untested.
Pan E2 N3 random mage and main researcher 425 gold and four recruitment points create a large opportunity cost.
Pandemoniac Capital N3 B2 mage with a rare E/N/B random Capital-only, four recruitment points, and no priest path.

Complete Pangaea troop membership#

Troop Gold Resources Rec points Verified recruitment
Harpy 7 1 3 Forts and forests
Satyr Sneak 9 3 6 Forts and forests
Satyr, spear and javelin 9 4 6 Forts and forests
Satyr, spear only 9 4 6 Forts and forests
Satyr Hoplite 14 24 24 Forts
Reveler 16 3 14 Forts
Centaur 25 4 12 Forts and forests
Centauride 25 3 12 Forts and forests
Centauride Warrior 30 11 17 Forts
Centauride Cataphract 30 28 17 Forts
Centaur Cataphract 35 32 21 Forts
Centaur Warrior 35 11 21 Forts
Minotaur 40 6 6 Forts and forests
War Minotaur 50 23 18 Forts
White Centaur 55 12 29 Capital only, sacred

Fifteen troop records reconcile. The two basic Satyrs share a displayed name but remain separate objects with different weapons and Defence. The roster offers cheap bodies, bows, javelins, protected formations, mobile striking units, tramplers, berserkers, and a capital sacred rather than one universal line.

Pangaea troop jobs#

Troop Source-backed role Important limit
Harpy Cheap flying stealth body Low morale and protection restrict direct fighting.
Satyr Sneak High-stealth spear screen Light protection and Morale 9 demand leadership and target selection.
Satyr with javelin Cheap spear body with one ranged option Still lightly protected and low-morale.
Satyr with spear Slightly higher Defence than the javelin variant Gives up the ranged weapon.
Satyr Hoplite Protected spear line Heavy resource and recruitment-point demand.
Reveler Stealthy berserking spear-and-hoof attacker Light armour and berserk commitment can become liabilities.
Centaur Mobile longbow unit with hoof attack Low protection and cost require useful range and positioning.
Centauride More precise shortbow unit Shorter weapon range and light protection.
Centauride Warrior Fast high-Defence spear, hoof, and javelin fighter Moderate protection remains vulnerable to the wrong attack.
Centauride Cataphract Armoured lance, hoof, and javelin fighter High resources and encumbrance reduce easy replacement.
Centaur Cataphract Heaviest protected lance body Thirty-two resources and modest Defence create matchup dependence.
Centaur Warrior Mobile lance-and-hoof berserker More exposed than the cataphract line.
Minotaur Cheap-for-size trampler and berserker Low Attack and Defence make trample target selection important.
War Minotaur Better-armoured trampling line More resources and encumbrance without solving every counter.
White Centaur Capital sacred mobile striker Capital-only, expensive, and recruitment-point heavy.

Recuperation evidence boundary#

The manual marks every national commander and troop with Recuperation and summarizes the nation as having troops that heal battle afflictions. This supports treating affliction recovery as part of the roster’s long-term value.

It does not establish which afflictions qualify, the chance per turn, whether commanders and troops follow identical rules, when checks occur, or every interaction with healing, disease, transformation, and temporary forms. The dossier therefore tracks valuable survivors without predicting a recovery date.

Reading Pangaea’s random paths#

Recruit Fixed magic Random structure
Centaur Hierophant H1 Guaranteed E1 or N1, 50% each
Centauride Hierophantide H1 Guaranteed W1 or N1, 50% each
Dryad N1 H2 Guaranteed W1, E1, N1, or G1, 25% each
Pan E2 N3 Guaranteed E1 or N1, then an independent 10% E1/N1/B1 roll
Pandemoniac N3 B2 Independent 10% E1/N1/B1 roll

These probabilities are derived from pinned masks 9216, 8704, 26112, and 41984. They are portfolio probabilities, not promises about a finite recruitment run or claims about the live display order.

Pan final-path portfolio#

Final paths Probability
E3 N3 45%
E2 N4 45%
E4 N3 1.667%
E2 N5 1.667%
E3 N4 3.333%
E3 N3 B1 1.667%
E2 N4 B1 1.667%

Every Pan gains either Earth or Nature. A named primary path appears at least once on 51.667% of Pans because the rare roll can repeat it; double Earth and double Nature each occur on 1.667%. Rare depth is useful when it appears but should not be scheduled before recruitment.

Pandemoniac rare-path portfolio#

Every Pandemoniac begins N3 B2. Ninety percent receive no additional level. Earth, Nature, and Blood each occur on 3.333% of recruits, producing E1 N3 B2, N4 B2, or N3 B3 respectively.

This capital line is the only repeatable native Blood access. A B3 result is possible but rare, so a Blood plan should distinguish the guaranteed B2 floor from a branch that may take many capital recruitments to appear.

Pangaea native path boundary#

Path Repeatable recruitable access Boundary
Fire None Requires Pretender, independent, summon, empowerment, or another verified bridge.
Air None Hero Arcopythera is not a repeatable solution.
Water W-random Hierophantide or Dryad at W1 No recruitable native depth beyond W1.
Earth Pan E2, usually E3 and rarely E4; E-random Hierophant or Dryad at E1 Strong repeatable Earth is concentrated in expensive Pans.
Astral None Requires an external bridge.
Death None Requires an external bridge.
Nature Dryad N1; Pan N3, usually N4 and rarely N5; Pandemoniac N3 or rarely N4 Nature is the broadest and deepest native path.
Glamour G-random Dryad at G1 Repeatable chance, but only one-quarter of Dryads.
Blood Pandemoniac B2 or rarely B3; rare Pan B1 Guaranteed access is capital-only.
Holy Hierophants H1; Dryad H2 Priest access exists in forests and forts.

Pangaea capital sites and gem economy#

Site ID Verified fields
The Grove of Gaia 14 N5 monthly gems; Growth scale limit 2; White Centaur recruitment record
Hidden Grove 19 Pandemoniac recruitment record

The capital produces five Nature gems each month. That income directly matches all three national rituals, but it does not make every ritual affordable on schedule: research, caster access, other Nature spending, and mage-turn competition still matter.

Pangaea national Magical Tunes#

Spell Level Requirement Cost Printed fields
Tune of Fear Enchantment 0 N1 5 fatigue Range 0, area 25; armour-negating, mind-affecting boundary
Tune of Growth Enchantment 0 N1 5 fatigue Range 0, area 25
Tune of Dancing Death Enchantment 0 N1 5 fatigue Range 0, area 25; 31+ damage, armour-negating, magic resistance applies

All three spells are national, immediately researched, and printed as unusable underwater. Every Dryad, Pan, and Pandemoniac meets N1; Nature-random Hierophants and Hierophantides also qualify. Legal access does not establish whether a tune is tactically safe or effective.

Magical Tune evidence boundary#

The manual establishes requirements, fatigue, range, area, broad targeting text, damage where printed, resistance fields, and the underwater prohibition. It does not fully establish target selection, pulse timing, friendly inclusion, mind-immunity handling, interruption, or how the area is placed in a live battle.

The dossier therefore treats the Tunes as available tools that require report-driven scripting. It does not promise a morale break, regeneration outcome, or damage result against a particular formation.

Pangaea national ritual reconciliation#

Ritual Level Requirement Cost Printed result
Monster Boar Conjuration 5 N3 10 Nature gems Anonymous remote Monster Boar that creates unrest until found and slain
Awaken Hamadryad Enchantment 5 N4 25 Nature gems One Hamadryad
Fort of the Ancients Alteration 5 N4 35 Nature gems Complete fortress in a forest or shallow-sea province

The manual and pinned nation restrictions agree on all three records. Printed requirements, costs, and headline results are source facts. Remote resolution, retinue realization, exact summoned abilities, terrain edge cases, fort type, and hosting order remain open.

Pangaea ritual access ladder#

Access class Ritual Repeatable route
Every Pan or Pandemoniac Monster Boar Fixed N3
Nature-primary Pan Awaken Hamadryad and Fort of the Ancients N4 on 50% of Pans before the rare roll
Any Pan with at least one added Nature level Awaken Hamadryad and Fort of the Ancients 51.667% when the rare roll is included
Rare Pandemoniac Awaken Hamadryad and Fort of the Ancients N4 on 3.333% of Pandemoniacs

The manual’s Hamadryad description prints N3, Growth Power 1, Research -4, and a 3d6 Harpy retinue. Those fields help identify the intended result but do not establish live retinue rolling, persistence, shapes, or every command interaction. Fort of the Ancients additionally requires a legal target province; Monster Boar additionally requires a useful remote target and tolerance for uncertain resolution.

Pangaea national item boundary#

The pinned BaseI.csv snapshot assigns nation 52 to none of its restriction or nation-rebate fields. The supported conclusion is narrow: there is no pinned Pangaea-restricted or Pangaea-rebate item record.

Pangaea still forges general items through its actual paths. Strong Earth and Nature on Pans support a substantial generic Construction portfolio, while Water, Glamour, and Blood branches require labelled recruits. No item chain is treated as free merely because the nation can eventually reach its path.

Pangaea hero records#

Fixed name Unit name Verified magic Boundary
Rams Head White Satyr none Hero record only
Arcopythera Harpy Queen A2 N2 Hero record only
Taurotyrannos Black Bull E1 N3 B3 Pinned late-hero value 5; timing unresolved

These heroes can widen a particular game’s mobility or magic portfolio, especially into Air or deeper Blood. None belongs in a repeatable research, forging, or ritual schedule. The raw late-hero field is not translated into a turn or probability formula.

Pangaea patch reconciliation#

The current baseline is Dominions 6.36, released on 17 August 2026. The retained official ledger contains no directly named correction for Pangaea, Pandemoniac, Hamadryad, Monster Boar, Fort of the Ancients, or the national Tunes through that release.

This absence is not proof that every historical value was unchanged. The revision-2 manual controls current player-facing descriptions, while the pinned 6.35 data remains labelled as a structured cross-check. Any later discrepancy must be recorded rather than silently harmonised.

Pangaea opening priorities#

  1. Identify whether gold, resources, recruitment points, or commander turns limit the first expansion cycle.
  2. Use province reports to choose cheap Satyrs, missiles, protection, mobility, or trample instead of defaulting to one troop.
  3. Recruit mundane leadership where magic is unnecessary.
  4. Label every random mage immediately and keep rare branches out of guaranteed schedules.
  5. Secure useful forests for local replacement, scouting reach, and discounted temples.
  6. Build additional fort and laboratory capacity before Pan recruitment becomes a single-queue bottleneck.
  7. Track the Nature treasury against rituals, searching, forging, and emergency battlefield use.
  8. Keep a mobile reserve for raiding, flankers, and replacement of stealth forces that fail.

These are planning controls, not a tested expansion script. Exact party sizes, formations, scripts, target order, stealth routes, and casualty ranges remain open.

Pangaea recruitment packages to compare#

Cheap forest screen#

Satyr Sneaks and the two basic Satyr variants provide inexpensive spear bodies from forts or forests. The javelin version adds one ranged attack, while the spear-only version has higher Defence. Low Morale and light protection make leadership, numbers, and the enemy attack profile decisive.

Protected Bronze line#

Satyr Hoplites and both Cataphracts trade large resource costs for protection and stronger contact profiles. This package suits resource-rich forts and known physical threats, but it should not consume every queue when mobility, missiles, or cheap replacement matter more.

Centaur missile group#

Centaurs and Centaurides combine bows, speed, stealth, and hoof attacks. Longbow range and shortbow precision create different roles. Their low protection means that missile exchange, formation, screening, and fast enemy contact require explicit planning.

Mobile warrior wing#

Centauride Warriors and Centaur Warriors provide speed, Defence, javelins or lances, and extra contact attacks. They can reinforce or pressure distant provinces, but cost, frontage, berserk behaviour, and enemy attack accuracy can reverse their paper advantage.

Minotaur trample group#

Minotaurs and War Minotaurs offer size, strength, trample, and berserk. The cheaper forest Minotaur is easy to distribute; the War Minotaur adds armour at greater resource cost. Size of target, formation, fatigue, morale, and anti-large damage remain essential matchup questions.

Capital White Centaur reserve#

White Centaurs are sacred, mobile, stealthy, high-Defence, and berserking. Their 55 gold and 29 recruitment points compete directly with other capital production. Bless value must be measured against the number the capital can actually deliver.

Pangaea research response tree#

Branch A: immediate Enchantment tools#

Enchantment 0 already provides all three Magical Tunes. Early Enchantment research can continue from a tool the roster can cast immediately, but the branch should be chosen for the enemy and the wider spell list rather than the national label alone.

Branch B: Monster Boar pressure#

Conjuration 5 unlocks Monster Boar for every Pan and Pandemoniac. Ten Nature gems and a mage-turn buy a remote unrest threat, not a guaranteed province loss. Detection, response cost, unrest timing, and target value must be evaluated separately.

Branch C: Hamadryad access#

Enchantment 5 unlocks Awaken Hamadryad. A Nature-primary Pan reaches N4, and the capital’s five Nature gems can fund the ritual over time. The summoned commander’s printed N3 and Harpy retinue may extend Nature operations, but the live result remains bounded by the unresolved summon details.

Branch D: strategic fort creation#

Alteration 5 unlocks Fort of the Ancients for N4 casters. The spell can convert thirty-five Nature gems and a mage-turn into a complete fortress in printed legal terrain. Its value depends on fort type, location, timing, treasury, and opportunity cost rather than research level alone.

Branch E: Construction and generic path conversion#

Construction converts common Earth and Nature access into equipment and can use rarer Water, Glamour, or Blood recruits when labelled. Because Pangaea has no national item restriction or rebate in the pinned snapshot, every item plan should use ordinary requirements and current cost rules.

Pangaea battlefield packages#

Satyr line with Nature support#

Cheap Satyrs hold space while a labelled Dryad, Pan, or Hierophant provides legal support. Protected Hoplites can anchor selected points. Morale, arrows, armour, fatigue, and the exact Tune interaction determine whether the package works.

Centaur mobile force#

Warriors or Cataphracts create the contact line while Centaurs and Centaurides add missiles. A mundane Centaur Commander carries leadership where possible. Terrain speed, formation width, missile exposure, and anti-large counters must be checked before committing.

Minotaur breakthrough group#

Minotaurs concentrate trample and berserk attacks on a chosen section. Satyrs or Centaurs can cover space around them. The package fails when targets, fatigue, morale, friendly congestion, or anti-large damage make trample inefficient.

Sacred White Centaur group#

White Centaurs combine speed, Defence, stealth, berserk, sacred status, and several attacks. The full package includes capital recruitment, bless value, priest support, replacement time, and a plan for counters. Sacred status does not prove expansion or battlefield results.

Stealth pressure group#

Satyr Sneaks, Revelers, Centaur Warriors, White Centaurs, and stealth commanders can assemble pressure away from the visible line. Legal stealth is source-backed; detection, coordination, movement resolution, patrol interaction, and combat success remain runtime questions.

Pangaea information and pressure network#

Black Harpies supply cheap flying stealth scouts from forts and forests. Many national units can move stealthily, allowing force concentration to remain partially concealed. This strengthens report gathering and threat projection only when orders, detection risk, leadership, and fallback routes are managed.

Monster Boar adds remote economic pressure, while forest recruitment broadens local recovery after losses. Neither mechanic reveals enemy orders. A safe information plan still layers scouts, province reports, army estimates, protected laboratories, and a reserve.

Pangaea Pretender families#

Family What it can solve What it must not conceal
Fire, Air, Astral, or Death bridge Adds paths missing from repeatable recruitment and widens searching or counters A path on the Pretender does not create researchers, gems, or safe availability.
Blood acceleration Reduces dependence on the capital Pandemoniac queue Hunters, slaves, laboratories, unrest control, and opportunity cost still matter.
Economy and infrastructure Funds Pans, forts, laboratories, temples, and protected troops Gold does not create local resources, recruitment points, or mage-turns.
White Centaur bless Improves the capital sacred line Capital throughput and 29 recruitment points per unit limit mass.
Awake expansion body Reduces pressure on lightly protected early troops Performance depends on map, scales, chassis, bless, scripting, and opponents.

No exact design is endorsed without game settings, map, opponents, legal chassis, and versioned evidence.

Pangaea matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Satyr numbers, missiles, Minotaur trample, reachable area effects, and battlefield control Sending expensive Centaurs into poor frontage without support.
Heavy armour Minotaur strength, buffs, fatigue plans, Earth/Nature magic, and suitable weapons or summons Assuming javelins and hooves solve protection unaided.
Accurate missiles Protection, screens, speed, stealth approach, and target disruption Exposing light Centaurs and Satyrs in open exchanges.
High-Defence elites Multiple attacks, buffs, morale pressure, fatigue, and magic that avoids Defence Relying on low-Attack Minotaurs alone.
Large or trample-resistant targets Protected lines, missiles, Centaur attacks, magic, and other counters Treating trample as universal damage.
Fast flankers or flyers Guards, layered formations, reserves, and mage spacing Leaving expensive Pans exposed behind a thin line.
Mindless or mind-immune forces Physical damage, suitable magic, and non-morale plans Building the script around Tune of Fear.
Raiding and patrol pressure Cheap scouts, forest recruits, mobile reserves, forts, and route discipline Assuming stealth makes an army undetectable.

Monthly Pangaea audit#

  • Is each fort or forest node limited by gold, resources, recruitment points, or commander turns?
  • Are the two same-name Satyr variants recorded separately in recruitment plans?
  • Is the capital queue producing a deliberate Pandemoniac or White Centaur rather than an automatic default?
  • Is every random mage labelled by final paths?
  • Are mundane commanders handling jobs that do not require magic or priesthood?
  • Are recuperation and stealth claims still limited to the evidence available?
  • Are Nature gems reserved against all three rituals, searching, forging, and emergencies?
  • Does every ritual have research, a legal caster, the correct gems, a laboratory, a legal target, and a free mage-turn?
  • Are heroes and rare Pan or Pandemoniac outcomes excluded from schedules that must be repeatable?
  • Are morale, armour, movement, fatigue, supply, patrols, and replacement routes checked before battle?

Pangaea unresolved evidence boundary#

The following remain open:

  1. exact Recuperation eligibility, chance, timing, affliction coverage, and interaction rules;
  2. live 6.36 random-path display and ordering for all five mage families;
  3. forest-recruitment interface grouping, terrain edge cases, and queue presentation;
  4. Magical Tune targeting, pulse timing, resistance, friendly inclusion, immunity, interruption, and underwater implementation;
  5. expansion-party sizes, formations, scripts, stealth routes, and casualty ranges;
  6. stealth movement, detection, patrol, seduction, and survival outcomes;
  7. Minotaur trample, berserk, fatigue, congestion, and target-selection outcomes;
  8. Awaken Hamadryad retinue roll, shapes, persistence, command, and complete live abilities;
  9. Monster Boar detection, unrest timing, resolution order, and target response;
  10. Fort of the Ancients terrain legality, fort type, hosting order, ownership, and shallow-sea edge cases;
  11. hero arrival timing, late-hero semantics, and live special behaviour;
  12. specific Pretender designs, blessings, matchups, and map performance;
  13. R-047, R-058, and all other parked engine-dependent investigations.

These are evidence gaps, not invitations to guess. Runtime testing and preparation of new test assets remain paused.

Part XXXI: Middle Age Vanheim, Arrival of Man#

Vanheim one-page command brief#

Middle Age Vanheim combines inexpensive human infantry, berserkers, skinshifters, flying capital troops, mounted Vanir, stealth, sailing, and a concentrated Air–Glamour–Earth–Blood mage corps. Ordinary forts supply the conventional army and the two mobile Vanir leaders. The capital alone supplies Dwarven Smiths, Vanadrotts, Fay Boars, Valkyries, and Vans, so its commander and troop queues carry several competing jobs.

The dependable magical floor is narrower than the nation summary first suggests. Vanherse provide A1 G1 H1, Vanjarls A2 G1 B1 H2, Dwarven Smiths E2 plus a guaranteed five-path random, and Vanadrotts A2 G2 B1 H2 plus a guaranteed five-path random. Fire and Death exist only through those randoms. Water, Astral, and Nature have no repeatable recruitable entry point.

Run the nation through reports rather than reputation:

  1. record whether gold, resources, recruitment points, or capital turns are the present constraint;
  2. separate human line troops, Einheres, Skinshifters, and capital units by job;
  3. recruit mundane leadership where magic is unnecessary;
  4. label every Dwarven Smith and Vanadrott by final paths;
  5. treat the rare second random as a bonus, never as an opening promise;
  6. track Air, Earth, Glamour, Blood, and Death spending separately;
  7. use stealth and sailing as route options only after checking the actual order and destination;
  8. keep a conventional reserve behind raiders and mobile groups;
  9. test each battlefield package against the enemy’s armour, morale, size, mobility, and magic;
  10. preserve every unresolved transformation, mounted, summon, and movement claim.

Vanheim evidence and ruleset#

This chapter covers unmodded Middle Age Vanheim on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing roster, costs, recruitment markings, visible paths, national summary, sites, and national spell tables. Nation ID 78, ordinary-fort memberships, random masks, capital-site fields, spell restrictions, item-rebate links, and hero assignments are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

This is a planning dossier, not a claim that every legal order or battle result was observed. Sailing routes, trace-income resolution, shape changes, mounted interactions, random-path presentation, summon implementation, hero timing, and battlefield performance remain outside the verified layer.

Vanheim conversion chain#

Input Conversion Output Control question
Gold and resources Ordinary troop recruitment Human line, Einheres, and Skinshifters Is the fort limited by gold, resources, or recruitment points?
Gold and commander turns Vanherse and Vanjarls Air, Glamour, priesthood, Blood, leadership, stealth, and sailing options Does this job require an expensive mage-commander?
Capital commander turns Dwarven Smiths and Vanadrotts Earth forging, broad random access, stronger Air/Glamour/Blood, and high leadership Which capital-only role is currently missing?
Capital troop turns Fay Boars, Valkyries, and Vans Supply, flying sacred pressure, or mounted Vanir Is this worth displacing another capital recruit?
Research and gems National and general magic Battlefield Valkyries, Draugar, forging, buffs, summons, and counters Is there a legal repeatable caster, not merely a theoretical path?
Scouts, stealth, and movement options Information and pressure Better route coverage and concealed threats What report confirms the route, target, and fallback?
Blood access and slaves Sacrifice or Blood magic Dominion pressure and a wider spell economy Are hunting, unrest, transport, and mage-turn costs funded?

The chain fails when the capital queue is asked to solve every problem, rare paths are treated as guaranteed, or mobile forces move beyond report coverage and replacement support.

Vanheim national rules that shape planning#

The manual describes ocean sailing, trace income across oceans, flying troops, illusions, a Cold +1 preference, average priests who can perform blood sacrifices, and Standard Forts. It also describes a military built from heavy infantry, skinshifters, Valkyries, berserkers, and Vanir, with Air, Glamour, Earth, Blood, and some Fire and Death magic.

These are operational categories, not complete formulas. Cold preference can guide scale planning; sailing can alter route choice; flying and stealth can change threat geometry; and blood sacrifice can convert slaves into dominion pressure. None removes the need to check legal destinations, leadership, detection, income, supply, fatigue, or order resolution.

Sailing and trace-income evidence boundary#

Vanherse, Vanjarls, and Vanadrotts print Army Sailing and Ship Size 5. The nation summary prints ocean sailing and trace income across oceans. Those fields establish that a special movement and economic identity exists, but this chapter does not invent capacity totals, route blockers, coast requirements, collection timing, rounding, or interaction with hostile control.

Before relying on an ocean route, record the origin, destination, commander, carried units, unit sizes, intervening provinces, ownership, and the order shown by the current interface. Before budgeting trace income, use actual treasury and province reports rather than a derived rate that the cited tables do not provide.

Vanheim capital sites and recruitment geography#

Site ID Verified fields
The Halls of Andvare 15 E3 monthly gems; Dwarven Smith and Fay Boar recruitment records
Vanhalla 35 A1 and G1 monthly gems; Vanadrott, Van, and Valkyrie recruitment records

The capital therefore produces five gems each month: three Earth, one Air, and one Glamour. It also contains both capital commander lines and all three capital troop lines. Losing access to the capital queue is more damaging than the gem total alone suggests.

Complete Vanheim commander membership#

Commander Gold Resources Recruitment points Location Verified magic or job
Scout 35 4 1 Ordinary forts Stealth 50, forest and mountain survival, short bow
Herse 55 22 1 Ordinary forts Mundane leadership 75
Vanherse 235 16 2 Ordinary forts A1 G1 H1, leadership 75, glamour, stealth, sailing, mounted
Vanjarl 440 18 2 Ordinary forts A2 G1 B1 H2, leadership 100, glamour, stealth, sailing, mounted
Dwarven Smith 195 2 4 Capital, Halls of Andvare E2 plus two structured random rolls, Master Smith 1
Vanadrott 595 19 4 Capital, Vanhalla A2 G2 B1 H2 plus two structured random rolls, leadership 150, glamour, stealth, sailing, mounted

The manual and pinned memberships reconcile four ordinary-fort commanders and two capital-site commanders. The ordinary Scout is not the Early Age Van Scout, and the two capital mages must not be treated as universally recruitable.

Vanheim commander jobs#

  • Scout: report gathering and route confirmation without consuming a mage turn.
  • Herse: conventional leadership when a force does not require priesthood, magic leadership, stealth, or sailing.
  • Vanherse: cheaper mobile Air–Glamour priest and commander; useful where A1 G1 H1 is enough.
  • Vanjarl: stronger Air, H2 priesthood, native B1, and higher leadership from an ordinary fort.
  • Dwarven Smith: capital Earth researcher and forger whose guaranteed random determines its additional role.
  • Vanadrott: expensive capital Air–Glamour–Blood leader and priest whose final randoms may open rare thresholds.

The first economy control is to avoid paying Vanjarl or Vanadrott prices for a Herse’s job. The second is to avoid turning every Smith into a generic researcher when its final paths make it the only available specialist for a planned spell or item.

Complete Vanheim troop membership#

Troop Gold Resources Recruitment points Location Printed distinction
Huskarl, axe 10 12 9 Ordinary forts Axe and javelin, Defence 11
Huskarl, spear 10 12 9 Ordinary forts Spear and javelin, Defence 12
Hirdman, spear 12 20 14 Ordinary forts Protection 16, spear, Defence 12
Hirdman, broad sword 12 22 14 Ordinary forts Protection 16, broad sword, Defence 13
Einhere 25 21 31 Ordinary forts Two weapons, Ambidextrous 1, Berserker +5
Skinshifter 25 7 36 Ordinary forts Great sword, forest survival, printed regeneration 10%
Fay Boar 100 1 30 Capital, Halls of Andvare Trample, forest survival, Supply 100
Valkyrie 45 15 29 Capital, Vanhalla Flying, glamour, sacred, stealth 65, spirit sight
Van 60 16 21 Capital, Vanhalla Mounted, glamour, sacred, stealth 65, lance and javelin

Same-name Huskarls and Hirdmen remain separate objects. The capital-only troops come from site records and should not be counted as ordinary fort recruitment.

Vanheim troop jobs#

  • Axe Huskarl: cheap javelin screen whose axe gives a different contact profile from the spear variant.
  • Spear Huskarl: cheap javelin screen with a spear and one additional printed Defence point.
  • Spear Hirdman: protected line body with the spear’s attack profile.
  • Broad-sword Hirdman: slightly more resource-intensive protected line with one additional printed Defence point.
  • Einhere: costly two-weapon berserker that needs a deliberate target and fatigue plan.
  • Skinshifter: resource-light great-sword body with printed regeneration and an unresolved transformation chain.
  • Fay Boar: capital supply carrier and trampler; its economic and combat value must be assessed separately.
  • Valkyrie: flying sacred stealth unit for mobility, flanking, or concentrated attack after route and counter checks.
  • Van: mounted sacred stealth unit with high Defence, lance contact, and capital-only replacement.

These labels identify candidate jobs. They do not establish expansion counts, formations, casualty rates, transformation results, or the best unit against an unknown enemy.

Vanheim capital queue doctrine#

Vanheim’s capital commander queue must choose between the 195-gold Dwarven Smith and the 595-gold Vanadrott. The Smith is the repeatable Earth and forging base; the Vanadrott provides stronger Air, Glamour, Blood, priesthood, leadership, sailing, and a different five-path mask. Neither is an automatic default.

The capital troop queue separately chooses among Fay Boars, Valkyries, and Vans. Fay Boars address supply and size-based contact; Valkyries address flying sacred reach; Vans provide mounted sacred reach. The correct choice depends on the active constraint, enemy, bless, route, and replacement horizon.

Reading Vanheim’s random paths#

Dwarven Smiths and Vanadrotts each receive one guaranteed one-level random and one independent ten-percent one-level random. Each roll selects uniformly from its own five-path mask. The rare roll can repeat the guaranteed path.

For any named path inside either mask:

  • the guaranteed roll selects it on 20% of recruits;
  • the rare roll adds it on 2% of all recruits;
  • it appears at least once on 21.6% of recruits;
  • it appears on both rolls on 0.4% of recruits.

The rare roll fires on ten percent of all recruits. It repeats the guaranteed path on two percent of all recruits and selects a different path on eight percent. These figures are arithmetic from the pinned masks, not live samples.

Dwarven Smith final-path portfolio#

The Dwarven Smith begins E2. Its mask is Fire, Air, Earth, Death, or Glamour.

Final branch Probability
F1 E2, A1 E2, E3, E2 D1, or E2 G1, each with no rare addition 18% each
F2 E2, A2 E2, E4, E2 D2, or E2 G2, each from a repeated rare path 0.4% each
Any particular mixed pair from F, A, E, D, and G 0.8% each

There are ten possible mixed pairs. Together the five ordinary branches account for 90%, the five repeated-path branches for 2%, and the ten mixed branches for 8%. Every Smith has Earth 2; additional Earth produces E3 or rarely E4, while Fire, Air, Death, and Glamour remain branch-dependent.

Vanadrott final-path portfolio#

The Vanadrott begins A2 G2 B1 H2. Its mask is Air, Earth, Death, Glamour, or Blood.

Final branch Probability
One added A, E, D, G, or B with no rare addition 18% each
The same named path added twice 0.4% each
Any particular mixed pair from A, E, D, G, and B 0.8% each

The strongest rare native endpoints are A4, E2, D2, G4, or B3 on the relevant repeated branch. Mixed outcomes can combine thresholds, including the A3 D1 result required for Summon Valkyries, but a particular mixed pair appears on only 0.8% of Vanadrotts.

Vanheim native path boundary#

Path Repeatable recruitable access Boundary
Fire Dwarven Smith F1 on 21.6%, rarely F2 on 0.4% No fixed recruitable Fire.
Air Vanherse A1; Vanjarl A2; Vanadrott A2, A3 on 21.6%, rarely A4; Smith random up to A2 Broad Air access, but the highest thresholds are rare or need conversion.
Water None Requires Pretender, independent, summon, empowerment, or another verified bridge.
Earth Every Smith E2; E3 on 21.6%, rarely E4; Vanadrott random up to E2 Strong Earth is capital-dependent.
Astral None Requires an external bridge.
Death Smith or Vanadrott D1 on 21.6%, rarely D2 No fixed recruitable Death.
Nature None The manual’s eastern dwarf result is a summon, not recruitable access.
Glamour Vanherse and Vanjarl G1; Vanadrott G2, G3 on 21.6%, rarely G4; Smith random up to G2 Glamour depth is concentrated in the capital Vanadrott queue.
Blood Vanjarl and Vanadrott B1; Vanadrott B2 on 21.6%, rarely B3 Repeatable fixed Blood exists, but depth is capital-random.
Holy Vanherse H1; Vanjarl and Vanadrott H2 Average priesthood with blood sacrifice.

Rare maximums show what can exist, not what a schedule can assume. A plan should state its guaranteed floor, required random, expected recruitment burden, gems, boosters, and fallback.

Vanheim national spell and ritual reconciliation#

Name Type Level Requirement Cost Printed result
Summon Valkyries Battlefield spell Conjuration 6 A3 D1 100 fatigue Seven Valkyries; unusable underwater
Awaken Draugar Ritual Conjuration 4 D2 12 Death gems Four Draugar; unusable underwater
Summon Dwarf of the Four Directions Ritual Conjuration 8 A4 E3 62 Air gems One unique directional dwarf; unusable underwater

The manual and pinned nation-restriction rows agree on these three active records. The table establishes legal thresholds, costs, counts, and the underwater prohibition. It does not establish placement, persistence, selection rules, or combat outcomes.

Vanheim national-magic access ladder#

Spell or ritual Unassisted repeatable access
Summon Valkyries A Vanadrott must receive both Air and Death across its two rolls: 0.8% of Vanadrotts. Vanlade also qualifies, but is a hero and not repeatable.
Awaken Draugar A Dwarven Smith or Vanadrott must receive Death on both rolls: 0.4% of either line. Vanlade qualifies but is not schedulable.
Summon Dwarf of the Four Directions No unassisted repeatable recruit naturally combines A4 and E3. Path conversion, empowerment, a summon, or Pretender support is required.

Researching a national spell does not create its caster. Vanheim should audit the mage roster before committing to a national-magic branch and keep a general-spell fallback when the required rare recruit has not appeared.

Four Directions ritual boundary#

The manual’s Middle Age table prints Dwarf of the East, with A4 E3 N2 and Master Smith 2. The pinned structured record links North, South, East, and West candidates through a dwarfs selection group. This establishes a four-object relationship but not a chosen direction, deterministic order, repeat-cast handling, or uniqueness implementation.

The safe plan treats Conjuration 8, A4 E3, sixty-two Air gems, a laboratory, and a free mage-turn as necessary inputs while leaving the actual directional result unresolved. No strategy chain should depend on receiving one particular dwarf unless later versioned evidence closes that question.

Vanheim national item metadata#

No pinned item row restricts an item to nation 78. Six rows assign Vanheim a nation-rebate link:

Item ID Construction Requirement Native access boundary
Dwarven Hammer 29 3 E3 A Smith reaches E3 on 21.6%; rarely E4.
Lightweight Scale Mail 236 3 A1 Vanherse, Vanjarl, and Vanadrott qualify.
Weightless Scale Mail 262 7 A1 Vanherse, Vanjarl, and Vanadrott qualify.
Pebble Skin Suit 280 9 B4 E1 No unassisted repeatable recruit reaches B4.
Cauldron of the Elven Halls 361 5 G3 A Vanadrott reaches G3 on 21.6%; rarely G4.
Draupnir 435 9 E5 No unassisted repeatable recruit reaches E5.

A rebate link is not a restriction and does not itself grant the required path. The chapter does not infer the current displayed price, rounding, stacking, or immediate forgeability from the metadata field alone.

Vanheim hero records#

Fixed name Unit identity Verified magic Boundary
Farbaute Einhere none Hero assignment only
Vanlade Vanadrott A3 D2 G2 B2 H2 Raw late-hero value 10; timing semantics unresolved

Vanlade qualifies for Summon Valkyries and Awaken Draugar and widens several other thresholds. That makes the hero useful when present, not a repeatable research or ritual bridge. Farbaute’s performance and both arrival conditions remain outside the source-backed schedule.

Vanheim patch reconciliation#

The current baseline is Dominions 6.36, released on 17 August 2026. The retained official ledger contains one 6.13 presentation record naming Vanheim and Helheim, published 15 May 2024, but no directly named mechanical correction for Vanadrott, Vanjarl, Dwarven Smith, Vanhalla, the Halls of Andvare, Awaken Draugar, or Summon Valkyries through 6.36.

The presentation record is not converted into a gameplay change. The revision-2 manual controls current player-facing descriptions, while the 6.35 structured export remains labelled as a pinned cross-check.

Vanheim opening priorities#

  1. Identify whether gold, resources, recruitment points, or commander turns limit each fort.
  2. Use Huskarls for cheap coverage and Hirdmen where protection is worth the resource cost.
  3. Recruit mundane Herse leadership when a mage-commander adds no necessary capability.
  4. Decide whether the next capital commander solves Earth/forging or Air/Glamour/Blood/leadership.
  5. Label every Smith and Vanadrott immediately, including whether the rare roll appeared.
  6. Keep Fire, Death, high Earth, high Glamour, and high Air plans conditional on the actual roster.
  7. Add scouts before sailing, stealth, or flying forces outrun reliable province reports.
  8. Track capital troop replacement separately from ordinary infantry replacement.
  9. Match research to legal casters and the gem treasury rather than to national spell names alone.
  10. Maintain a reserve that can answer raiders without recalling every forward mobile group.

These are planning controls. Exact expansion parties, routes, formations, scripts, blesses, and casualty expectations remain open.

Vanheim recruitment packages to compare#

Cheap javelin screen#

Both Huskarls cost ten gold and carry javelins. The spear variant has one more printed Defence; the axe variant changes the contact attack. They provide affordable bodies and opening missile pressure, but Morale 10, Protection 11, and ordinary human statistics make leadership and the enemy attack profile important.

Protected Hirdman line#

Both Hirdmen provide Protection 16 and Morale 11. The spear costs twenty resources; the broad-sword variant costs twenty-two and has one more printed Defence. This line converts resources into staying power, so it should be compared with the number of Huskarls, Skinshifters, or commanders the same fort could produce.

Einhere striking group#

Einheres combine two weapons, Ambidextrous 1, Berserker +5, Morale 13, and Protection 16. At twenty-five gold, twenty-one resources, and thirty-one recruitment points, they are not disposable line filler. Formation width, fatigue, target Defence, armour, and berserk consequences determine whether their extra attacks convert into value.

Skinshifter group#

Skinshifters cost twenty-five gold but only seven resources and print a great sword, forest survival, and regeneration. Their thirty-six recruitment points can become the limiting cost. The chapter does not assume how their shape chain, wounds, equipment, regeneration, or post-battle state resolve.

Capital flying reserve#

Valkyries combine flight, sacred status, glamour, stealth, spirit sight, and a light lance. They can threaten exposed units or distant points, but forty-five gold and twenty-nine recruitment points compete with every other capital troop. Flight does not remove the need for priest support, route confirmation, formation, or a counter plan.

Capital mounted reserve#

Vans combine high Defence, sacred status, glamour, stealth, a lance, a javelin, and a Fay Horse. Their sixty-gold cost and capital-only replacement make unsupported trades expensive. Mounted damage, rider–mount interaction, and remounting remain unresolved.

Vanheim research response tree#

Branch A: ordinary Air and Glamour support#

Vanherse and Vanjarls provide repeatable A1–A2 and G1 from every fort, while Vanadrotts provide A2 G2. Early research can therefore favour general spells these guaranteed paths can cast. The exact branch still depends on enemy armour, mobility, resistance, battlefield size, and the gems available.

Branch B: Construction and the Smith economy#

Every Dwarven Smith has E2 and Master Smith 1. Construction turns that guaranteed floor and the Smith’s random into general equipment, while the six rebate links create additional candidates. A forge schedule must still record the final path, current price, required gems, research, laboratory, and lost research or ritual turn.

Branch C: Conjuration 4 and Draugar#

Awaken Draugar requires D2, which only a same-path double random supplies naturally on a Smith or Vanadrott at 0.4% per recruit. Conjuration 4 should therefore be justified by the general spell list as well as a ritual that may lack a caster. If D2 appears, twelve Death gems and a mage-turn produce the printed four Draugar.

Branch D: Conjuration 6 and battlefield Valkyries#

Summon Valkyries requires A3 D1. A Vanadrott obtains the necessary mixed Air–Death pair on 0.8% of recruits, while Vanlade qualifies if the hero arrives. Research, the legal caster, Air-gem availability for the 100-fatigue spell, battlefield placement, and the underwater prohibition all belong in the pre-battle check.

Branch E: Conjuration 8 and the Four Directions project#

The national ritual needs A4 E3 and sixty-two Air gems. No unassisted repeatable recruit supplies both paths together, so the project begins with a path-conversion design rather than with research alone. The directional result is also unresolved. This is a late infrastructure project, not a default national milestone.

Branch F: Blood and dominion pressure#

Vanjarl and Vanadrott provide fixed B1, with Vanadrotts occasionally reaching B2 or rarely B3. That makes a repeatable Blood entry possible, but not free. Hunting, unrest, laboratory coverage, slave movement, sacrifice, research, and the cost of diverting expensive commanders must all be included.

Vanheim battlefield packages#

Human line with separate command#

Huskarls or Hirdmen hold frontage under a Herse while mages remain in protected positions. This preserves expensive Vanir turns for magic or specialist leadership. The package must be adjusted for morale, missiles, armour, fatigue, and enemy breakthrough speed.

Berserker and Skinshifter strike group#

Einheres provide multiple berserk attacks while Skinshifters add great swords and a different resource profile. A human screen can absorb initial contact. The package fails when fatigue, poor target choice, congestion, missile damage, or unresolved transformation behaviour overwhelms its contact damage.

Mounted Vanir wing#

Vans or mounted commander-led elements can create a mobile contact group. High Defence, glamour, stealth, lances, and javelins suggest pressure rather than invulnerability. Anti-large attacks, accurate weapons, fatigue, formation, and mounted resolution must be checked.

Valkyrie flying group#

Valkyries can concentrate flying sacred bodies against a selected part of the field. Their low count, capital replacement, protection, morale, and landing target matter. A flying order without guards, priest support, report coverage, and a fallback can expose the most expensive troop line.

Sailing pressure group#

Vanherse, Vanjarls, or Vanadrotts can anchor an army-sailing force if the carried group and route are legal. The package can alter strategic geometry, but exact capacity and route resolution are not supplied here. Verify the current order interface and keep a conventional land route or reserve.

Rare-path mage group#

Labelled Smiths and Vanadrotts can combine Fire, Air, Earth, Death, Glamour, and Blood tools that the fixed roster cannot. Build the script from the mages actually present. Do not design a standard army around a 0.4% or 0.8% branch and then substitute an unqualified caster.

Vanheim information and pressure network#

Scouts provide cheap report coverage, while Vanir commanders and several capital troops print stealth. Flying Valkyries and sailing commanders can threaten routes that ordinary armies cannot. These capabilities widen the set of possible orders but do not reveal enemy orders or guarantee concealment.

A safe pressure network layers scouts, province reports, labelled commanders, protected laboratories, gem and slave transport, fallback provinces, and a reserve. Trace-income and blood-sacrifice plans should be reconciled against actual treasury and dominion reports rather than folded into an assumed passive advantage.

Vanheim Pretender families#

Family What it can solve What it must not conceal
Water, Astral, or Nature bridge Adds paths absent from repeatable recruitment A Pretender path does not create researchers, gems, or safe availability.
Four Directions enabler Helps assemble A4 E3 for the national ritual Sixty-two Air gems, research, mage-turns, and unresolved direction selection remain.
Blood acceleration Adds hunting or higher Blood thresholds Hunters, slaves, unrest control, laboratories, and opportunity cost still matter.
Economy and scales Funds expensive Vanir, capital mages, forts, and laboratories Gold does not create capital turns, resources, recruitment points, or rare randoms.
Sacred bless Improves Valkyries and Vans Both lines are capital-only and compete with other capital production.
Awake expansion body Reduces pressure on ordinary human troops Performance depends on settings, map, chassis, scales, bless, script, and opponents.

No exact design is endorsed without the game settings, map, opponents, legal chassis, and a versioned performance record.

Vanheim matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Javelins, protected frontage, multiple Einhere attacks, available area effects, and controlled flanks Paying only for elite capital units when cheap bodies are the constraint.
Heavy armour Great swords, axes, buffs, fatigue plans, Earth magic, and suitable rare-path spells Assuming ordinary spears and javelins solve protection unaided.
Accurate missiles Hirdman protection, screens, speed, stealth approaches, and target disruption Exposing lightly protected Skinshifters, mages, or landing Valkyries.
High-Defence elites Multiple attacks, buffs, fatigue, morale pressure, and magic that avoids Defence Relying on one expensive lance contact.
Large or trample-resistant targets Protected lines, Einhere attacks, Skinshifter weapons, magic, and other counters Treating Fay Boar trample as universal damage.
Fast flankers or flyers Guards, layered formations, reserves, and mage spacing Leaving capital mages behind a thin human line.
Stealth raiders Scouts, patrol plans, forts, mobile response, and route discipline Assuming Vanheim’s own stealth automatically reveals the enemy.
Underwater pressure Coastal defence, legal amphibious assets, allies, summons, or other verified bridges Scheduling national spells explicitly marked unusable underwater.
Magic-resistant elites Physical packages, buffs, fatigue, multiple attack types, and resistance-aware spells Treating Glamour or morale tools as guaranteed control.

Monthly Vanheim audit#

  • Is each fort limited by gold, resources, recruitment points, or commander turns?
  • Are both Huskarl and both Hirdman records kept distinct?
  • Is the capital commander queue solving a named Smith or Vanadrott requirement?
  • Is the capital troop queue producing a deliberate Fay Boar, Valkyrie, or Van?
  • Is every Smith and Vanadrott labelled by final paths?
  • Are 0.4% repeated and 0.8% mixed branches excluded from guaranteed schedules?
  • Are mundane commanders handling jobs that do not require magic, priesthood, stealth, or sailing?
  • Are Earth, Air, Glamour, Blood, and Death gems or slaves reserved against research and forging plans?
  • Does every national spell have research, a legal caster, resources, a laboratory where required, and a free mage-turn?
  • Are sailing, trace-income, mounted, transformation, and summon claims still kept within their evidence boundary?
  • Are heroes excluded from plans that must be repeatable?
  • Are report coverage, fallback routes, supply, fatigue, morale, and replacement checked before battle?

Vanheim unresolved evidence boundary#

The following remain open:

  1. live 6.36 random-path display and ordering for Dwarven Smiths and Vanadrotts;
  2. ocean-sailing capacity, route blockers, coast rules, ownership interactions, and order resolution;
  3. trace-income collection, timing, rounding, and hostile-control interactions;
  4. glamour, illusion, stealth, detection, and patrol outcomes;
  5. Skinshifter shape changes, wound transfer, equipment, regeneration, and post-battle state;
  6. rider–mount damage, fatigue, separation, death, and remounting behaviour;
  7. Fay Boar trample, supply contribution, congestion, and target selection;
  8. Summon Valkyries placement, persistence, scripting, targeting, and combat behaviour;
  9. Awaken Draugar forms, equipment, leadership use, persistence, and live resolution;
  10. Four Directions selection order, repeat casting, uniqueness, and the complete live result;
  11. item-rebate display, price, rounding, stacking, and version-specific forge interaction;
  12. blood hunting, sacrifice, dominion, unrest, and transport outcomes;
  13. hero arrival timing, late-hero semantics, and live special behaviour;
  14. expansion-party sizes, formations, scripts, blessings, matchup performance, and casualty ranges;
  15. R-047, R-058, and every comparable parked engine-dependent investigation.

These are evidence gaps, not invitations to guess. Runtime testing and preparation of new test assets remain paused.

Part XXXII: Middle Age Caelum, Reign of the Seraphim#

Caelum one-page command brief#

Middle Age Caelum turns flying recruitment, strong repeatable Air magic, cold-resistant ice troops, cheap specialist mages, and a large national summon list into reach. Every fort can recruit all eight national commanders and eight ordinary troop types. The capital adds Wingless, Temple Guards, and Blizzard Warriors through two sites, but it does not monopolise the main mage line. This makes additional forts useful immediately rather than waiting for a capital-only research engine.

The basic plan is:

  • use flying troops to shorten concentration time while confirming every route and supply position;
  • match cheap Spire Horn bodies, archers, protected Airya infantry, Storm Guards, Iceclads, and Mammoths to the reported target;
  • recruit mundane leadership when a mage’s paths are not required for command;
  • use Ice Crafters, Spire Horn Seraphs, and Caelian Seraphs for repeatable Water and Air work;
  • label every High Seraph by its final W/S/D rolls and keep rare branches out of guaranteed schedules;
  • treat the Seraphine’s pinned Fire random as disputed metadata until the manual conflict is resolved;
  • connect each national spell to its actual caster, research level, gem type, and free mage-turn;
  • protect laboratories, forts, and fallback provinces so mobility does not outrun replacement and information.

Caelum converts gold, resources, recruitment points, Air and Water income, flying movement, mage-turns, and research into rapid concentration. Its main risks are fragile low-hit-point troops, temperature-dependent equipment, expensive High Seraphs, capital-only sacred replacement, narrow native access to Astral and Death, almost no secure Fire, and a national ritual list whose names promise more than ordinary recruitment can immediately cast.

Caelum evidence and ruleset#

This chapter covers unmodded Middle Age Caelum on the Book I 6.36 live baseline. The revision-2 official manual controls the player-facing roster, costs, recruitment markings, visible paths, national summary, spell tables, and ritual descriptions. Nation ID 71, recruitment memberships, random masks, site fields, spell restrictions, item rebates, and hero assignments are cross-checked against the pinned 6.35 Inspector export at commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The Seraphine sources conflict: the manual prints H1 without a random marker, while the pinned object row carries a 20% F1 roll. That branch is preserved as pinned metadata and excluded from any plan that must work in the current client. Exact flying movement, storm resolution, ice-armour scaling, Ice Fort protection, Guardian Spirits, Mammoth mounts, national summon behaviour, remote Drugvant outcomes, hero timing, and battlefield performance remain unresolved. No runtime test, replay, save, or new test asset was used.

Caelum conversion chain#

flying recruitment, cold preference, ice equipment, ordinary-fort mages, and capital sites
-> provinces, forts, laboratories, temples, scouts, replacement routes, and gem income
-> labelled Water, Air, Astral, and Death access with protected mage-turns
-> research, searching, forging, battlefield magic, and conditional national rituals
-> surviving armies, rapid concentration, raids, sieges, claims, and strategic depth

The fragile arrows are troop durability, morale, temperature, supply, laboratory coverage, the cost of High Seraphs, and the gap between possessing a national spell and possessing its caster. Flight increases reach but does not supply intelligence, legal routes, safe landings, or replacements.

Caelum national rules that shape planning#

Rule or asset Source-backed fact Planning consequence
Flying population Most ordinary commanders and troops fly. Forces can concentrate quickly, but the exact strategic route must still be legal and confirmed.
Cold preference The nation prefers Cold +3 and has a Cold scale limit of +1. Cold is part of the roster’s equipment and resistance environment, not merely an aesthetic scale choice.
Ice equipment Several units carry Ice Armor and magical ice weapons. Protection and weapon properties matter, but exact temperature conversion remains outside this chapter’s evidence.
Partial shock resistance Spire Horn units commonly carry shock resistance and Storm Immunity. Storm and lightning plans can be considered by unit, but neither trait is universal across the roster.
Ice Forts Caelum uses Ice Forts, and the manual says forts reduce cold-scale deaths by one step. Fort planning has a national climate consequence; exact timing and eligibility remain unresolved.
Guardian Spirits The manual lists Guardian Spirits under priests. Priest recruitment has a national role, but trigger and target behaviour are not assumed.
National magic split Positive Yazata rituals use Astral; Daeva rituals use Death and Fire. Research must follow legal path construction rather than the theme of the spell list.

Caelum recruitment geography#

All eight national commanders appear in the ordinary-fort membership. Eight troop types also appear in the ordinary-fort list. The capital sites add three troops: Ravens Vale supplies Wingless, while the Citadel of Frozen Crystal supplies Temple Guards and Blizzard Warriors.

This is a favourable decentralisation pattern. New forts can recruit scouts, leaders, priests, forge specialists, Air mages, Water–Air mages, and High Seraphs without waiting on the capital. Capital congestion falls mainly on the three site troops. The dossier keeps site membership distinct because capital-only availability is a real replacement constraint.

Complete Caelum commander membership#

Commander Gold Resources Rec points Printed paths Verified recruitment
Caelian Scout 35 13 1 none Forts
Airya Noble 70 38 1 none Forts
Storm General 95 36 1 none Forts
Seraphine 95 2 1 H1 Forts
Ice Crafter 65 3 2 W1 Forts
Spire Horn Seraph 65 1 2 A1 Forts
Caelian Seraph 175 2 2 A2 W1 Forts
High Seraph 355 3 4 A3 W2 ?1 Forts

Eight commander records reconcile. The roster offers cheap scouting, two mundane leaders, inexpensive single-path specialists, a repeatable A2 W1 mage, and an expensive high-path random mage from every fort.

Caelum commander jobs#

Commander Source-backed role Important limit
Caelian Scout Flying stealth scout Thirty-five gold and thirteen resources are not free if reports can be supplied more cheaply elsewhere.
Airya Noble Flying leadership-75 commander High resource cost and no magic make it a deliberate army purchase.
Storm General Flying leadership-100 commander with Storm Immunity Thirty-six resources compete with protected troops.
Seraphine Sacred H1 priest, stealthy flying leader Fire access is disputed; Guardian Spirit behaviour remains unresolved.
Ice Crafter Cheap W1 mage with Forge Bonus 1 Two recruitment points; live rebate and forge-bonus arithmetic were not observed.
Spire Horn Seraph Cheap A1 researcher and support mage Low leadership and only one fixed path.
Caelian Seraph Repeatable A2 W1 mage More than twice the gold of either single-path specialist.
High Seraph A3 W2 random mage, research and high-path platform 355 gold and four recruitment points make every turn expensive.

Complete Caelum troop membership#

Troop Gold Resources Rec points Verified recruitment
Spire Horn Militia 8 5 5 Forts
Spire Horn Archer 10 6 9 Forts
Airya Light Infantry 10 11 9 Forts
Spire Horn Warrior 10 7 9 Forts
Airya Infantry 10 16 9 Forts
Iceclad 15 40 21 Forts
Storm Guard 15 31 21 Forts
Mammoth Rider 120 5 9 Forts
Wingless 10 11 9 Capital only, via Ravens Vale
Temple Guard 20 42 23 Capital only, sacred
Blizzard Warrior 20 13 23 Capital only, sacred

Eleven troop records reconcile. The separate Mammoth and Mammoth Archer records describe the Mammoth Rider’s mount and co-riders; they are not counted again as independent recruits.

Caelum troop jobs#

Troop Source-backed role Important limit
Spire Horn Militia Very cheap flying spear body Morale 8 and Protection 6 make it a screen, not a reliable elite.
Spire Horn Archer Flying short-bow unit with Storm Immunity Protection 6 and ordinary bow output require target and formation discipline.
Airya Light Infantry Flying ice-lance infantry Better Defence than militia, but still low hit points and moderate protection.
Spire Horn Warrior Cheap flying lance infantry with Storm Immunity Contact performance depends on fatigue, formation, and target protection.
Airya Infantry Flying Ice Armor 1 sword line Sixteen resources buy more protection but still only nine hit points.
Iceclad Heavily protected flying ice-lance line Forty resources and twenty-one recruitment points sharply limit volume.
Storm Guard Protected flying storm line Thirty-one resources and twenty-one recruitment points compete with other premium troops.
Mammoth Rider Mounted trampling package with two co-riders Mount, trample, routing, and co-rider resolution remain runtime questions.
Wingless Grounded high-morale capital infantry Capital-only and unable to join the roster’s normal flight pattern.
Temple Guard Heavily protected sacred capital guard Forty-two resources and capital-only replacement constrain scale.
Blizzard Warrior Sacred capital frost-bow unit Low protection and capital-only replacement make target choice important.

Caelum capital sites#

Site ID Verified fields Planning boundary
The Citadel of Frozen Crystal 11 A3 and W2 monthly gems, Cold scale cap 2 field, Temple Guard and Blizzard Warrior recruitment Supplies the main gem income and two sacred troop queues; hidden effects are not inferred.
Ravens Vale 18 Death-path classification and Wingless recruitment Provides no monthly Death-gem field in the pinned row.

The capital begins with strong Air and Water income, but the negative ritual branch demands Death and Fire. Ravens Vale’s Death classification must not be mistaken for printed monthly Death gems. Death and Fire treasuries still require searching, events, trades, or another verified source.

Caelum capital-queue control#

The capital commander queue is not uniquely privileged: every national commander is available from ordinary forts. This lets the capital recruit the same research or leadership mix as other forts while its troop queue handles the three site troops.

Capital troop choices should answer a named need. Wingless provide grounded morale and low-cost bodies. Temple Guards convert large resource and recruitment-point budgets into protected sacreds. Blizzard Warriors supply sacred frost bows with a much lower resource cost. Recruiting the most expensive option by habit can waste the capital’s particular advantage.

Caelum recruitable magic access#

Path floor Repeatable source Reliability
A1 Spire Horn Seraph guaranteed
A2 W1 Caelian Seraph guaranteed
A3 W2 High Seraph guaranteed
H1 Seraphine guaranteed
W1 and Forge Bonus 1 Ice Crafter guaranteed
W3, S1, or D1 on High Seraph one guaranteed W/S/D roll one branch per recruit
Second W, S, or D on High Seraph independent 10% W/S/D roll rare
F1 on Seraphine pinned 20% row only disputed against manual

The fixed core is Air and Water. Astral and Death arrive through High Seraph randoms. Fire has no uncontested recruitable path in the manual. National spell planning must preserve those distinctions.

Seraphine Fire-path discrepancy#

The manual prints the Seraphine as H1 with no ?1. The pinned 6.35 object row gives one 20% roll from mask 128, which resolves to Fire. The records cannot both describe the same visible path line completely.

The safe rule is narrow: Seraphines are guaranteed H1. A 20% F1 branch exists in the pinned structured record but is not scheduled, counted as live access, or used to justify Fire research. If a current authoritative export or observed recruitment record later confirms it, the correction can be made locally.

High Seraph random-path probabilities#

The High Seraph has fixed A3 W2, one guaranteed pick from W/S/D, and an independent 10% pick from the same three-path mask.

Final random class Probability Examples
Guaranteed pick only 90% W1, S1, or D1 at 30% each
Same path twice 3.333% total W2, S2, or D2 at 1.111% each
Two different paths 6.667% total W1S1, W1D1, or S1D1 at 2.222% each

Including the fixed paths, a named W/S/D random appears at least once on 35.556% of recruits. Water is always present at W2 before randoms, so the random outcomes produce W3 or rarely W4 rather than a new path. These probabilities are derived from the pinned masks and are not a sample of live recruitment.

Caelum dependable path jobs#

  • Ice Crafters provide cheap W1 searching, forging, and low-path Water work.
  • Spire Horn Seraphs provide cheap A1 research, searching, and low-path Air work.
  • Caelian Seraphs provide repeatable A2 W1 mixed access without relying on a random.
  • High Seraphs provide repeatable A3 W2 and carry every recruitable Astral or Death branch.
  • Seraphines provide H1 priesthood and ordinary sacred support.

Mundane commanders should handle army leadership when their lower price or stronger leadership preserves a mage-turn. A flying mage is still an expensive researcher, searcher, forger, ritualist, or combat caster whose turn has an opportunity cost.

Caelum rare-path endpoints#

Endpoint Unassisted recruitable route Frequency boundary
A3 D1 for Parting of the Soul High Seraph with at least one D pick 35.556% in pinned distribution
S2 for Summon Yazatas High Seraph with double S 1.111%
S2 W1 for Call Ahurani High Seraph with double S; fixed W2 already qualifies 1.111%
S3 or higher none unassisted requires another bridge
D2 F1 for Call Daevas none uncontested on one recruit requires Fire plus Death construction
D3 F1, D3 F2, or D4 F1/F2 none unassisted late path project

National access is therefore uneven. Parting of the Soul is repeatably reachable through a common High Seraph branch. The first two positive rituals require a rare double Astral result. The higher positive and all negative rituals require boosters, empowerment, summons, a Pretender, or another verified bridge.

Caelum national spell map#

Name Research Requirement Cost Access warning
Parting of the Soul Thaumaturgy 6 D1 A1 40 fatigue D-random High Seraph qualifies.
Call Ahurani Conjuration 5 S2 W1 12 pearls Double-S High Seraph qualifies.
Summon Yazatas Conjuration 5 S2 12 pearls Double-S High Seraph qualifies.
Call Celestial Yazad Conjuration 6 S4 40 pearls No unassisted recruit qualifies.
Call Fravashi Conjuration 7 S3 30 pearls No unassisted recruit qualifies.
Call Amesha Spenta Conjuration 8 S5 60 pearls No unassisted recruit qualifies.
Call Daevas Conjuration 5 D2 F1 12 Death gems No uncontested unassisted recruit qualifies.
Call Jahi Conjuration 5 D3 F1 15 Death gems No unassisted recruit qualifies.
Call Yata Conjuration 6 D3 F2 40 Death gems No unassisted recruit qualifies.
Call of the Drugvant Thaumaturgy 7 D4 F1 15 Death gems No unassisted recruit qualifies.
Call Greater Daeva Conjuration 8 D4 F2 60 Death gems No unassisted recruit qualifies.

Researching a national spell does not create the missing path, gems, laboratory, or mage-turn. Each row is a project with five gates: research, caster, path construction, treasury, and opportunity cost.

Positive summon branch#

Call Ahurani and Summon Yazatas are the only positive rituals an unassisted recruit can reach, and only a double-S High Seraph does so. That result appears on 1.111% of High Seraphs in the pinned distribution. The nation cannot build a reliable opening around finding it.

Call Fravashi, Call Celestial Yazad, and Call Amesha Spenta require S3, S4, and S5. A legal plan must name the booster, empowerment, summoned mage, Pretender, or other bridge that creates each threshold. The printed summoned paths may open further work, but their live arrival state, slots, uniqueness, and strategic behaviour remain untested here.

Negative summon branch#

The Daeva line begins at D2 F1 and rises to D4 F2. High Seraphs can rarely reach D2 but have no uncontested Fire. The disputed Seraphine branch, even if present, sits on a separate commander. Paths on two commanders cannot be combined to cast one ritual.

This branch therefore starts with path construction and a Death-gem economy. Call Daevas, Call Jahi, Call Yata, and Call Greater Daeva should be treated as conditional objectives. The spell list is strategically relevant because it defines possible payoffs, but it does not prove routine access.

Call of the Drugvant boundary#

Call of the Drugvant is a Thaumaturgy-7 remote ritual requiring D4 F1 and fifteen Death gems. The manual describes a range-four hostile-province effect that greatly increases unrest and brings bandits and Daevas.

The description establishes purpose, not exact resolution. Unrest amount, force composition, ownership checks, defence, event timing, immunity, and repeated-cast behaviour remain unresolved. Version 6.08 removed Shinuyama’s unintended access while retaining Caelum’s national restriction.

Caelum item rebates#

Item Construction Requirement Immediate source
Ice Sword 1 W1 Ice Crafter, Caelian Seraph, or High Seraph
Ice Lance 1 W1 Ice Crafter, Caelian Seraph, or High Seraph
Ice Aegis 3 W2 High Seraph
Ice Helmet 3 W1 Ice Crafter, Caelian Seraph, or High Seraph

The pinned snapshot records four rebate links and no Caelum-restricted item row. This makes Ice Crafters natural forge candidates, but the dossier does not claim an exact live price or a stacking formula between the national rebate and Forge Bonus 1. Every forge order still consumes gems, research, a laboratory, and a mage-turn.

Caelum hero boundary#

Fixed name Structured identity Paths Safe use
Caelos Sacred One H1 contingent sacred leadership or priest support
Zaelinys Harab Seraphine D2 H2 contingent Death and priest access

Neither hero belongs in a schedule that must work every game. Zaelinys can change the Death threshold if present, but arrival timing and special behaviour remain unresolved.

Caelum patch reconciliation#

Dominions 6.08, published 6 March 2024, corrected Shinuyama’s unintended access to Call of the Drugvant. This confirms the spell-assignment boundary without changing Caelum’s own access. Dominions 6.12, published 29 April 2024, divided Ice Protection into Ice Protection and Ice Armor; the current manual uses the later terminology.

No later official ledger entry through 6.36 directly names the High Seraph, Seraphine, Caelian capital sites, Parting of the Soul, or Caelum’s summon list. Silence is not proof that every historical value remained unchanged; the manual controls player-facing descriptions and the pinned data remains labelled 6.35.

Caelum opening priorities#

  1. Check whether gold, resources, recruitment points, or commander turns limit each fort.
  2. Use cheap flying bodies for coverage only where their morale and protection are adequate.
  3. Decide whether the next mage-turn needs W1, A1, A2 W1, priesthood, or the High Seraph’s A3 W2 random package.
  4. Label every High Seraph immediately and keep S2 or D2 branches out of guaranteed plans.
  5. Keep the Seraphine Fire discrepancy out of the baseline plan.
  6. Add report coverage before fast armies move beyond reliable information.
  7. Track Air and Water income separately from the Death, Fire, and Astral costs of national projects.
  8. Protect the capital troop queue and choose Wingless, Temple Guards, or Blizzard Warriors for a named role.
  9. Build additional forts because they reproduce the entire commander roster.
  10. Maintain a grounded or conventional response plan for terrain, weather, or enemies that punish flight.

These are planning controls. Exact expansion parties, flight routes, formations, scripts, blesses, and casualty expectations remain open.

Caelum recruitment packages to compare#

Cheap flying screen#

Spire Horn Militia cost eight gold and five resources, while ordinary Spire Horn Warriors and Airya Light Infantry cost ten gold. The package produces bodies and rapid concentration at low gold cost. Low morale, low hit points, limited protection, and fatigue make leadership and target selection decisive.

Archer wing#

Spire Horn Archers provide flying short bows and Storm Immunity. They can reposition and add missile pressure, but short-bow damage, accuracy, ammunition, landing risk, and enemy armour decide value. Flight does not require the archers to be sent into unsupported melee.

Protected ice line#

Airya Infantry, Iceclads, and Storm Guards exchange resources and recruitment points for higher protection. Iceclads are the most resource-heavy ordinary unit at forty resources. Storm Guards add the Spire Horn resistance and storm package. A fort’s production should compare number of bodies, formation width, and replacement speed rather than protection alone.

Mammoth package#

Mammoth Riders cost 120 gold but only five resources and nine recruitment points in the manual table. They provide a mounted trampling option that uses a different bottleneck from Iceclads. Morale, size, congestion, friendly displacement, target size, mount damage, co-riders, routing, and remounting all remain matchup or runtime questions.

Capital grounded sacreds#

Temple Guards and Blizzard Warriors are sacred but do not print flight. Temple Guards supply a protected contact line at high resource cost; Blizzard Warriors supply frost bows with lower resources. Wingless are not sacred but provide capital-only grounded infantry with Morale 14. The package should be judged as a capital replacement system, not simply folded into the ordinary flying army.

Caelum research response tree#

Branch A: repeatable Air support#

Spire Horn Seraphs, Caelian Seraphs, and High Seraphs provide A1, A2, and A3 from every fort. Research can therefore favour general Air spells at thresholds the recruited roster actually meets. The correct branch depends on enemy shock resistance, formation, weather, battlefield size, fatigue, and available Air gems.

Branch B: Water, Construction, and ice forging#

Ice Crafters provide cheap W1 and Forge Bonus 1; Caelian Seraphs add A2 W1; High Seraphs begin at W2. Construction 1 and 3 expose all four rebate-linked ice items. The branch must still compare forging against research, searching, combat casting, gem reserves, and unresolved price stacking.

Branch C: Thaumaturgy and Parting of the Soul#

Thaumaturgy 6 unlocks Parting of the Soul at D1 A1. Any High Seraph with a Death pick qualifies because A3 is fixed. This is the most accessible national spell outside the disputed Seraphine field, but target immunity, magic resistance, range, fatigue, and battlefield conditions still control use.

Branch D: Conjuration 5 positive summons#

Call Ahurani and Summon Yazatas both require S2. Only a double-S High Seraph reaches that threshold unassisted, at 1.111% per High Seraph. Conjuration 5 should therefore be justified by its general spell list unless the caster already exists.

Branch E: higher Astral summons#

Call Fravashi, Call Celestial Yazad, and Call Amesha Spenta require S3 through S5. The plan begins with an explicit bridge and pearl budget. Researching Conjuration 6-8 before the path chain exists can create a costly dead endpoint.

Branch F: Death–Fire summons and remote pressure#

The negative branch requires D2 F1 through D4 F2. No uncontested unassisted recruit qualifies. A viable route must document Death gems, Fire access, boosters or empowerment, laboratory turns, and the final caster. Call of the Drugvant also requires Thaumaturgy 7 and preserves its remote-event uncertainty.

Caelum battlefield packages#

Flying line with separate command#

Cheap Spire Horn or Airya troops hold frontage under an Airya Noble or Storm General while mages remain protected. The package preserves mage-turns and lets the army concentrate quickly. Low hit points, morale, missiles, fatigue, and enemy breakthrough speed remain central.

Storm-compatible group#

Spire Horn Archers, Warriors, Storm Guards, Scouts, and Storm Generals print Storm Immunity. Other Airya elements do not universally share it. A storm plan must therefore check every unit and caster rather than treating Caelum as one homogeneous flying roster.

Protected flying group#

Iceclads, Storm Guards, and Airya Infantry provide progressively expensive protected bodies. Buffs and Air support can improve the package, but temperature, armour-piercing or negating damage, fatigue, and replacement cost determine whether protection converts into survival.

Mammoth breakthrough group#

Mammoths can be placed behind or beside a line intended to create a controlled contact point. The package requires leadership, morale support, formation space, and a plan for targets that resist trample. Exact mount and co-rider resolution remains open.

Capital sacred group#

Temple Guards and Blizzard Warriors use the bless and capital recruitment in different ways. One is a protected grounded guard; the other is a lightly protected frost-bow unit. Priests, resource limits, replacement time, and the opponent decide whether either belongs in the main army.

Random-path High Seraph group#

High Seraphs with Water, Astral, Death, or mixed results should be labelled and scripted from their actual paths. A D-random enables Parting of the Soul; a double-S result enables two Conjuration-5 rituals. Rare results are opportunities, not the baseline identity of every High Seraph.

Caelum information and pressure network#

Caelian Scouts combine flight and stealth, while most of the army can move rapidly. That reach can reveal threats, reinforce distant fronts, and threaten weak points, but it does not reveal enemy orders or make every route legal.

A safe network layers scouts, province reports, laboratories, fallback forts, mundane commanders, gem transport, and local reserves. Flying groups should arrive where replacements, supply, retreat routes, and supporting mages can follow. Speed without reporting can produce isolated armies rather than strategic pressure.

Caelum Pretender families#

Family What it can solve What it must not conceal
Astral bridge Makes S3-S5 national summons practical Pearls, research, boosters, laboratories, and mage-turns still matter.
Death–Fire bridge Opens Daevas, Jahi, Yata, Drugvant, and Greater Daeva projects The path pair does not create a Death-gem treasury or safe caster availability.
Economy and infrastructure Funds forts, High Seraphs, laboratories, and resource-heavy ice troops Gold does not create local resources, recruitment points, gems, or capital sacred turns.
Sacred bless Improves Temple Guards, Blizzard Warriors, Seraphines, and national summons The two recruitable sacred troops are capital-only and grounded.
Awake expansion body Reduces pressure on fragile early troops Performance depends on settings, map, chassis, scales, script, and opponents.
Resistance or climate support Complements cold and shock themes or covers missing defences National flavour is not proof of the best bless or scale package.

No exact design is endorsed without the game settings, map, opponents, legal chassis, and a versioned performance record.

Caelum matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Archers, protected frontage, Mammoths where legal, Air magic, and rapid concentration Using only expensive Iceclads when cheap width is the constraint.
Heavy armour Buffs, fatigue, magic, Mammoth pressure where suitable, and higher-damage weapons Assuming short bows and ordinary ice spears solve protection unaided.
Accurate missiles Screens, protected units, speed, battlefield control, and target disruption Exposing nine-hit-point mages and archers without spacing or guards.
Shock-resistant enemies Water, physical troops, buffs, fatigue, and non-shock spells Building the complete research plan around lightning.
Fire pressure Cold resistance does not equal Fire resistance; use spacing, protection, counters, and faster contact Treating the climate theme as universal elemental defence.
Storms or anti-flight conditions Check Storm Immunity per unit, use grounded capital troops, and preserve conventional formations Assuming every Caelian flies under every condition.
Large or trample-resistant targets Protected lines, magic, concentrated attacks, and other counters Treating Mammoths as universal breakthrough.
Fast flankers or flyers Guards, layered formations, reserves, and mage spacing Leaving fragile Seraphs behind a thin airborne line.
Underwater pressure Coastal defence, legal amphibious summons, allies, or another verified bridge Scheduling spells marked unusable underwater or assuming flight solves the boundary.
Raiding and dispersed threats Scouts, flying reserves, forts, and distributed commander recruitment Sending every mobile unit into one offensive concentration.

Monthly Caelum audit#

  • Is each fort limited by gold, resources, recruitment points, or commander turns?
  • Are mundane commanders handling jobs that do not need magic or priesthood?
  • Is the next mage purchase solving W1, A1, A2 W1, priesthood, or a High Seraph threshold?
  • Is every High Seraph labelled by final W/S/D paths?
  • Is the Seraphine Fire branch still excluded from guaranteed plans?
  • Are ordinary and capital-site troop replacements tracked separately?
  • Are Air and Water income being confused with the pearls, Death gems, and Fire access required by national rituals?
  • Does every national spell have research, a legal caster, the correct treasury, a laboratory where required, and a free mage-turn?
  • Are rare S2 and D2 outcomes excluded from schedules that must be repeatable?
  • Are scouts and fallback routes keeping pace with flying armies?
  • Are temperature, storm, supply, fatigue, morale, and retreat routes checked before battle?
  • Are heroes excluded from plans that must work every game?

Caelum unresolved evidence boundary#

The following remain open:

  1. whether the Seraphine’s pinned 20% F1 random is present and displayed in live 6.36;
  2. live High Seraph random-path display and ordering;
  3. strategic flying routes, terrain permissions, blockers, and order resolution;
  4. storm creation, flight suppression, Storm Immunity, and mixed-army behaviour;
  5. Ice Armor protection across temperature, stacking, and equipment changes;
  6. Ice Fort cold-scale death protection, eligibility, timing, and ownership changes;
  7. Guardian Spirit trigger, target, duration, replacement, and combat behaviour;
  8. Mammoth mount, co-rider, trample, displacement, routing, death, and remounting resolution;
  9. national summon placement, arrival state, slots, leadership, uniqueness, and repeat casting;
  10. Call of the Drugvant unrest, attackers, ownership, defence, and event timing;
  11. item-rebate display, live price, rounding, and interaction with Forge Bonus 1;
  12. hero arrival timing and live special behaviour;
  13. expansion-party sizes, formations, scripts, blesses, matchup performance, and casualty ranges;
  14. disciple, allied-army, and underwater edge cases beyond explicit manual wording;
  15. R-047, R-058, and every comparable parked engine-dependent investigation.

These are evidence gaps, not invitations to guess. Runtime testing and preparation of new test assets remain paused.

Part XXXIII: Middle Age Phlegra, Deformed Giants#

Phlegra one-page command brief#

Middle Age Phlegra converts enslaved human levies and scarce giant elites into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 6 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 6 active nation-restricted spell records. Its chief planning risks are giant recruitment limits, unrest, and replacement speed.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Phlegra evidence and ruleset#

This dossier covers unmodded Middle Age Phlegra on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 51, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Phlegra object without a named official record. No runtime test, replay, save, or new test asset was used.

Phlegra conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Phlegra recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 6 Direct pinned membership rows
Regional or coastal 0 1 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 0 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Phlegra commander roster#

ID Commander Fixed and random magic Leadership
3129 Trophimos Commander none 100
3130 Trophimos Priest H1; random: 100% ×1 mask 1920 link 1 50
3131 Trophimos Sage none; random: 100% ×1 mask 1920 link 2 10
3161 Shackled Mage none; random: 100% ×1 mask 1920 link 1 0
3162 Trophimos Oppressor F1 E1; random: 100% ×1 mask 768 link 1 50
3135 Cyclops Chieftain none 20
3141 Cyclops Shepherd Shaman N1 35
3139 Phlegran Tyrant F3 E2 D1; random: 100% ×1 mask 5504 link 1; 10% ×1 mask 5504 link 1 90
3138 Elder Cyclops F2 A1 E2; random: 100% ×1 mask 1920 link 1; 10% ×1 mask 1920 link 1 50

Phlegra troop roster#

ID Unit HP Protection Morale Traits
3132 Helote Archer 10 0 6 ordinary body
3133 Helote Warrior 10 0 7 ordinary body
3134 Helote Soldier 10 0 7 ordinary body
3136 Cyclops Warrior 42 5 13 ordinary body
3137 Cyclops Hurler 42 5 13 ordinary body
3140 Gigante Warrior 62 9 14 ordinary body

Phlegra mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3130 Trophimos Priest H1; random: 100% ×1 mask 1920 link 1 50
3131 Trophimos Sage none; random: 100% ×1 mask 1920 link 2 10
3161 Shackled Mage none; random: 100% ×1 mask 1920 link 1 0
3162 Trophimos Oppressor F1 E1; random: 100% ×1 mask 768 link 1 50
3141 Cyclops Shepherd Shaman N1 35
3139 Phlegran Tyrant F3 E2 D1; random: 100% ×1 mask 5504 link 1; 10% ×1 mask 5504 link 1 90
3138 Elder Cyclops F2 A1 E2; random: 100% ×1 mask 1920 link 1; 10% ×1 mask 1920 link 1 50

The highest fixed recruitable paths resolved in these rows are Fire 3, Air 1, Earth 2, Death 1, Nature 1, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Phlegra capital and national sites#

ID Site Monthly fields Recruits recorded
196 The Burning Fields F1, E1, D1 Phlegran Tyrant
197 Fortress of the Cyclopes F1, E1 Elder Cyclops

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Phlegra national spell map#

ID Spell School Requirement Cost field
254 Summon Hound of Twilight Conjuration 5 E2 D1 3
255 Sow Dragon Teeth Enchantment 6 E2 1
256 Bind Keres Conjuration 6 D2 12
264 Gigantomachia Thaumaturgy 7 E4 F4 60
270 Forge Brass Bull Construction 6 F3 E3 25
369 Procession of the Underworld Conjuration 5 D3 13

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Phlegra national item boundary#

ID Item Construction Paths Link
133 God-Slayer Spear 3 E1 restricted
224 Oppressors Headband 1 E3 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Phlegra hero boundary#

ID Hero record Magic Boundary
3163 Theurg Tyrant F1 A2 E2 S3 H3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Phlegra army identities#

  • Sacred roster: no sacred troop identified in the reconciled recruit rows.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: enslaved human levies and scarce giant elites.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Phlegra opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Phlegra fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Phlegra, the most likely planning failure is giant recruitment limits, unrest, and replacement speed. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Phlegra research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Phlegra magic-access ladder#

The fixed-path ceiling is Fire 3, Air 1, Earth 2, Death 1, Nature 1, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Phlegra battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Phlegra Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Phlegra matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Phlegra monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Phlegra unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Phlegra source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XXXIV: Middle Age Asphodel, Carrion Woods#

Asphodel one-page command brief#

Middle Age Asphodel converts Carrion Woods freespawn, stealth, and Death–Nature magic into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 10 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 12 active nation-restricted spell records. Its chief planning risks are population decline, freespawn composition, and living infrastructure.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Asphodel evidence and ruleset#

This dossier covers unmodded Middle Age Asphodel on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 53, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Asphodel object without a named official record. No runtime test, replay, save, or new test asset was used.

Asphodel conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Asphodel recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 8 10 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 0 0 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Asphodel commander roster#

ID Commander Fixed and random magic Leadership
430 Black Harpy none 10
2485 Satyr Commander none 50
1534 Minotaur Lord none 75
2311 Centaur Hierophant H1; random: 100% ×1 mask 12288 link 1; 10% ×1 mask 1024 link 1 50
2312 Centauride Hierophantide H1; random: 100% ×1 mask 12288 link 1; 10% ×1 mask 512 link 1 50
901 Black Dryad D1 N1 G1 H2 50
2480 Dryad Hag D1 N2 G1 H2; random: 100% ×1 mask 22016 link 1; 10% ×1 mask 22016 link 1 10
709 Panic Apostate D2 N3; random: 100% ×1 mask 13824 link 1; 10% ×1 mask 13824 link 1 100

Asphodel troop roster#

ID Unit HP Protection Morale Traits
239 Harpy 7 0 8 flying, stealthy
227 Satyr Sneak 12 1 9 stealthy
228 Satyr 12 1 9 stealthy
1532 Satyr Warrior 14 1 10 ordinary body
234 Minotaur 25 4 13 ordinary body
1533 Minotaur Warrior 27 4 14 ordinary body
2156 Centauride 18 3 11 stealthy
27 Centaur 20 3 11 stealthy
2157 Centauride Warrior 18 3 12 stealthy
1704 Centaur Warrior 22 3 12 stealthy

Asphodel mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2311 Centaur Hierophant H1; random: 100% ×1 mask 12288 link 1; 10% ×1 mask 1024 link 1 50
2312 Centauride Hierophantide H1; random: 100% ×1 mask 12288 link 1; 10% ×1 mask 512 link 1 50
901 Black Dryad D1 N1 G1 H2 50
2480 Dryad Hag D1 N2 G1 H2; random: 100% ×1 mask 22016 link 1; 10% ×1 mask 22016 link 1 10
709 Panic Apostate D2 N3; random: 100% ×1 mask 13824 link 1; 10% ×1 mask 13824 link 1 100

The highest fixed recruitable paths resolved in these rows are Death 2, Nature 3, Glamour 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Asphodel capital and national sites#

No capital-site association row was found. Hidden, generated, or special national effects are not inferred.

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Asphodel national spell map#

ID Spell School Requirement Cost field
427 Carrion Centaur Enchantment 0 N1 D1 8
428 Carrion Lady Enchantment 0 N1 D1 16
429 Carrion Lord Enchantment 0 N3 D2 35
430 Quick Roots Enchantment 0 H1 0
431 Regrowth Enchantment 0 H2 0
432 Mend the Dead Enchantment 0 H2 0
433 Puppet Mastery Enchantment 0 H3 0
434 Carrion Growth Enchantment 0 H4 0
435 Dark Slumber Enchantment 4 N4 D2 15
436 Sleep Vines Conjuration 3 N1 G1 0
437 Vengeful Vines Conjuration 4 N1 D1 0
1458 Carrion Fortress Alteration 0 N3 D2 45

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Asphodel national item boundary#

ID Item Construction Paths Link
38 Thorn Spear 3 N1 rebate
39 Thorn Staff 3 N1 rebate
40 Vine Whip 3 N2 rebate
68 Skull Standard 5 N2 D1 rebate
153 Vine Bow 5 N1 rebate
522 Carrion Seed 5 N1 D1 restricted
523 Carrion Bow 5 N1 D1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Asphodel hero boundary#

ID Hero record Magic Boundary
861 Ettin Mandragora H1 assignment only; timing unresolved
863 Apostatic Warrior D1 N2 H1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Asphodel army identities#

  • Sacred roster: no sacred troop identified in the reconciled recruit rows.
  • Flying roster: Harpy.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: Carrion Woods freespawn, stealth, and Death–Nature magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Asphodel opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Asphodel fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Asphodel, the most likely planning failure is population decline, freespawn composition, and living infrastructure. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Asphodel research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Asphodel magic-access ladder#

The fixed-path ceiling is Death 2, Nature 3, Glamour 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Asphodel battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Asphodel Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Asphodel matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Asphodel monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Asphodel unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Asphodel source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XXXV: Middle Age Ermor, Ashen Empire#

Ermor one-page command brief#

Middle Age Ermor converts dominion-created undead and powerful Death magic into expansion, research, and strategic pressure. The pinned roster resolves 0 commander identities and 0 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 23 active nation-restricted spell records. Its chief planning risks are population destruction, freespawn control, and hostile dominion.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Ermor evidence and ruleset#

This dossier covers unmodded Middle Age Ermor on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 54, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Ermor object without a named official record. No runtime test, replay, save, or new test asset was used.

Ermor conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Ermor recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 0 0 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 0 0 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Ermor commander roster#

No ordinary membership rows are present in the pinned snapshot; site, freespawn, event, or special recruitment must be read separately.

Ermor troop roster#

No ordinary membership rows are present in the pinned snapshot; site, freespawn, event, or special recruitment must be read separately.

Ermor mage and priest portfolio#

No ordinary membership rows are present in the pinned snapshot; site, freespawn, event, or special recruitment must be read separately.

The highest fixed recruitable paths resolved in these rows are no fixed recruitable path in the ordinary/site commander rows. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Ermor capital and national sites#

No capital-site association row was found. Hidden, generated, or special national effects are not inferred.

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Ermor national spell map#

ID Spell School Requirement Cost field
372 Unholy Command Divine 0 H1 0
373 Unholy Protection Divine 0 H1 0
374 Unholy Blessing Divine 0 H1 0
375 Unholy Power Divine 0 H1 0
376 Unholy Protection Divine 0 H2 0
377 Unholy Blessing Divine 0 H2 0
379 Unholy Power Divine 0 H3 0
380 Unholy Blessing Divine 0 H3 0
381 Protection of the Sepulchre Divine 0 H3 0
382 Power of the Sepulchre Divine 0 H4 0
383 Revive Lictor Conjuration 0 D2 3
384 Revive Censor Conjuration 0 D2 4
385 Revive Acolyte Conjuration 0 D2 10
386 Revive Bishop Conjuration 0 D2 16
387 Revive Arch Bishop Conjuration 0 D3 23
388 Revive Spectator Conjuration 0 D2 12
389 Revive Dusk Elder Conjuration 0 D3 20
390 Revive Wailing Lady Conjuration 2 D2 8
391 Lictorian Guard Conjuration 3 D2 10
392 Lamentation Conjuration 5 D3 25
393 Great Lamentation Conjuration 7 D5 33
394 Lictorian Legion Conjuration 8 D4 35
395 Ermorian Legion Enchantment 6 D4 15

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Ermor national item boundary#

ID Item Construction Paths Link
119 Sword of Injustice 9 D4 rebate
229 Black Laurel 3 D2 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Ermor hero boundary#

ID Hero record Magic Boundary
183 Wraith King D3 H2 assignment only; timing unresolved
555 Arch Censor none assignment only; timing unresolved
537 Forgotten King H3 assignment only; timing unresolved
2068 Dusk Elder F2 S3 D4 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Ermor army identities#

  • Sacred roster: no sacred troop identified in the reconciled recruit rows.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: dominion-created undead and powerful Death magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Ermor opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Ermor fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Ermor, the most likely planning failure is population destruction, freespawn control, and hostile dominion. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Ermor research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Ermor magic-access ladder#

The fixed-path ceiling is no fixed recruitable path in the ordinary/site commander rows. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Ermor battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Ermor Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Ermor matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Ermor monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Ermor unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Ermor source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XXXVI: Middle Age Sceleria, The Reformed Empire#

Sceleria one-page command brief#

Middle Age Sceleria converts Roman infantry, communions, and deliberate undead production into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 12 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 11 active nation-restricted spell records. Its chief planning risks are communion safety, upkeep, and mage-turn pressure.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Sceleria evidence and ruleset#

This dossier covers unmodded Middle Age Sceleria on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 55, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Sceleria object without a named official record. No runtime test, replay, save, or new test asset was used.

Sceleria conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Sceleria recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 10 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Sceleria commander roster#

ID Commander Fixed and random magic Leadership
426 Scout none 0
428 Assassin none 0
671 Centurion none 100
1386 Legatus Legionis none 150
2244 Scelerian Cultist H1 10
669 Thaumaturg S1 D1 H2 10
1655 Censor none 50
670 Grand Thaumaturg S2 D2 H3; random: 100% ×1 mask 6912 link 1; 10% ×1 mask 6912 link 1 10

Sceleria troop roster#

ID Unit HP Protection Morale Traits
50 Slinger 10 0 7 ordinary body
662 Velite 10 0 10 ordinary body
663 Alae Legionnaire 10 0 10 ordinary body
664 Hastatus 10 0 11 ordinary body
665 Principe 11 0 12 ordinary body
666 Triarius 12 0 13 ordinary body
667 Praetorian Guard 13 0 14 ordinary body
668 Standard 10 0 10 ordinary body
11 Retiarius 12 0 14 ordinary body
12 Gladiator 12 0 14 ordinary body
1654 Lictor 12 0 14 sacred
809 Shadow Vestal 9 0 12 sacred, undead, stealthy

Sceleria mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2244 Scelerian Cultist H1 10
669 Thaumaturg S1 D1 H2 10
670 Grand Thaumaturg S2 D2 H3; random: 100% ×1 mask 6912 link 1; 10% ×1 mask 6912 link 1 10

The highest fixed recruitable paths resolved in these rows are Astral 2, Death 2, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Sceleria capital and national sites#

ID Site Monthly fields Recruits recorded
55 Temple of the Dead D3 Censor, Lictor
64 Temple of the Spheres S1 Grand Thaumaturg
148 Campus Sceleris D1 Shadow Vestal

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Sceleria national spell map#

ID Spell School Requirement Cost field
372 Unholy Command Divine 0 H1 0
373 Unholy Protection Divine 0 H1 0
374 Unholy Blessing Divine 0 H1 0
375 Unholy Power Divine 0 H1 0
376 Unholy Protection Divine 0 H2 0
377 Unholy Blessing Divine 0 H2 0
378 Apostasy Divine 0 H3 0
379 Unholy Power Divine 0 H3 0
380 Unholy Blessing Divine 0 H3 0
381 Protection of the Sepulchre Divine 0 H3 0
382 Power of the Sepulchre Divine 0 H4 0

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Sceleria national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Sceleria hero boundary#

ID Hero record Magic Boundary
868 Scythe Wielder S2 D3 H2 assignment only; timing unresolved
977 Grand Thaumaturg S2 D4 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Sceleria army identities#

  • Sacred roster: Lictor, Shadow Vestal.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: Roman infantry, communions, and deliberate undead production.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Sceleria opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Sceleria fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Sceleria, the most likely planning failure is communion safety, upkeep, and mage-turn pressure. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Sceleria research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Sceleria magic-access ladder#

The fixed-path ceiling is Astral 2, Death 2, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Sceleria battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Sceleria Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Sceleria matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Sceleria monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Sceleria unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Sceleria source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XXXVII: Middle Age Na’Ba, Queens of the Desert#

Na’Ba one-page command brief#

Middle Age Na’Ba converts desert recruitment, human armies, and Jinn-backed magic into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 8 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 14 active nation-restricted spell records. Its chief planning risks are terrain access, rare paths, and elite replacement.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Na’Ba evidence and ruleset#

This dossier covers unmodded Middle Age Na’Ba on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 65, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Na’Ba object without a named official record. No runtime test, replay, save, or new test asset was used.

Na’Ba conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Na’Ba recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 7 Direct pinned membership rows
Regional or coastal 4 2 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Na’Ba commander roster#

ID Commander Fixed and random magic Leadership
3347 Nabaean Scout none 0
3334 Sheikh none 75
3358 Karib E1 H1 10
3337 ’Adite General none 100
3357 Mukarrib S1 H2 50
3343 Jann Emir F1 A1 G1 H1; random: 100% ×1 mask 17792 link 1 150
3340 Sahir F2 A2 E1 G1; random: 100% ×1 mask 3200 link 1 50
3339 Hermit Sahir F1 A1 G1; random: 100% ×1 mask 17792 link 1 0
3341 Malikah F3 A2 G2 H1; random: 100% ×1 mask 28032 link 1; 10% ×1 mask 28032 link 1 100

Na’Ba troop roster#

ID Unit HP Protection Morale Traits
3332 Nabaean Desert Warrior 10 0 10 stealthy
3333 Nabaean Camel Rider 12 0 12 stealthy
3356 Nabaean Light Infantry 10 0 10 ordinary body
3338 Nabaean Soldier 10 0 10 ordinary body
3355 ’Adite Light Infantry 24 1 12 ordinary body
3336 ’Adite Archer 24 1 10 ordinary body
3335 ’Adite Elite Soldier 25 1 13 ordinary body
3342 Jann Guard 22 1 13 sacred, stealthy

Na’Ba mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3358 Karib E1 H1 10
3357 Mukarrib S1 H2 50
3343 Jann Emir F1 A1 G1 H1; random: 100% ×1 mask 17792 link 1 150
3340 Sahir F2 A2 E1 G1; random: 100% ×1 mask 3200 link 1 50
3339 Hermit Sahir F1 A1 G1; random: 100% ×1 mask 17792 link 1 0
3341 Malikah F3 A2 G2 H1; random: 100% ×1 mask 28032 link 1; 10% ×1 mask 28032 link 1 100

The highest fixed recruitable paths resolved in these rows are Fire 3, Air 2, Earth 1, Astral 1, Glamour 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Na’Ba capital and national sites#

ID Site Monthly fields Recruits recorded
209 Jannah F1, A1, E1 Malikah, Jann Guard
210 Great Dam W1 none in explicit recruit fields
211 The Vault of Incense and Marvels G1 none in explicit recruit fields

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Na’Ba national spell map#

ID Spell School Requirement Cost field
539 Contact Jinn Conjuration 4 F2 A1 18
540 Summon Jinn Warriors Conjuration 5 F2 A1 13
541 Contact Houri Conjuration 6 A2 G1 26
542 Summon Hinn Conjuration 6 A1 F1 4
543 Summon Ifrit Blood 5 B1 F3 58
544 Summon Shaytan Blood 6 B1 F3 73
545 Summon Marid Conjuration 8 F4 A2 66
547 Scorching Wind Evocation 4 A2 F1 0
548 Smokeless Flame Evocation 6 F3 A1 0
550 Awaken Jinn Block Thaumaturgy 5 E1 H1 5
551 Feast for Ghuls Blood 4 B1 16
552 Summon Ghulah Blood 5 B1 31
553 Summon Binn Conjuration 6 W1 A1 4
554 Summon Si’lat Conjuration 6 A2 21

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Na’Ba national item boundary#

ID Item Construction Paths Link
356 Flying Carpet 5 A3 rebate
409 Stone Idol 7 E2 S2 rebate
419 Mirage Crystal 7 G3 E2 rebate
433 The Magic Lamp 9 A5 F4 rebate
478 Companion Bracelet 5 A2 restricted
480 Jinn Bottle 7 A1 E1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Na’Ba hero boundary#

ID Hero record Magic Boundary
3385 Queen of Na’Ba F4 A3 G3 H1 assignment only; timing unresolved
3474 Banu Si’lat F1 A1 G1; random: 100% ×1 mask 17792 link 1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Na’Ba army identities#

  • Sacred roster: Jann Guard.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: desert recruitment, human armies, and Jinn-backed magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Na’Ba opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Na’Ba fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Na’Ba, the most likely planning failure is terrain access, rare paths, and elite replacement. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Na’Ba research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Na’Ba magic-access ladder#

The fixed-path ceiling is Fire 3, Air 2, Earth 1, Astral 1, Glamour 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Na’Ba battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Na’Ba Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Na’Ba matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Na’Ba monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Na’Ba unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Na’Ba source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XXXVIII: Middle Age Ind, Magnificent Kingdom of Exalted Virtue#

Ind one-page command brief#

Middle Age Ind converts capital authority and geographically divided tributary recruitment into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 4 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 8 active nation-restricted spell records. Its chief planning risks are regional availability, slow concentration, and sacred replacement.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Ind evidence and ruleset#

This dossier covers unmodded Middle Age Ind on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 67, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Ind object without a named official record. No runtime test, replay, save, or new test asset was used.

Ind conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Ind recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 1 0 Direct pinned membership rows
Regional or coastal 4 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 5 4 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Ind commander roster#

ID Commander Fixed and random magic Leadership
3284 Abbot Sage S1 H2 50
3313 Cannibal Warlord none 50
3297 Cannibal Shaman Chief B1; random: 100% ×1 mask 47104 link 1 50
3290 Bishop Vicomte H2 100
3291 Viceroy Primate H3 40
3289 Primate King S1 H3; random: 100% ×1 mask 9856 link 1 150
3286 Abbot Magus Supreme F1 E1 S3 H2; random: 100% ×1 mask 9856 link 1; 10% ×1 mask 11904 link 1 50
3285 Abbot Magus F1 E1 S2 H2 50
3288 Archbishop Marshal H2 150
3287 Bishop General H2 100

Ind troop roster#

ID Unit HP Protection Morale Traits
3281 Baculite 12 0 13 sacred
3280 Mirror Guard 12 0 13 sacred
3282 Soldier Priest 10 0 12 sacred
3283 Archer Priest 10 0 11 sacred

Ind mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3284 Abbot Sage S1 H2 50
3297 Cannibal Shaman Chief B1; random: 100% ×1 mask 47104 link 1 50
3290 Bishop Vicomte H2 100
3291 Viceroy Primate H3 40
3289 Primate King S1 H3; random: 100% ×1 mask 9856 link 1 150
3286 Abbot Magus Supreme F1 E1 S3 H2; random: 100% ×1 mask 9856 link 1; 10% ×1 mask 11904 link 1 50
3285 Abbot Magus F1 E1 S2 H2 50
3288 Archbishop Marshal H2 150
3287 Bishop General H2 100

The highest fixed recruitable paths resolved in these rows are Fire 1, Earth 1, Astral 3, Blood 1, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Ind capital and national sites#

ID Site Monthly fields Recruits recorded
205 Sublime Palace F1, S1 Primate King, Baculite
206 The Great Mirror S1 Abbot Magus Supreme, Abbot Magus, Mirror Guard
207 The Onyx Court E1 Archbishop Marshal, Bishop General, Soldier Priest, Archer Priest
208 Fountain of Youth W1 none in explicit recruit fields

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Ind national spell map#

ID Spell School Requirement Cost field
352 Call Malakh Conjuration 4 S2 9
353 Call Hashmal Conjuration 6 S3 F1 21
354 Call Arel Conjuration 7 S4 N1 39
355 Call Ophan Conjuration 8 S5 F2 49
356 Call Merkavah Conjuration 9 S7 F3 222
357 Release Lord of Civilization Blood 9 B8 177
536 Call Cyclops Tribe Conjuration 3 E2 9
537 Call the Birds of Splendor Conjuration 6 F2 N1 7

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Ind national item boundary#

ID Item Construction Paths Link
181 Immaculate Shield 9 F3 S2 rebate
282 Salamander Silk Garments 5 F1 restricted
428 The Ark 9 F5 S5 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Ind hero boundary#

ID Hero record Magic Boundary
3378 Arch Pope F1 W1 E1 S3 N1 H4 assignment only; timing unresolved
3380 Protopope H4 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Ind army identities#

  • Sacred roster: Baculite, Mirror Guard, Soldier Priest, Archer Priest.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: capital authority and geographically divided tributary recruitment.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Ind opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Ind fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Ind, the most likely planning failure is regional availability, slow concentration, and sacred replacement. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Ind research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Ind magic-access ladder#

The fixed-path ceiling is Fire 1, Earth 1, Astral 3, Blood 1, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Ind battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Ind Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Ind matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Ind monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Ind unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Ind source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XXXIX: Middle Age Bandar Log, Land of the Apes#

Bandar Log one-page command brief#

Middle Age Bandar Log converts mass ape infantry, sacred White Ones, and Astral–Nature mages into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 17 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 31 active nation-restricted spell records. Its chief planning risks are morale, armour, rare path rolls, and expensive sacreds.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Bandar Log evidence and ruleset#

This dossier covers unmodded Middle Age Bandar Log on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 68, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Bandar Log object without a named official record. No runtime test, replay, save, or new test asset was used.

Bandar Log conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Bandar Log recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 8 16 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Bandar Log commander roster#

ID Commander Fixed and random magic Leadership
1119 Markata Scout none 0
1127 Atavi Chieftain none 50
1128 Vanara Captain none 75
1135 Bandar Commander none 100
1136 Bandar Noble none 150
1146 Brahmin H1 10
1145 Yogi S1 10
1143 Guru S2 N1 10
1144 Rishi S3 N2; random: 100% ×1 mask 11776 link 1; 10% ×1 mask 11776 link 1 10

Bandar Log troop roster#

ID Unit HP Protection Morale Traits
1118 Markata 5 0 7 ordinary body
1120 Markata Archer 5 0 7 ordinary body
1121 Atavi Archer 10 1 8 stealthy
1122 Atavi Infantry 10 1 8 stealthy
1123 Vanara Archer 10 1 9 ordinary body
1124 Vanara Chakram Thrower 10 1 9 ordinary body
1125 Vanara Infantry 10 1 9 ordinary body
1126 Vanara Swordsman 11 1 10 ordinary body
1130 Light Bandar Archer 18 3 12 ordinary body
1131 Bandar Archer 18 3 12 ordinary body
1351 Light Bandar Warrior 18 3 12 ordinary body
1132 Bandar Warrior 18 3 12 ordinary body
1133 Bandar Warrior 18 3 12 ordinary body
1134 Royal Swordsman 20 3 13 ordinary body
1142 White One 11 1 12 sacred
1147 Elephant Rider 10 1 8 ordinary body
1141 Tiger Rider 12 1 14 sacred

Bandar Log mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1146 Brahmin H1 10
1145 Yogi S1 10
1143 Guru S2 N1 10
1144 Rishi S3 N2; random: 100% ×1 mask 11776 link 1; 10% ×1 mask 11776 link 1 10

The highest fixed recruitable paths resolved in these rows are Astral 3, Nature 2, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Bandar Log capital and national sites#

ID Site Monthly fields Recruits recorded
78 The Lotus Gardens S3, N2 Rishi, Tiger Rider

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Bandar Log national spell map#

ID Spell School Requirement Cost field
555 Summon Angiri Conjuration 3 F2 5
556 Summon Nagas Conjuration 3 W2 E1 15
557 Summon Apsaras Conjuration 3 S2 3
558 Summon Vidyadhara Conjuration 4 S2 15
559 Contact Yaksha Conjuration 4 N2 E1 25
560 Contact Yakshini Conjuration 4 N2 W1 25
561 Contact Nagini Conjuration 4 W2 E1 25
562 Summon Gandharvas Conjuration 5 S2 15
563 Summon Kimpurushas Conjuration 5 N2 S1 15
564 Contact Nagaraja Conjuration 5 W2 E1 30
565 Summon Garudas Conjuration 6 S2 21
566 Summon Maruts Conjuration 6 S2 18
567 Summon Kinnara Conjuration 6 S3 25
568 Contact Nagarishi Conjuration 6 W3 E1 40
569 Summon Siddha Conjuration 7 S4 35
570 Summon Devata Conjuration 8 S5 45
571 Summon Devala Conjuration 9 S5 55
572 Summon Rudra Conjuration 9 S5 55
573 Celestial Music Thaumaturgy 6 S3 1
574 Summon Rakshasas Blood 1 B1 8
575 Feast of Flesh Blood 2 B1 N1 50
576 Summon Asrapas Blood 3 B2 8
577 Summon Rakshasa Warriors Blood 4 B2 21
578 Summon Sandhyabalas Blood 5 B2 D1 25
579 Summon Dakini Blood 6 B4 A1 81
580 Summon Samanishada Blood 7 B3 D1 35
581 Summon Mandeha Blood 8 B5 D2 133
582 Summon Danavas Blood 8 B5 70
583 Summon Daitya Blood 8 B5 45
584 Host of Ganas Conjuration 2 D1 9
585 Summon Vetalas Conjuration 5 D2 10

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Bandar Log national item boundary#

ID Item Construction Paths Link
140 Vajra 5 S2 restricted
227 Headdress of the Bull 5 N1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Bandar Log hero boundary#

ID Hero record Magic Boundary
2270 Tathagata H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Bandar Log army identities#

  • Sacred roster: White One, Tiger Rider.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: mass ape infantry, sacred White Ones, and Astral–Nature mages.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Bandar Log opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Bandar Log fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Bandar Log, the most likely planning failure is morale, armour, rare path rolls, and expensive sacreds. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Bandar Log research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Bandar Log magic-access ladder#

The fixed-path ceiling is Astral 3, Nature 2, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Bandar Log battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Bandar Log Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Bandar Log matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Bandar Log monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Bandar Log unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Bandar Log source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XL: Middle Age Nazca, Kingdom of the Sun#

Nazca one-page command brief#

Middle Age Nazca converts flying armies, sacred Sun Guards, and reanimation into expansion, research, and strategic pressure. The pinned roster resolves 12 commander identities and 11 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 5 active nation-restricted spell records. Its chief planning risks are fragile bodies, corpse supply, leadership, and capital pressure.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Nazca evidence and ruleset#

This dossier covers unmodded Middle Age Nazca on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 72, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Nazca object without a named official record. No runtime test, replay, save, or new test asset was used.

Nazca conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Nazca recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 9 9 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Nazca commander roster#

ID Commander Fixed and random magic Leadership
2666 Runancha none 0
2647 Kuraka none 75
2654 Apu none 75
2655 Apusqispay none 100
2656 Aclla F1 A1 H1 10
2657 Hurin Priest E1 D2 H2; random: 100% ×1 mask 3328 link 1 10
2660 Mallqui none 20
2661 Mallqui Priestess F1 A1 H1 20
2662 Mallqui Priest E1 D2 H2; random: 100% ×1 mask 3328 link 1 20
2658 Inca F2 A2 H3; random: 10% ×1 mask 2432 link 1 100
2659 Coya E2 S2 D2 H2; random: 30% ×1 mask 7552 link 1 50
2663 Royal Mallqui F2 A2 E2 S2 D2 H3; random: 10% ×1 mask 7552 link 1 20

Nazca troop roster#

ID Unit HP Protection Morale Traits
2643 Human Warrior 10 0 10 ordinary body
2644 Human Warrior 10 0 10 ordinary body
2645 Human Warrior 10 0 10 ordinary body
2646 Human Warrior 10 0 10 ordinary body
2648 Hatun Runa 11 0 7 flying
2652 Aucac Runa Archer 11 0 10 flying
2649 Aucac Runa Spearman 11 0 11 flying
2650 Aucac Runa Maceman 11 0 11 flying
2651 Aucac Runa Axeman 11 0 11 flying
2653 Sun Guard 13 0 13 sacred, flying
2667 Condor Warrior 13 0 12 sacred, flying

Nazca mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2656 Aclla F1 A1 H1 10
2657 Hurin Priest E1 D2 H2; random: 100% ×1 mask 3328 link 1 10
2661 Mallqui Priestess F1 A1 H1 20
2662 Mallqui Priest E1 D2 H2; random: 100% ×1 mask 3328 link 1 20
2658 Inca F2 A2 H3; random: 10% ×1 mask 2432 link 1 100
2659 Coya E2 S2 D2 H2; random: 30% ×1 mask 7552 link 1 50
2663 Royal Mallqui F2 A2 E2 S2 D2 H3; random: 10% ×1 mask 7552 link 1 20

The highest fixed recruitable paths resolved in these rows are Fire 2, Air 2, Earth 2, Astral 2, Death 2, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Nazca capital and national sites#

ID Site Monthly fields Recruits recorded
172 Palace of the Sun Kings F1, A1, S1 Inca, Coya, Sun Guard
173 Tombs of the Sun Kings E1, D1 Royal Mallqui, Condor Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Nazca national spell map#

ID Spell School Requirement Cost field
472 Geoglyphs Enchantment 5 S3 E2 18
473 Eyes of the Condors Enchantment 2 A2 1
474 Summon Condors Conjuration 3 A2 8
475 Summon Huacas Conjuration 5 S2 12
476 Summon Supayas Conjuration 5 D2 8

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Nazca national item boundary#

ID Item Construction Paths Link
228 Huaca Headdress 5 F2 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Nazca hero boundary#

ID Hero record Magic Boundary
2712 Apostate Seraph F1 A3 W2 S2 assignment only; timing unresolved
2713 First Couple F2 A2 E2 S2 D4 H3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Nazca army identities#

  • Sacred roster: Sun Guard, Condor Warrior.
  • Flying roster: Hatun Runa, Aucac Runa Archer, Aucac Runa Spearman, Aucac Runa Maceman, Aucac Runa Axeman, Sun Guard, Condor Warrior.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: flying armies, sacred Sun Guards, and reanimation.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Nazca opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Nazca fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Nazca, the most likely planning failure is fragile bodies, corpse supply, leadership, and capital pressure. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Nazca research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Nazca magic-access ladder#

The fixed-path ceiling is Fire 2, Air 2, Earth 2, Astral 2, Death 2, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Nazca battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Nazca Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Nazca matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Nazca monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Nazca unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Nazca source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLI: Middle Age Mictlan, Reign of the Lawgiver#

Mictlan one-page command brief#

Middle Age Mictlan converts broad elemental priests, sacred warriors, and Blood access into expansion, research, and strategic pressure. The pinned roster resolves 11 commander identities and 9 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 13 active nation-restricted spell records. Its chief planning risks are blood-hunting opportunity cost, priest turns, and lightly protected troops.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Mictlan evidence and ruleset#

This dossier covers unmodded Middle Age Mictlan on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 73, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Mictlan object without a named official record. No runtime test, replay, save, or new test asset was used.

Mictlan conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Mictlan recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 5 7 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 6 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Mictlan commander roster#

ID Commander Fixed and random magic Leadership
729 Scout none 0
730 Tribal King none 100
1189 Mictlan Priest H1; random: 100% ×1 mask 10880 link 1 10
1361 Nahualli S1 N2; random: 10% ×1 mask 47104 link 1 10
1888 Sky Priest A1 H1; random: 10% ×1 mask 10880 link 1 10
1192 Moon Priest S2 H2 10
1193 Sun Priest F2 H2 50
1191 Rain Priest W2 H2 10
1907 High Priest of the Sky A2 H3; random: 100% ×1 mask 10880 link 1; 10% ×1 mask 11136 link 1 50
1190 Priest King N2 H3; random: 10% ×1 mask 11136 link 1 150
1194 Couatl S3 N1 H2; random: 100% ×2 mask 8448 link 1; 10% ×1 mask 10496 link 1 100

Mictlan troop roster#

ID Unit HP Protection Morale Traits
721 Warrior 10 0 10 ordinary body
1545 Warrior 10 0 10 ordinary body
1546 Warrior 10 0 10 ordinary body
1547 Warrior 10 0 10 ordinary body
1548 Feathered Warrior 10 0 11 ordinary body
1883 Moon Warrior 12 0 12 ordinary body
726 Eagle Warrior 12 0 11 sacred
725 Sun Warrior 12 0 13 sacred
727 Jaguar Warrior 12 0 12 sacred

Mictlan mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1189 Mictlan Priest H1; random: 100% ×1 mask 10880 link 1 10
1361 Nahualli S1 N2; random: 10% ×1 mask 47104 link 1 10
1888 Sky Priest A1 H1; random: 10% ×1 mask 10880 link 1 10
1192 Moon Priest S2 H2 10
1193 Sun Priest F2 H2 50
1191 Rain Priest W2 H2 10
1907 High Priest of the Sky A2 H3; random: 100% ×1 mask 10880 link 1; 10% ×1 mask 11136 link 1 50
1190 Priest King N2 H3; random: 10% ×1 mask 11136 link 1 150
1194 Couatl S3 N1 H2; random: 100% ×2 mask 8448 link 1; 10% ×1 mask 10496 link 1 100

The highest fixed recruitable paths resolved in these rows are Fire 2, Air 2, Water 2, Astral 3, Nature 2, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Mictlan capital and national sites#

ID Site Monthly fields Recruits recorded
89 Temple of the Moon S1 Moon Priest
90 Temple of the Sun F1 Sun Priest, Sun Warrior
88 High Temple of the Sky and the Rain A1, W1 Rain Priest, High Priest of the Sky
87 High Temple of the Land N1 Priest King, Couatl, Jaguar Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Mictlan national spell map#

ID Spell School Requirement Cost field
504 Summon Jaguar Toads Conjuration 1 N1 H1 2
505 Summon Jaguars Conjuration 3 N2 H1 20
506 Summon Jade Serpents Conjuration 4 W2 3
507 Summon Monster Toad Conjuration 5 N2 1
508 Contact Couatl Conjuration 6 N1 S1 40
509 Summon Tlaloque Conjuration 7 W4 60
510 Bind Beast Bats Blood 2 B1 8
511 Bind Jaguar Fiends Blood 4 B1 F1 16
512 Contact Civateteo Blood 5 B2 D2 36
513 Bind Tzitzimitl Blood 6 B2 S2 10
514 Contact Tlahuelpuchi Blood 6 B3 42
515 Contact Onaqui Blood 7 B4 101
516 Rain of Jaguars Blood 8 B6 F2 40

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Mictlan national item boundary#

ID Item Construction Paths Link
43 Jade Knife 3 N1 B1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Mictlan hero boundary#

ID Hero record Magic Boundary
933 King of Legends D3 B3 H3 assignment only; timing unresolved
1884 Priest King F2 A2 S3 N2 H4 assignment only; timing unresolved
1886 Priest King A3 S3 N2 H3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Mictlan army identities#

  • Sacred roster: Eagle Warrior, Sun Warrior, Jaguar Warrior.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: broad elemental priests, sacred warriors, and Blood access.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Mictlan opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Mictlan fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Mictlan, the most likely planning failure is blood-hunting opportunity cost, priest turns, and lightly protected troops. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Mictlan research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Mictlan magic-access ladder#

The fixed-path ceiling is Fire 2, Air 2, Water 2, Astral 3, Nature 2, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Mictlan battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Mictlan Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Mictlan matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Mictlan monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Mictlan unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Mictlan source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLII: Middle Age Xibalba, Flooded Caves#

Xibalba one-page command brief#

Middle Age Xibalba converts cave recruitment, flying Zotz, amphibious forces, and Blood magic into expansion, research, and strategic pressure. The pinned roster resolves 7 commander identities and 9 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 13 active nation-restricted spell records. Its chief planning risks are terrain splits, weak bodies, underwater logistics, and random paths.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Xibalba evidence and ruleset#

This dossier covers unmodded Middle Age Xibalba on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 74, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Xibalba object without a named official record. No runtime test, replay, save, or new test asset was used.

Xibalba conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Xibalba recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 4 6 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 3 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Xibalba commander roster#

ID Commander Fixed and random magic Leadership
2715 Muuch Ajaw H1 100
2718 Ah Itz W1 D1 10
2717 Ah Ha’ W1 E1 H1 10
2716 Muuch K’uhul W2 E1 D1 H1; random: 100% ×1 mask 13824 link 1 50
2732 Chak Muuch Assassin none 0
2714 Bacab W3 E2 D1 H2; random: 100% ×1 mask 13824 link 1; 10% ×1 mask 13824 link 1 150
2719 Camazotz D2 B1; random: 100% ×1 mask 34048 link 1 10

Xibalba troop roster#

ID Unit HP Protection Morale Traits
2721 Muuch Militia 12 2 8 amphibious
2722 Muuch Dart Thrower 14 2 10 amphibious
2723 Muuch Warrior 14 2 10 amphibious
2724 Muuch Warrior 14 2 10 amphibious
2725 Muuch Warrior 14 2 10 amphibious
2726 Muuch Warrior 14 2 10 amphibious
2730 Chak Muuch Dart Thrower 14 2 11 sacred, amphibious
2731 Chak Muuch Obsidian Warrior 15 2 13 sacred, amphibious
2729 Wo’ Muuch 26 6 14 sacred, amphibious

Xibalba mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2715 Muuch Ajaw H1 100
2718 Ah Itz W1 D1 10
2717 Ah Ha’ W1 E1 H1 10
2716 Muuch K’uhul W2 E1 D1 H1; random: 100% ×1 mask 13824 link 1 50
2714 Bacab W3 E2 D1 H2; random: 100% ×1 mask 13824 link 1; 10% ×1 mask 13824 link 1 150
2719 Camazotz D2 B1; random: 100% ×1 mask 34048 link 1 10

The highest fixed recruitable paths resolved in these rows are Water 3, Earth 2, Death 2, Blood 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Xibalba capital and national sites#

ID Site Monthly fields Recruits recorded
177 The Sacred Cenote W1 Chak Muuch Assassin, Chak Muuch Dart Thrower, Chak Muuch Obsidian Warrior
178 The Flooded City W2, E1 Bacab, Wo’ Muuch
179 The Cave of Perpetual Darkness D1 Camazotz

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Xibalba national spell map#

ID Spell School Requirement Cost field
504 Summon Jaguar Toads Conjuration 1 N1 H1 2
506 Summon Jade Serpents Conjuration 4 W2 3
507 Summon Monster Toad Conjuration 5 N2 1
519 Break the First Soul Blood 2 B1 0
520 Break the Second Soul Thaumaturgy 2 E1 0
521 Break the Third Soul Thaumaturgy 2 A1 0
522 Break the Fourth Soul Thaumaturgy 2 D1 0
523 Gift of the First Soul Blood 3 B1 0
524 Gift of the Second Soul Thaumaturgy 3 E1 0
525 Gift of the Third Soul Thaumaturgy 3 A1 0
526 Gift of the Fourth Soul Thaumaturgy 3 D1 0
527 Summon Balam Conjuration 7 N4 60
528 Summon Chaac Conjuration 8 A4 75

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Xibalba national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Xibalba hero boundary#

ID Hero record Magic Boundary
3260 Grandmother Earth W2 E2 D2 H4 assignment only; timing unresolved
3261 Red Face W2 E2 D1 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Xibalba army identities#

  • Sacred roster: Chak Muuch Dart Thrower, Chak Muuch Obsidian Warrior, Wo’ Muuch.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Muuch Militia, Muuch Dart Thrower, Muuch Warrior, Muuch Warrior, Muuch Warrior, Muuch Warrior, Chak Muuch Dart Thrower, Chak Muuch Obsidian Warrior, Wo’ Muuch.
  • Core identity: cave recruitment, flying Zotz, amphibious forces, and Blood magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Xibalba opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Xibalba fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Xibalba, the most likely planning failure is terrain splits, weak bodies, underwater logistics, and random paths. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Xibalba research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Xibalba magic-access ladder#

The fixed-path ceiling is Water 3, Earth 2, Death 2, Blood 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Xibalba battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Xibalba Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Xibalba matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Xibalba monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Xibalba unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Xibalba source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLIII: Middle Age Phaeacia, Isle of the Dark Ships#

Phaeacia one-page command brief#

Middle Age Phaeacia converts sailing, Colossi, and a broad island mage corps into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 8 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 9 active nation-restricted spell records. Its chief planning risks are gold-intensive elites, sailing boundaries, and coastal replacement.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Phaeacia evidence and ruleset#

This dossier covers unmodded Middle Age Phaeacia on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 77, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Phaeacia object without a named official record. No runtime test, replay, save, or new test asset was used.

Phaeacia conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Phaeacia recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 7 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Phaeacia commander roster#

ID Commander Fixed and random magic Leadership
3153 Phaeacian Scout none 0
3154 Phaeacian Captain none 75
3166 Phaeacian Priest H1 10
3151 Mage Pilot A1 W1 50
3155 Colossi Weaver A1 S1; random: 100% ×1 mask 20224 link 1 10
3156 Colossi Storm Captain A2 W1 100
3158 Prince Consort A3 W2 H1; random: 100% ×1 mask 18176 link 1; 10% ×1 mask 18176 link 1 10
3157 Colossi Queen A2 W2 S1 G1 H2; random: 100% ×1 mask 19200 link 1; 10% ×1 mask 19200 link 1 100

Phaeacia troop roster#

ID Unit HP Protection Morale Traits
3143 Phaeacian Militia 10 0 8 ordinary body
3144 Phaeacian Archer 10 0 8 ordinary body
3145 Phaeacian Light Infantry 10 0 10 ordinary body
3146 Phaeacian Infantry 10 0 10 ordinary body
3147 Phaeacian Heavy Infantry 10 0 11 ordinary body
3165 Colossi Light Infantry 20 1 12 ordinary body
3148 Colossi Heavy Infantry 20 1 12 ordinary body
3159 Orichalcum Guard 24 1 14 sacred

Phaeacia mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3166 Phaeacian Priest H1 10
3151 Mage Pilot A1 W1 50
3155 Colossi Weaver A1 S1; random: 100% ×1 mask 20224 link 1 10
3156 Colossi Storm Captain A2 W1 100
3158 Prince Consort A3 W2 H1; random: 100% ×1 mask 18176 link 1; 10% ×1 mask 18176 link 1 10
3157 Colossi Queen A2 W2 S1 G1 H2; random: 100% ×1 mask 19200 link 1; 10% ×1 mask 19200 link 1 100

The highest fixed recruitable paths resolved in these rows are Air 3, Water 2, Astral 1, Glamour 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Phaeacia capital and national sites#

ID Site Monthly fields Recruits recorded
198 The Orichalcum Palace A1, G1 Prince Consort, Colossi Queen, Orichalcum Guard
199 Black Korkyra W1, E1 none in explicit recruit fields
200 Gold Apple Tree F1 none in explicit recruit fields

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Phaeacia national spell map#

ID Spell School Requirement Cost field
254 Summon Hound of Twilight Conjuration 5 E2 D1 3
255 Sow Dragon Teeth Enchantment 6 E2 1
256 Bind Keres Conjuration 6 D2 12
265 Contact Hesperide Conjuration 6 F3 S1 35
266 Call Ladon Conjuration 6 F3 N2 15
267 Dogs of Gold and Silver Construction 4 E1 7
268 Dog of Gold school -1 1 special 0
269 Craft Keledone Construction 6 E2 S2 5
270 Forge Brass Bull Construction 6 F3 E3 25

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Phaeacia national item boundary#

ID Item Construction Paths Link
281 Purple Silk Garments 3 S1 W1 restricted
283 Silver Silk Garments 7 S1 A1 restricted
477 Windcatcher Sail 5 A2 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Phaeacia hero boundary#

ID Hero record Magic Boundary
3173 Aegaeide W3 N3 assignment only; timing unresolved
3174 Phaeacian Princess A2 W1 S1 G1 H1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Phaeacia army identities#

  • Sacred roster: Orichalcum Guard.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: sailing, Colossi, and a broad island mage corps.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Phaeacia opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Phaeacia fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Phaeacia, the most likely planning failure is gold-intensive elites, sailing boundaries, and coastal replacement. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Phaeacia research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Phaeacia magic-access ladder#

The fixed-path ceiling is Air 3, Water 2, Astral 1, Glamour 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Phaeacia battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Phaeacia Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Phaeacia matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Phaeacia monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Phaeacia unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Phaeacia source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLIV: Middle Age Vanarus, Land of the Chuds#

Vanarus one-page command brief#

Middle Age Vanarus converts human infantry, Chud elites, stealth, and forest-linked magic into expansion, research, and strategic pressure. The pinned roster resolves 7 commander identities and 10 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 16 active nation-restricted spell records. Its chief planning risks are mixed troop quality, limited armour, and dispersed specialist roles.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Vanarus evidence and ruleset#

This dossier covers unmodded Middle Age Vanarus on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 79, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Vanarus object without a named official record. No runtime test, replay, save, or new test asset was used.

Vanarus conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Vanarus recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 8 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Vanarus commander roster#

ID Commander Fixed and random magic Leadership
2353 Scout none 0
2354 Vanarusian Herse none 75
2355 Vanarusian Jarl none 100
2356 Vanarusian Gode H1 10
2341 Vanarusian Sage A1; random: 100% ×1 mask 9600 link 1; 100% ×1 mask 53248 link 1 10
2357 Chud Jarl H1 100
2342 Vanabog A2 D1 G1 B1 H2; random: 100% ×1 mask 53632 link 1; 10% ×1 mask 53632 link 1 150

Vanarus troop roster#

ID Unit HP Protection Morale Traits
2343 Vanarusian Archer 10 0 8 ordinary body
2344 Vanarusian Huskarl 10 0 10 ordinary body
2345 Vanarusian Huskarl 10 0 10 ordinary body
2346 Vanarusian Hirdman 10 0 11 ordinary body
2347 Vanarusian Hirdman 10 0 11 ordinary body
2348 Vanarusian Hirdman 10 0 11 ordinary body
3071 Vanarusian Berserker 12 0 12 ordinary body
2350 Chud Hirdman 17 2 13 ordinary body
2349 Oath-Bound 14 0 13 sacred, stealthy
2352 Chud Skinshifter 18 2 13 ordinary body

Vanarus mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2356 Vanarusian Gode H1 10
2341 Vanarusian Sage A1; random: 100% ×1 mask 9600 link 1; 100% ×1 mask 53248 link 1 10
2357 Chud Jarl H1 100
2342 Vanabog A2 D1 G1 B1 H2; random: 100% ×1 mask 53632 link 1; 10% ×1 mask 53632 link 1 150

The highest fixed recruitable paths resolved in these rows are Air 2, Death 1, Glamour 1, Blood 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Vanarus capital and national sites#

ID Site Monthly fields Recruits recorded
155 Novgård F1, A1, G1 Vanabog, Oath-Bound
156 Pine of Skulls D1, N1 Chud Skinshifter

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Vanarus national spell map#

ID Spell School Requirement Cost field
322 Summon Simargl Conjuration 2 A1 1
323 Summon Firebird Conjuration 3 F1 S1 2
324 Send Lady Midday Conjuration 5 A3 D1 5
325 Contact Sirin Conjuration 3 S2 8
326 Send Vodyanoy Conjuration 4 W2 20
327 Summon Rusalka Conjuration 4 W1 D1 16
328 Summon Likho Conjuration 4 D1 10
329 Contact Alkonost Conjuration 4 S2 15
330 Summon Zmey Conjuration 5 F2 5
331 Send Bukavac Conjuration 5 W4 5
332 Contact Gamayun Conjuration 5 S3 25
333 Contact Beregina Conjuration 6 W3 E1 35
334 Contact Mountain Vila Conjuration 7 N4 40
335 Contact Cloud Vila Conjuration 7 A4 40
336 Contact Leshiy Conjuration 8 N6 60
493 Awaken Draugar Conjuration 4 D2 12

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Vanarus national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Vanarus hero boundary#

ID Hero record Magic Boundary
3257 Last Perkunu A4 S1 N3 H1 assignment only; timing unresolved
1958 Hag A3 W1 D3 N2 assignment only; timing unresolved
3259 Varyag A2 D1 G2 H1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Vanarus army identities#

  • Sacred roster: Oath-Bound.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: human infantry, Chud elites, stealth, and forest-linked magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Vanarus opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Vanarus fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Vanarus, the most likely planning failure is mixed troop quality, limited armour, and dispersed specialist roles. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Vanarus research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Vanarus magic-access ladder#

The fixed-path ceiling is Air 2, Death 1, Glamour 1, Blood 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Vanarus battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Vanarus Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Vanarus matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Vanarus monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Vanarus unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Vanarus source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLV: Middle Age Jotunheim, Iron Woods#

Jotunheim one-page command brief#

Middle Age Jotunheim converts giant infantry, sacred Jotuns, and Death–Nature magic into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 15 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 8 active nation-restricted spell records. Its chief planning risks are high gold per body, low formation width, and replacement tempo.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Jotunheim evidence and ruleset#

This dossier covers unmodded Middle Age Jotunheim on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 80, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Jotunheim object without a named official record. No runtime test, replay, save, or new test asset was used.

Jotunheim conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Jotunheim recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 8 13 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Jotunheim commander roster#

ID Commander Fixed and random magic Leadership
283 Chief none 50
786 Jotun Scout none 0
437 Jotun Herse none 75
274 Jotun Jarl H1 100
275 Jotun Gode H2 50
913 Vaetti Hag none; random: 100% ×1 mask 63488 link 1 10
3429 Jotun Skratti W2 B2; random: 100% ×1 mask 53760 link 1 10
3397 Gygja D1 G1 B1; random: 100% ×1 mask 63488 link 1 50
3398 Jarnvidja D1 G1 B1; random: 100% ×3 mask 63488 link 1; 10% ×1 mask 63488 link 1 50
3399 Thrymsgode W1 H2; random: 100% ×1 mask 20992 link 1 100

Jotunheim troop roster#

ID Unit HP Protection Morale Traits
3423 Vaetti Archer 8 0 7 stealthy
541 Vaetti 8 0 9 stealthy
282 Wolf Rider 8 0 9 stealthy
1085 Moose Rider 8 0 7 stealthy
277 Jotun Bondi 31 5 11 ordinary body
276 Jotun Javelinist 33 5 12 ordinary body
300 Jotun Hurler 33 5 12 ordinary body
278 Jotun Spearman 33 5 12 ordinary body
279 Jotun Axeman 33 5 12 ordinary body
841 Godihuskarl 36 5 13 ordinary body
840 Jotun Huskarl 35 5 13 ordinary body
842 Jotun Hirdman 38 5 13 ordinary body
845 Niefel Giant 69 7 14 sacred
1310 Ulfhedin 40 6 15 ordinary body
3400 Thrymshirding 41 6 14 sacred

Jotunheim mage and priest portfolio#

ID Commander Fixed and random magic Leadership
274 Jotun Jarl H1 100
275 Jotun Gode H2 50
913 Vaetti Hag none; random: 100% ×1 mask 63488 link 1 10
3429 Jotun Skratti W2 B2; random: 100% ×1 mask 53760 link 1 10
3397 Gygja D1 G1 B1; random: 100% ×1 mask 63488 link 1 50
3398 Jarnvidja D1 G1 B1; random: 100% ×3 mask 63488 link 1; 10% ×1 mask 63488 link 1 50
3399 Thrymsgode W1 H2; random: 100% ×1 mask 20992 link 1 100

The highest fixed recruitable paths resolved in these rows are Water 2, Death 1, Glamour 1, Blood 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Jotunheim capital and national sites#

ID Site Monthly fields Recruits recorded
16 Iron Woods S1, D2, G1 Jarnvidja, Ulfhedin
212 Thrymsheim W1 Thrymsgode, Thrymshirding

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Jotunheim national spell map#

ID Spell School Requirement Cost field
491 Summon Dwarf of the Four Directions Conjuration 8 A4 E3 62
494 Seith Curse Thaumaturgy 5 D1 S1 3
495 Summon Glosos Conjuration 3 D2 13
496 Brood of Garm Conjuration 4 N2 10
497 Awaken Jotun Draugar Conjuration 4 D2 15
498 Summon Rimvaettir Conjuration 5 W2 5
499 Winter’s Call Blood 6 B3 W2 86
500 Illwinter Blood 6 B5 W3 120

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Jotunheim national item boundary#

ID Item Construction Paths Link
33 Duskdagger 3 D1 S1 rebate
114 The Sword of Aurgelmer 9 G6 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Jotunheim hero boundary#

ID Hero record Magic Boundary
1382 Abductor A3 W3 D3 H2 assignment only; timing unresolved
586 Great Hag S3 D3 N2 G3 B3 assignment only; timing unresolved
508 Wolf Lord none assignment only; timing unresolved
3424 Undying S2 D2 N3 G2 B1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Jotunheim army identities#

  • Sacred roster: Niefel Giant, Thrymshirding.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: giant infantry, sacred Jotuns, and Death–Nature magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Jotunheim opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Jotunheim fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Jotunheim, the most likely planning failure is high gold per body, low formation width, and replacement tempo. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Jotunheim research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Jotunheim magic-access ladder#

The fixed-path ceiling is Water 2, Death 1, Glamour 1, Blood 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Jotunheim battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Jotunheim Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Jotunheim matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Jotunheim monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Jotunheim unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Jotunheim source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLVI: Middle Age Nidavangr, Bear, Wolf and Crow#

Nidavangr one-page command brief#

Middle Age Nidavangr converts Dwarven smiths, skinshifters, and terrain-linked recruitment into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 6 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 3 active nation-restricted spell records. Its chief planning risks are expensive specialists, transformation behaviour, and regional access.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Nidavangr evidence and ruleset#

This dossier covers unmodded Middle Age Nidavangr on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 81, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Nidavangr object without a named official record. No runtime test, replay, save, or new test asset was used.

Nidavangr conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Nidavangr recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 5 Direct pinned membership rows
Regional or coastal 6 4 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Nidavangr commander roster#

ID Commander Fixed and random magic Leadership
3672 Crow Clan Scout none 0
3671 Nidherse none 75
3670 Nidajarl none 100
3830 Seithberender Apprentice none; random: 100% ×1 mask 15872 link 1 10
3682 Bear Clan Cub-Mother none 50
3679 Bear Clan Seithberender E1 N2 H1 10
3680 Wolf Clan Seithberender W2 N1 H1 10
3681 Crow Clan Seithberender A1 S2 D2 H1; random: 100% ×2 mask 39168 link 1; 10% ×1 mask 39168 link 1 10
3685 Nidhere H1 50

Nidavangr troop roster#

ID Unit HP Protection Morale Traits
3673 Crow Clan Archer 11 0 11 stealthy
3676 Bear Clan Warrior 14 0 13 ordinary body
3675 Cub-Warrior 11 0 14 ordinary body
3674 Wolf Clan Reaver 12 0 12 stealthy
3678 Nidylva 12 0 13 ordinary body
3677 Nidbathed 15 0 18 sacred

Nidavangr mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3830 Seithberender Apprentice none; random: 100% ×1 mask 15872 link 1 10
3679 Bear Clan Seithberender E1 N2 H1 10
3680 Wolf Clan Seithberender W2 N1 H1 10
3681 Crow Clan Seithberender A1 S2 D2 H1; random: 100% ×2 mask 39168 link 1; 10% ×1 mask 39168 link 1 10
3685 Nidhere H1 50

The highest fixed recruitable paths resolved in these rows are Air 1, Water 2, Earth 1, Astral 2, Death 2, Nature 2, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Nidavangr capital and national sites#

ID Site Monthly fields Recruits recorded
226 Nidakettil A1, S1, D3 Crow Clan Seithberender, Nidhere, Nidbathed

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Nidavangr national spell map#

ID Spell School Requirement Cost field
491 Summon Dwarf of the Four Directions Conjuration 8 A4 E3 62
494 Seith Curse Thaumaturgy 5 D1 S1 3
503 Command Draugar Conjuration 4 D2 12

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Nidavangr national item boundary#

ID Item Construction Paths Link
460 Soulstone of the Wolves 9 N6 E1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Nidavangr hero boundary#

ID Hero record Magic Boundary
3881 Seithmathr Bear E2 N3 H1 assignment only; timing unresolved
3883 Seithmathr Wolf W2 D3 N2 H1 assignment only; timing unresolved
3885 Seithmathr Crow A2 S3 D4 H1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Nidavangr army identities#

  • Sacred roster: Nidbathed.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: Dwarven smiths, skinshifters, and terrain-linked recruitment.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Nidavangr opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Nidavangr fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Nidavangr, the most likely planning failure is expensive specialists, transformation behaviour, and regional access. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Nidavangr research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Nidavangr magic-access ladder#

The fixed-path ceiling is Air 1, Water 2, Earth 1, Astral 2, Death 2, Nature 2, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Nidavangr battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Nidavangr Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Nidavangr matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Nidavangr monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Nidavangr unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Nidavangr source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLVII: Middle Age Ys, Morgen Queens#

Ys one-page command brief#

Middle Age Ys converts amphibious Morgen nobility, sacred knights, and coastal mobility into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 9 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 2 active nation-restricted spell records. Its chief planning risks are land–sea transitions, glamour interactions, and elite replacement.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Ys evidence and ruleset#

This dossier covers unmodded Middle Age Ys on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 85, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Ys object without a named official record. No runtime test, replay, save, or new test asset was used.

Ys conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Ys recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 4 5 Direct pinned membership rows
Regional or coastal 3 3 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Ys commander roster#

ID Commander Fixed and random magic Leadership
2912 Ysian Scout none 0
2913 Ysian Commander none 75
2914 Ysian Druid W1 E1 H1; random: 100% ×1 mask 11776 link 1 10
2931 Knight Commander of Ys none 100
2900 Kernou Chieftain none 75
2928 Swanherd none 50
2901 Kernou Druid E1 S1 H1; random: 100% ×1 mask 11776 link 1 10
2917 Morgen Champion W1 G1 H1 100
2919 Morgen Princess W1 G2 H2 150
2921 Morgen Sorceress W2 E1 G3 H2; random: 100% ×1 mask 18048 link 1; 10% ×1 mask 18048 link 1 50

Ys troop roster#

ID Unit HP Protection Morale Traits
2907 Ysian Militia 14 2 8 amphibious
2908 Ysian Spearman 14 2 10 amphibious
2923 Ysian Infantry 14 2 10 amphibious
2909 Ysian Man at Arms 15 2 11 amphibious
2910 Knight of Ys 16 2 13 amphibious
2897 Kernou Warrior 10 0 10 ordinary body
2898 Kernou Noble Warrior 12 0 11 ordinary body
2899 Kernou Cavalry 12 0 11 ordinary body
2915 Morvarc’h Knight 14 0 14 sacred, amphibious

Ys mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2914 Ysian Druid W1 E1 H1; random: 100% ×1 mask 11776 link 1 10
2901 Kernou Druid E1 S1 H1; random: 100% ×1 mask 11776 link 1 10
2917 Morgen Champion W1 G1 H1 100
2919 Morgen Princess W1 G2 H2 150
2921 Morgen Sorceress W2 E1 G3 H2; random: 100% ×1 mask 18048 link 1; 10% ×1 mask 18048 link 1 50

The highest fixed recruitable paths resolved in these rows are Water 2, Earth 1, Astral 1, Glamour 3, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Ys capital and national sites#

ID Site Monthly fields Recruits recorded
185 Ker-Ys W1, E2, G2 Morgen Champion, Morgen Princess, Morgen Sorceress, Morvarc’h Knight

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Ys national spell map#

ID Spell School Requirement Cost field
447 Herd of Morvarc’h Conjuration 4 G2 W1 12
1294 Geas Thaumaturgy 3 G2 0

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Ys national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Ys hero boundary#

ID Hero record Magic Boundary
2924 Queen of the North F3 W2 E2 G3 H2 assignment only; timing unresolved
2926 Morgen Queen F1 W3 E2 G4 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Ys army identities#

  • Sacred roster: Morvarc’h Knight.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Ysian Militia, Ysian Spearman, Ysian Infantry, Ysian Man at Arms, Knight of Ys, Morvarc’h Knight.
  • Core identity: amphibious Morgen nobility, sacred knights, and coastal mobility.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Ys opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Ys fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Ys, the most likely planning failure is land–sea transitions, glamour interactions, and elite replacement. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Ys research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Ys magic-access ladder#

The fixed-path ceiling is Water 2, Earth 1, Astral 1, Glamour 3, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Ys battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Ys Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Ys matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Ys monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Ys unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Ys source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLVIII: Middle Age Pelagia, Triton Kings#

Pelagia one-page command brief#

Middle Age Pelagia converts deep-water recruitment, Triton armies, and Water–Astral magic into expansion, research, and strategic pressure. The pinned roster resolves 16 commander identities and 10 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 2 active nation-restricted spell records. Its chief planning risks are aquatic geography, land projection, and commander coverage.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Pelagia evidence and ruleset#

This dossier covers unmodded Middle Age Pelagia on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 86, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Pelagia object without a named official record. No runtime test, replay, save, or new test asset was used.

Pelagia conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Pelagia recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 11 6 Direct pinned membership rows
Regional or coastal 3 2 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Pelagia commander roster#

ID Commander Fixed and random magic Leadership
1050 Merman Scout none 0
1052 Wave Lord none 75
1069 Pelagian Captain none 75
2421 Amber Clan Noble none 100
1696 Merman Priest H1 10
1415 Pelagian Mermage W1; random: 100% ×1 mask 9984 link 1 10
2823 Pelagian Mystic A1 W1 E1; random: 100% ×1 mask 3840 link 1 10
1418 Amber Clan Priest H1 50
1417 Amber Clan Mage F1 W2; random: 100% ×1 mask 9728 link 1 50
2422 Pearl Clan Priest H2 50
2423 Pearl Mage W2 S1; random: 100% ×1 mask 11008 link 1 10
2825 Merman Commander none 75
2867 Daduchos F1; random: 100% ×1 mask 3840 link 1 10
1061 Triton Prince none 150
1088 Triton King W4; random: 100% ×2 mask 10496 link 1; 10% ×1 mask 11008 link 1 100
2865 Conqueror of the Closed Realm H1; random: 100% ×1 mask 3328 link 1 100

Pelagia troop roster#

ID Unit HP Protection Morale Traits
1046 Merman 10 1 10 amphibious
1048 Wave Warrior 10 1 12 amphibious
1056 Pelagian Militia 12 1 9 aquatic
1057 Pelagian Soldier 15 1 11 aquatic
2416 Coral Clan Hoplite 16 1 12 aquatic
1419 Amber Clan Guard 16 1 13 aquatic
2821 Merman Hoplite 10 1 11 amphibious
2869 Apostate of the Closed Realm 13 1 13 amphibious
1059 Knight of the Deeps 16 1 14 sacred, aquatic
2863 Champion of the Closed Realm 13 1 13 sacred, amphibious

Pelagia mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1696 Merman Priest H1 10
1415 Pelagian Mermage W1; random: 100% ×1 mask 9984 link 1 10
2823 Pelagian Mystic A1 W1 E1; random: 100% ×1 mask 3840 link 1 10
1418 Amber Clan Priest H1 50
1417 Amber Clan Mage F1 W2; random: 100% ×1 mask 9728 link 1 50
2422 Pearl Clan Priest H2 50
2423 Pearl Mage W2 S1; random: 100% ×1 mask 11008 link 1 10
2867 Daduchos F1; random: 100% ×1 mask 3840 link 1 10
1088 Triton King W4; random: 100% ×2 mask 10496 link 1; 10% ×1 mask 11008 link 1 100
2865 Conqueror of the Closed Realm H1; random: 100% ×1 mask 3328 link 1 100

The highest fixed recruitable paths resolved in these rows are Fire 1, Air 1, Water 4, Earth 1, Astral 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Pelagia capital and national sites#

ID Site Monthly fields Recruits recorded
160 Palace of Pearls W4, N1 Triton Prince, Triton King, Conqueror of the Closed Realm, Knight of the Deeps, Champion of the Closed Realm

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Pelagia national spell map#

ID Spell School Requirement Cost field
367 Summon Hekateride Conjuration 5 N3 W1 30
368 Summon Daktyl Conjuration 6 E3 A1 30

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Pelagia national item boundary#

ID Item Construction Paths Link
329 Clam of Pearls 3 W1 N1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Pelagia hero boundary#

No fixed hero-slot identity was resolved from attributes 139–149. Hero arrival and timing remain unscheduled.

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Pelagia army identities#

  • Sacred roster: Knight of the Deeps, Champion of the Closed Realm.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Merman, Wave Warrior, Pelagian Militia, Pelagian Soldier, Coral Clan Hoplite, Amber Clan Guard, Merman Hoplite, Apostate of the Closed Realm, Knight of the Deeps, Champion of the Closed Realm.
  • Core identity: deep-water recruitment, Triton armies, and Water–Astral magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Pelagia opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Pelagia fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Pelagia, the most likely planning failure is aquatic geography, land projection, and commander coverage. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Pelagia research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Pelagia magic-access ladder#

The fixed-path ceiling is Fire 1, Air 1, Water 4, Earth 1, Astral 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Pelagia battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Pelagia Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Pelagia matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Pelagia monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Pelagia unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Pelagia source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part XLIX: Middle Age Oceania, Mermidons#

Oceania one-page command brief#

Middle Age Oceania converts aquatic armies, Capricorns, and Water–Nature magic into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 12 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 1 active nation-restricted spell records. Its chief planning risks are sea expansion variance, land access, and mixed habitat limits.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Oceania evidence and ruleset#

This dossier covers unmodded Middle Age Oceania on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 87, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Oceania object without a named official record. No runtime test, replay, save, or new test asset was used.

Oceania conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Oceania recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 9 Direct pinned membership rows
Regional or coastal 3 2 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Oceania commander roster#

ID Commander Fixed and random magic Leadership
2370 Ichtysatyr Scout none 0
2372 Ichtysatyr Commander none 50
2410 Ichtycentaur Commander none 100
2392 Aphroi Hierophant H1; random: 100% ×1 mask 8704 link 1 50
1054 Siren A1 W2 G2 0
2861 Haliade W2 N2 H2; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 9984 link 1 100
1038 Capricorn W2 E1 N4; random: 100% ×1 mask 1792 link 1; 10% ×1 mask 9984 link 1 100
2399 Aphroi Lord none 100

Oceania troop roster#

ID Unit HP Protection Morale Traits
2404 Ichtysatyr 12 2 8 amphibious, stealthy
2406 Ichtysatyr 12 2 9 amphibious, stealthy
2408 Ichtysatyr Soldier 12 2 9 amphibious
1043 Ichtysatyr Soldier 12 2 9 amphibious
1045 Mermidon 14 2 11 amphibious
2412 Ichtytaur 30 4 12 amphibious
2414 Ichtytaur Warrior 30 4 12 amphibious
1408 Ichtycentaur 20 4 12 amphibious
1410 Ichtycentaur Cataphract 22 4 14 amphibious
2376 Ichtysatyr 12 2 9 amphibious, stealthy
2378 Ichtysatyr Warrior 12 2 9 amphibious
2401 Aphroi 24 4 14 sacred, amphibious

Oceania mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2392 Aphroi Hierophant H1; random: 100% ×1 mask 8704 link 1 50
1054 Siren A1 W2 G2 0
2861 Haliade W2 N2 H2; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 9984 link 1 100
1038 Capricorn W2 E1 N4; random: 100% ×1 mask 1792 link 1; 10% ×1 mask 9984 link 1 100

The highest fixed recruitable paths resolved in these rows are Air 1, Water 2, Earth 1, Nature 4, Glamour 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Oceania capital and national sites#

ID Site Monthly fields Recruits recorded
162 The Grove of Aphros W1, N3, G1 Aphroi Lord, Aphroi

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Oceania national spell map#

ID Spell School Requirement Cost field
337 Grow Fortress Alteration 0 N4 35

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Oceania national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Oceania hero boundary#

No fixed hero-slot identity was resolved from attributes 139–149. Hero arrival and timing remain unscheduled.

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Oceania army identities#

  • Sacred roster: Aphroi.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Ichtysatyr, Ichtysatyr, Ichtysatyr Soldier, Ichtysatyr Soldier, Mermidon, Ichtytaur, Ichtytaur Warrior, Ichtycentaur, Ichtycentaur Cataphract, Ichtysatyr, Ichtysatyr Warrior, Aphroi.
  • Core identity: aquatic armies, Capricorns, and Water–Nature magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Oceania opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Oceania fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Oceania, the most likely planning failure is sea expansion variance, land access, and mixed habitat limits. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Oceania research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Oceania magic-access ladder#

The fixed-path ceiling is Air 1, Water 2, Earth 1, Nature 4, Glamour 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Oceania battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Oceania Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Oceania matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Oceania monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Oceania unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Oceania source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part L: Middle Age Atlantis, Kings of the Deep#

Atlantis one-page command brief#

Middle Age Atlantis converts armoured amphibious troops and Water–Earth–Death magic into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 13 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 1 active nation-restricted spell records. Its chief planning risks are resource-heavy troops, cold-water geography, and land transition.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Atlantis evidence and ruleset#

This dossier covers unmodded Middle Age Atlantis on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 88, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Atlantis object without a named official record. No runtime test, replay, save, or new test asset was used.

Atlantis conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Atlantis recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 11 Direct pinned membership rows
Regional or coastal 3 2 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Atlantis commander roster#

ID Commander Fixed and random magic Leadership
432 Scout none 0
207 Shambler Chief none 75
441 Consort H1 100
112 Coral Queen H3 200
322 King of the Deep W3; random: 100% ×1 mask 3712 link 2; 10% ×1 mask 3712 link 1 50
3096 Mage of the Deep W2; random: 100% ×1 mask 3712 link 1 10
102 Initiate of the Deep W1 10
2859 Witness of the Deep W2 S1 10
104 Deep Seer W3 S2 H1 50

Atlantis troop roster#

ID Unit HP Protection Morale Traits
110 Atlantian Militia 12 2 8 amphibious
111 Atlantian Shield Bearer 12 2 10 amphibious
107 Atlantian Light Infantry 12 2 10 amphibious
1621 Atlantian Infantry 12 2 10 amphibious
1620 Reef Warrior 13 2 12 amphibious
108 Coral Guard 14 2 13 amphibious
1622 Coral Guard 14 2 13 amphibious
206 Shambler 22 6 11 amphibious
2862 Shambler Guard 22 6 12 amphibious
208 War Shambler 23 6 13 amphibious
211 Lobster Rider 13 2 11 amphibious
2860 Soldier of the Deep 10 0 12 poor amphibian
209 Mother Guard 25 6 14 sacred, amphibious

Atlantis mage and priest portfolio#

ID Commander Fixed and random magic Leadership
441 Consort H1 100
112 Coral Queen H3 200
322 King of the Deep W3; random: 100% ×1 mask 3712 link 2; 10% ×1 mask 3712 link 1 50
3096 Mage of the Deep W2; random: 100% ×1 mask 3712 link 1 10
102 Initiate of the Deep W1 10
2859 Witness of the Deep W2 S1 10
104 Deep Seer W3 S2 H1 50

The highest fixed recruitable paths resolved in these rows are Water 3, Astral 2, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Atlantis capital and national sites#

ID Site Monthly fields Recruits recorded
2 The Coral Towers W5 Deep Seer, Mother Guard

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Atlantis national spell map#

ID Spell School Requirement Cost field
370 Summon Monster Fish Conjuration 6 W3 6

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Atlantis national item boundary#

ID Item Construction Paths Link
18 Coral Blade 3 W1 rebate
443 Orb of Atlantis 9 W4 E1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Atlantis hero boundary#

ID Hero record Magic Boundary
373 Coral Prince W1 H2 assignment only; timing unresolved
558 Seer King W4 S3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Atlantis army identities#

  • Sacred roster: Mother Guard.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Atlantian Militia, Atlantian Shield Bearer, Atlantian Light Infantry, Atlantian Infantry, Reef Warrior, Coral Guard, Coral Guard, Shambler, Shambler Guard, War Shambler, Lobster Rider, Soldier of the Deep, Mother Guard.
  • Core identity: armoured amphibious troops and Water–Earth–Death magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Atlantis opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Atlantis fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Atlantis, the most likely planning failure is resource-heavy troops, cold-water geography, and land transition. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Atlantis research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Atlantis magic-access ladder#

The fixed-path ceiling is Water 3, Astral 2, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Atlantis battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Atlantis Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Atlantis matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Atlantis monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Atlantis unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Atlantis source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LI: Middle Age R’lyeh, Fallen Star#

R’lyeh one-page command brief#

Middle Age R’lyeh converts mind control, aquatic slave troops, and powerful Astral magic into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 13 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 0 active nation-restricted spell records. Its chief planning risks are slave morale, magic leadership, land access, and friendly-fire risk.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

R’lyeh evidence and ruleset#

This dossier covers unmodded Middle Age R’lyeh on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 89, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any R’lyeh object without a named official record. No runtime test, replay, save, or new test asset was used.

R’lyeh conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

R’lyeh recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 13 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 0 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

R’lyeh commander roster#

ID Commander Fixed and random magic Leadership
432 Scout none 0
444 Traitor Prince none 100
1527 Slave Priest H1 10
1518 Slave Mage W2 S1; random: 100% ×1 mask 11776 link 1 10
445 Illithid Lord none 50
443 Star Child S1 0
333 Starspawn W1 S2 H2; random: 100% ×1 mask 19968 link 1 10
332 Starspawn W1 S3; random: 100% ×2 mask 19968 link 1; 10% ×1 mask 19968 link 1 10

R’lyeh troop roster#

ID Unit HP Protection Morale Traits
1517 Slave Trooper 15 1 7 aquatic
1526 Slave Guardian 15 1 7 aquatic
1515 Slave Trooper 10 1 7 amphibious
1524 Slave Guardian 10 1 7 amphibious
335 Slave Trooper 12 2 7 amphibious
1619 Slave Guardian 12 2 7 amphibious
336 Slave Guardian 12 2 7 amphibious
337 Lobo Guard 13 2 50 magic being, amphibious
424 Meteorite Guard 14 2 12 amphibious
425 Shambler Thrall 24 7 50 magic being, amphibious
243 Crab Hybrid 25 14 14 aquatic
331 Illithid 28 5 10 magic being, amphibious
407 Illithid Soldier 28 5 10 magic being, amphibious

R’lyeh mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1527 Slave Priest H1 10
1518 Slave Mage W2 S1; random: 100% ×1 mask 11776 link 1 10
443 Star Child S1 0
333 Starspawn W1 S2 H2; random: 100% ×1 mask 19968 link 1 10
332 Starspawn W1 S3; random: 100% ×2 mask 19968 link 1; 10% ×1 mask 19968 link 1 10

The highest fixed recruitable paths resolved in these rows are Water 2, Astral 3, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

R’lyeh capital and national sites#

ID Site Monthly fields Recruits recorded
17 The Sunken City W2, S3 none in explicit recruit fields
45 The Void Gate no gem field Starspawn

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

R’lyeh national spell map#

No active nation-restricted spell row was found for this nation in the pinned snapshot. Absence here is a metadata boundary, not proof that no shared or special spell exists.

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

R’lyeh national item boundary#

ID Item Construction Paths Link
134 Anemone Mace 3 W1 restricted
137 Jellyberd 7 S1 F1 restricted
248 Armor of Meteoritic Iron 5 E1 S1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

R’lyeh hero boundary#

ID Hero record Magic Boundary
560 Stargazer W2 S5 G1 H2 assignment only; timing unresolved
660 Aboleth W3 S4 G2 assignment only; timing unresolved
622 Traitor King W5 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

R’lyeh army identities#

  • Sacred roster: no sacred troop identified in the reconciled recruit rows.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Slave Trooper, Slave Guardian, Slave Trooper, Slave Guardian, Slave Trooper, Slave Guardian, Slave Guardian, Lobo Guard, Meteorite Guard, Shambler Thrall, Crab Hybrid, Illithid, Illithid Soldier.
  • Core identity: mind control, aquatic slave troops, and powerful Astral magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

R’lyeh opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

R’lyeh fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For R’lyeh, the most likely planning failure is slave morale, magic leadership, land access, and friendly-fire risk. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

R’lyeh research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

R’lyeh magic-access ladder#

The fixed-path ceiling is Water 2, Astral 3, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

R’lyeh battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

R’lyeh Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

R’lyeh matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

R’lyeh monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

R’lyeh unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

R’lyeh source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LII: Early Age Arcoscephale, Golden Era#

Early Age Arcoscephale one-page command brief#

Early Age Arcoscephale converts bronze-age combined arms, gifted philosophers, Mystics, Icarids, and sacred Pegasus Riders into expansion, research, and strategic pressure. The pinned roster resolves 12 commander identities and 8 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 8 active nation-restricted spell records. Its chief planning risks are capital pressure, expensive specialists, random-path dependence, and keeping research aligned with field support.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Arcoscephale evidence and ruleset#

This dossier covers unmodded Early Age Arcoscephale on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 5, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Arcoscephale object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Arcoscephale conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Arcoscephale recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 8 7 Direct pinned membership rows
Regional or coastal 1 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 4 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Arcoscephale commander roster#

ID Commander Fixed and random magic Leadership
431 Scout none 0
1076 Myrmidon Champion none 100
1081 Charioteer Commander none 75
3197 Melissa N1 H1; random: 100% ×1 mask 8448 link 1 10
1083 Icarid Champion none 75
1071 Sceptic none 10
311 Mystic S1; random: 100% ×1 mask 3712 link 1; 50% ×1 mask 128 link 1; 50% ×1 mask 512 link 1; 50% ×1 mask 1024 link 1 10
1072 Engineer none 10
1070 Philosopher none 10
1606 Mage Engineer A1 E1; random: 100% ×1 mask 3968 link 1 10
1650 Oreiad A2 E1 N3; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 9984 link 1 10
1075 Wind Lord H1 100

Early Age Arcoscephale troop roster#

ID Unit HP Protection Morale Traits
50 Slinger 10 0 7 ordinary body
201 Peltast 10 0 10 ordinary body
199 Cardaces 10 0 10 ordinary body
1077 Myrmidon 13 0 13 ordinary body
1079 Charioteer 10 0 10 ordinary body
1078 Charioteer 10 0 10 ordinary body
1082 Icarid 12 0 13 flying
1074 Wind Rider 13 0 14 sacred

Early Age Arcoscephale mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3197 Melissa N1 H1; random: 100% ×1 mask 8448 link 1 10
311 Mystic S1; random: 100% ×1 mask 3712 link 1; 50% ×1 mask 128 link 1; 50% ×1 mask 512 link 1; 50% ×1 mask 1024 link 1 10
1606 Mage Engineer A1 E1; random: 100% ×1 mask 3968 link 1 10
1650 Oreiad A2 E1 N3; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 9984 link 1 10
1075 Wind Lord H1 100

The highest fixed recruitable paths resolved in these rows are Air 2, Earth 1, Astral 1, Nature 3, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Arcoscephale capital and national sites#

ID Site Monthly fields Recruits recorded
75 Akademeia no gem field Philosopher
74 Lykeion E2 Mage Engineer
73 Mount Cephalos A2, S2 Oreiad, Wind Lord, Wind Rider

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Arcoscephale national spell map#

ID Spell School Requirement Cost field
253 Monster Boar Conjuration 5 N3 10
254 Summon Hound of Twilight Conjuration 5 E2 D1 3
255 Sow Dragon Teeth Enchantment 6 E2 1
256 Bind Keres Conjuration 6 D2 12
269 Craft Keledone Construction 6 E2 S2 5
270 Forge Brass Bull Construction 6 F3 E3 25
274 Awaken Hamadryad Enchantment 5 N4 25
369 Procession of the Underworld Conjuration 5 D3 13

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Arcoscephale national item boundary#

ID Item Construction Paths Link
261 Stymphalian Wings 7 E4 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Arcoscephale hero boundary#

ID Hero record Magic Boundary
954 Son of Titans none assignment only; timing unresolved
1073 Maker of the Maze F1 A1 W1 E3 assignment only; timing unresolved
1089 Monster in the Maze none assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Arcoscephale army identities#

  • Sacred roster: Wind Rider.
  • Flying roster: Icarid.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: bronze-age combined arms, gifted philosophers, Mystics, Icarids, and sacred Pegasus Riders.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Arcoscephale opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Arcoscephale fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Arcoscephale, the most likely planning failure is capital pressure, expensive specialists, random-path dependence, and keeping research aligned with field support. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Arcoscephale research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Arcoscephale magic-access ladder#

The fixed-path ceiling is Air 2, Earth 1, Astral 1, Nature 3, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Arcoscephale battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Arcoscephale Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Arcoscephale matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Arcoscephale monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Arcoscephale unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Arcoscephale source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LIII: Early Age Mekone, Brazen Giants#

Early Age Mekone one-page command brief#

Early Age Mekone converts a small core of Exalted Gigantes and Cyclope smiths supported by numerous human helots into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 7 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 7 active nation-restricted spell records. Its chief planning risks are giant replacement speed, unrest and administration, gold concentration, and the gap between elite and slave troops.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Mekone evidence and ruleset#

This dossier covers unmodded Early Age Mekone on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 6, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Mekone object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Mekone conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Mekone recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 7 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 0 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Mekone commander roster#

ID Commander Fixed and random magic Leadership
3107 Perioeci Scout none 0
3108 Neodamode Commander none 75
3111 Lochos none 100
3114 Geronte H1; random: 100% ×1 mask 1152 link 1 50
3115 Ephor F1 E1 H1; random: 100% ×1 mask 1408 link 1 50
3116 Archon F1 E1 H1; random: 100% ×1 mask 1408 link 2 50
3112 Polemarch F2 E2 150
3117 Basileus F2 W1 E2 H2; random: 100% ×1 mask 1920 link 1; 10% ×1 mask 1920 link 1 100
3118 Elder Cyclops F2 A1 E2; random: 100% ×1 mask 1920 link 1; 10% ×1 mask 1920 link 1 50

Early Age Mekone troop roster#

ID Unit HP Protection Morale Traits
3100 Perioeci Peltast 10 0 10 ordinary body
3101 Helote Peltast 10 0 7 ordinary body
3103 Helote Ekdromos 10 0 7 ordinary body
3105 Helote Hoplite 10 0 7 ordinary body
3109 Gigante Ekdromos 30 3 13 ordinary body
3110 Gigante Hoplite 30 3 13 ordinary body
3120 Discobolus 32 3 11 ordinary body

Early Age Mekone mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3114 Geronte H1; random: 100% ×1 mask 1152 link 1 50
3115 Ephor F1 E1 H1; random: 100% ×1 mask 1408 link 1 50
3116 Archon F1 E1 H1; random: 100% ×1 mask 1408 link 2 50
3112 Polemarch F2 E2 150
3117 Basileus F2 W1 E2 H2; random: 100% ×1 mask 1920 link 1; 10% ×1 mask 1920 link 1 100
3118 Elder Cyclops F2 A1 E2; random: 100% ×1 mask 1920 link 1; 10% ×1 mask 1920 link 1 50

The highest fixed recruitable paths resolved in these rows are Fire 2, Air 1, Water 1, Earth 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Mekone capital and national sites#

ID Site Monthly fields Recruits recorded
194 City of Gold and Marble A1, E1 Polemarch, Basileus
195 Forge of the Cyclopes F2, E2 Elder Cyclops

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Mekone national spell map#

ID Spell School Requirement Cost field
254 Summon Hound of Twilight Conjuration 5 E2 D1 3
255 Sow Dragon Teeth Enchantment 6 E2 1
256 Bind Keres Conjuration 6 D2 12
263 Blessing of the God-slayer Enchantment 0 W1 H1 5
264 Gigantomachia Thaumaturgy 7 E4 F4 60
270 Forge Brass Bull Construction 6 F3 E3 25
369 Procession of the Underworld Conjuration 5 D3 13

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Mekone national item boundary#

ID Item Construction Paths Link
133 God-Slayer Spear 3 E1 restricted
172 Golden Hoplon 5 F2 rebate
249 Elemental Armor 5 E2 F1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Mekone hero boundary#

ID Hero record Magic Boundary
3122 King of Pallene F2 E3 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Mekone army identities#

  • Sacred roster: no sacred troop identified in the reconciled recruit rows.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: a small core of Exalted Gigantes and Cyclope smiths supported by numerous human helots.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Mekone opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Mekone fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Mekone, the most likely planning failure is giant replacement speed, unrest and administration, gold concentration, and the gap between elite and slave troops. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Mekone research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Mekone magic-access ladder#

The fixed-path ceiling is Fire 2, Air 1, Water 1, Earth 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Mekone battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Mekone Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Mekone matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Mekone monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Mekone unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Mekone source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LIV: Early Age Pangaea, Age of Revelry#

Early Age Pangaea one-page command brief#

Early Age Pangaea converts forest recruitment, plentiful revelers, centaurs and minotaurs, and strong Nature magic from the Panii into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 12 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 6 active nation-restricted spell records. Its chief planning risks are undisciplined troops, forest dependence, supply, blood-hunting opportunity cost, and protecting expensive mages.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Pangaea evidence and ruleset#

This dossier covers unmodded Early Age Pangaea on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 7, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Pangaea object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Pangaea conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Pangaea recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 8 11 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 0 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Pangaea commander roster#

ID Commander Fixed and random magic Leadership
430 Black Harpy none 10
2485 Satyr Commander none 50
1534 Minotaur Lord none 75
2158 Centauride Hierophantide H1; random: 100% ×1 mask 8704 link 1 50
231 Centaur Hierophant H1; random: 100% ×1 mask 9216 link 1 50
2187 Dryad N1 G1 H2 50
2487 Dryad Mother N2 G1 H2; random: 100% ×1 mask 17920 link 1; 10% ×1 mask 26112 link 1 50
1535 Pan E1 N4 B1; random: 100% ×1 mask 33792 link 1; 10% ×1 mask 41984 link 1 100

Early Age Pangaea troop roster#

ID Unit HP Protection Morale Traits
239 Harpy 7 0 8 flying, stealthy
227 Satyr Sneak 12 1 9 stealthy
228 Satyr 12 1 9 stealthy
1532 Satyr Warrior 14 1 10 ordinary body
708 Reveler 15 2 12 stealthy
234 Minotaur 25 4 13 ordinary body
1533 Minotaur Warrior 27 4 14 ordinary body
2156 Centauride 18 3 11 stealthy
27 Centaur 20 3 11 stealthy
2157 Centauride Warrior 18 3 12 stealthy
1704 Centaur Warrior 22 3 12 stealthy
769 White Centaur 23 3 12 sacred, stealthy

Early Age Pangaea mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2158 Centauride Hierophantide H1; random: 100% ×1 mask 8704 link 1 50
231 Centaur Hierophant H1; random: 100% ×1 mask 9216 link 1 50
2187 Dryad N1 G1 H2 50
2487 Dryad Mother N2 G1 H2; random: 100% ×1 mask 17920 link 1; 10% ×1 mask 26112 link 1 50
1535 Pan E1 N4 B1; random: 100% ×1 mask 33792 link 1; 10% ×1 mask 41984 link 1 100

The highest fixed recruitable paths resolved in these rows are Earth 1, Nature 4, Glamour 1, Blood 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Pangaea capital and national sites#

ID Site Monthly fields Recruits recorded
118 The Grove of Gaia N6 White Centaur

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Pangaea national spell map#

ID Spell School Requirement Cost field
253 Monster Boar Conjuration 5 N3 10
274 Awaken Hamadryad Enchantment 5 N4 25
337 Grow Fortress Alteration 0 N4 35
424 Tune of Fear Enchantment 0 N1 0
425 Tune of Growth Enchantment 0 N1 0
426 Tune of Dancing Death Enchantment 0 N1 0

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Pangaea national item boundary#

ID Item Construction Paths Link
38 Thorn Spear 3 N1 rebate
39 Thorn Staff 3 N1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Pangaea hero boundary#

ID Hero record Magic Boundary
540 White Minotaur H2 assignment only; timing unresolved
614 Harpy Queen A2 N2 assignment only; timing unresolved
2246 Blessed Couple W1 E1 D1 N3 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Pangaea army identities#

  • Sacred roster: White Centaur.
  • Flying roster: Harpy.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: forest recruitment, plentiful revelers, centaurs and minotaurs, and strong Nature magic from the Panii.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Pangaea opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Pangaea fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Pangaea, the most likely planning failure is undisciplined troops, forest dependence, supply, blood-hunting opportunity cost, and protecting expensive mages. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Pangaea research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Pangaea magic-access ladder#

The fixed-path ceiling is Earth 1, Nature 4, Glamour 1, Blood 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Pangaea battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Pangaea Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Pangaea matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Pangaea monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Pangaea unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Pangaea source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LV: Early Age Ermor, New Faith#

Early Age Ermor one-page command brief#

Early Age Ermor converts disciplined legionnaires, lizard auxiliaries, Augurs, and a powerful priesthood divided between old and new religious traditions into expansion, research, and strategic pressure. The pinned roster resolves 12 commander identities and 13 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 1 active nation-restricted spell records. Its chief planning risks are mage and priest turn pressure, communion safety, capital recruitment, and keeping the army supplied as it expands.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Ermor evidence and ruleset#

This dossier covers unmodded Early Age Ermor on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 8, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Ermor object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Ermor conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Ermor recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 8 12 Direct pinned membership rows
Regional or coastal 2 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Ermor commander roster#

ID Commander Fixed and random magic Leadership
426 Scout none 0
428 Assassin none 0
671 Centurion none 100
1386 Legatus Legionis none 150
1112 Bishop of the Sacred Shroud H2 10
1113 Acolyte H1 10
1114 Augur F1 S1 10
1115 Augur Elder F2 S1 D2; random: 100% ×1 mask 6528 link 1; 10% ×1 mask 6528 link 1 10
1109 Flamen F1 H1; random: 100% ×1 mask 10112 link 1 0
1110 Pontifex F1 H2 50
3691 Praefectus Equitum H1 100
1111 Arch Bishop of the Sacred Shroud H3 10

Early Age Ermor troop roster#

ID Unit HP Protection Morale Traits
50 Slinger 10 0 7 ordinary body
1100 Leve 10 0 10 ordinary body
1101 Accensus 10 0 8 ordinary body
1102 Rorarus 10 0 10 ordinary body
1103 Hastatus 10 0 11 ordinary body
1104 Principe 11 0 12 ordinary body
1105 Triarius 12 0 13 ordinary body
2 Standard 10 0 10 ordinary body
1106 Lizard Auxiliare 11 5 9 ordinary body
1107 Equite 10 0 11 ordinary body
11 Retiarius 12 0 14 ordinary body
12 Gladiator 12 0 14 ordinary body
1108 Equite of the Sacred Shroud 13 0 13 sacred

Early Age Ermor mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1112 Bishop of the Sacred Shroud H2 10
1113 Acolyte H1 10
1114 Augur F1 S1 10
1115 Augur Elder F2 S1 D2; random: 100% ×1 mask 6528 link 1; 10% ×1 mask 6528 link 1 10
1109 Flamen F1 H1; random: 100% ×1 mask 10112 link 1 0
1110 Pontifex F1 H2 50
3691 Praefectus Equitum H1 100
1111 Arch Bishop of the Sacred Shroud H3 10

The highest fixed recruitable paths resolved in these rows are Fire 2, Astral 1, Death 2, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Ermor capital and national sites#

ID Site Monthly fields Recruits recorded
77 Temple of the Shroud F3, S3 Praefectus Equitum, Arch Bishop of the Sacred Shroud, Equite of the Sacred Shroud

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Ermor national spell map#

ID Spell School Requirement Cost field
275 Contact Lar Conjuration 5 N1 16

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Ermor national item boundary#

ID Item Construction Paths Link
252 Shroud of the Battle Saint 5 S1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Ermor hero boundary#

ID Hero record Magic Boundary
1586 Pontifex Maximus F2 S2 H3 assignment only; timing unresolved
1587 Primate H4 assignment only; timing unresolved
3123 Gladiatrix none assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Ermor army identities#

  • Sacred roster: Equite of the Sacred Shroud.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: disciplined legionnaires, lizard auxiliaries, Augurs, and a powerful priesthood divided between old and new religious traditions.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Ermor opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Ermor fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Ermor, the most likely planning failure is mage and priest turn pressure, communion safety, capital recruitment, and keeping the army supplied as it expands. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Ermor research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Ermor magic-access ladder#

The fixed-path ceiling is Fire 2, Astral 1, Death 2, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Ermor battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Ermor Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Ermor matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Ermor monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Ermor unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Ermor source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LVI: Early Age Sauromatia, Amazon Queens#

Early Age Sauromatia one-page command brief#

Early Age Sauromatia converts mobile tribal armies, Amazon commanders, serpent and lizard riders, hydras, and Death–Nature–Blood magic into expansion, research, and strategic pressure. The pinned roster resolves 12 commander identities and 12 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 4 active nation-restricted spell records. Its chief planning risks are light protection, poison exposure, blood-hunting costs, and coordinating several distinct troop families.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Sauromatia evidence and ruleset#

This dossier covers unmodded Early Age Sauromatia on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 9, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Sauromatia object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Sauromatia conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Sauromatia recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 9 7 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 5 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Sauromatia commander roster#

ID Commander Fixed and random magic Leadership
426 Scout none 0
1169 Chieftain none 50
1173 Sauromatian Manflayer none 100
1174 Warrior Priestess H1 100
1175 Warrior Queen none 150
1188 Soothsayer none; random: 90% ×1 mask 2048 link 1 10
1180 Spirit Guide D1 10
1181 Enarie S1 D2 N1 10
1186 Warrior Sorceress N1 H1; random: 100% ×1 mask 45568 link 1 100
1177 Manflayer none 100
1178 Witch King D3 N1 B1; random: 100% ×1 mask 45568 link 1; 10% ×1 mask 45568 link 1 150
3660 Hydra Tamer none 10

Early Age Sauromatia troop roster#

ID Unit HP Protection Morale Traits
1184 Sauromatian Archer 11 0 11 ordinary body
1669 Sauromatian Amazon 10 0 12 ordinary body
1168 Raider 11 0 11 ordinary body
1167 Lancer 11 0 11 ordinary body
1171 Sauromatian Raider 11 0 12 ordinary body
1170 Sauromatian Lancer 11 0 12 ordinary body
1172 Sauromatian Cataphract 11 0 12 ordinary body
1183 Androphag Archer 11 0 11 ordinary body
1176 Androphag 13 0 13 sacred
1185 Oiorpata 11 0 13 sacred
1831 Hydra 80 8 15 ordinary body
1840 Hydra Hatchling 25 4 11 ordinary body

Early Age Sauromatia mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1174 Warrior Priestess H1 100
1188 Soothsayer none; random: 90% ×1 mask 2048 link 1 10
1180 Spirit Guide D1 10
1181 Enarie S1 D2 N1 10
1186 Warrior Sorceress N1 H1; random: 100% ×1 mask 45568 link 1 100
1178 Witch King D3 N1 B1; random: 100% ×1 mask 45568 link 1; 10% ×1 mask 45568 link 1 150

The highest fixed recruitable paths resolved in these rows are Astral 1, Death 3, Nature 1, Blood 1, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Sauromatia capital and national sites#

ID Site Monthly fields Recruits recorded
84 The Great Cauldron B2 Manflayer, Witch King, Androphag Archer, Androphag
85 The Bitter Stream W1, D3 Oiorpata
125 The Enchanted Isle N1 none in explicit recruit fields
57 Swamps of Pythia no gem field Hydra Tamer, Hydra, Hydra Hatchling

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Sauromatia national spell map#

ID Spell School Requirement Cost field
272 Daughter of Typhon Conjuration 8 N5 D2 30
280 Awaken Tattoos Enchantment 3 N1 H1 0
534 Call Ancestor Conjuration 1 D1 0
535 Wrath of the Ancestors Conjuration 7 D1 1

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Sauromatia national item boundary#

ID Item Construction Paths Link
269 Hydra Skin Armor 7 N2 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Sauromatia hero boundary#

ID Hero record Magic Boundary
1228 Pharmakeia S2 D4 N4 G2 assignment only; timing unresolved
1589 Man Eater D4 N1 B3 assignment only; timing unresolved
1795 Partholonian Sorceress W2 D4 G3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Sauromatia army identities#

  • Sacred roster: Androphag, Oiorpata.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: mobile tribal armies, Amazon commanders, serpent and lizard riders, hydras, and Death–Nature–Blood magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Sauromatia opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Sauromatia fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Sauromatia, the most likely planning failure is light protection, poison exposure, blood-hunting costs, and coordinating several distinct troop families. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Sauromatia research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Sauromatia magic-access ladder#

The fixed-path ceiling is Astral 1, Death 3, Nature 1, Blood 1, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Sauromatia battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Sauromatia Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Sauromatia matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Sauromatia monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Sauromatia unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Sauromatia source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LVII: Early Age Fomoria, The Cursed Ones#

Early Age Fomoria one-page command brief#

Early Age Fomoria converts Fomorian giants, Fir Bolg infantry, Nemedian specialists, sailing, and strong Air–Death magic into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 11 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 6 active nation-restricted spell records. Its chief planning risks are expensive giant replacement, afflictions, storm planning, and maintaining enough ordinary bodies.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Fomoria evidence and ruleset#

This dossier covers unmodded Early Age Fomoria on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 10, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Fomoria object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Fomoria conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Fomoria recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 8 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 3 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Fomoria commander roster#

ID Commander Fixed and random magic Leadership
1811 Fir Bolg Scout none 0
1815 Fir Bolg Champion none 75
2469 Fir Bolg Druid A1; random: 100% ×1 mask 26112 link 1 10
1816 Fomorian Scout none 0
1800 Fomorian Champion none 75
1818 Unmarked Champion H1 100
1819 Fomorian Druid A2 H1; random: 100% ×1 mask 29184 link 1 10
1802 Fomorian King A3 D2 H2; random: 100% ×1 mask 21248 link 1; 10% ×1 mask 21248 link 1 150
1791 Nemedian Champion D1 G1 H1 100
1792 Nemedian Sorceress A1 D2 G2; random: 100% ×1 mask 29440 link 1; 10% ×1 mask 29440 link 1 10

Early Age Fomoria troop roster#

ID Unit HP Protection Morale Traits
1820 Fir Bolg Militia 13 0 9 ordinary body
1814 Fir Bolg Slinger 13 0 10 ordinary body
1812 Fir Bolg Warrior 13 0 11 ordinary body
1813 Fir Bolg Warrior 13 0 11 ordinary body
1796 Fomorian Militia 30 5 10 ordinary body
1797 Fomorian Javelinist 30 5 12 ordinary body
1798 Fomorian Spearman 30 5 12 ordinary body
1799 Fomorian Warrior 33 5 13 ordinary body
1817 Unmarked 35 5 14 sacred
1801 Fomorian Giant 64 6 14 sacred, amphibious
1790 Nemedian Warrior 14 0 14 stealthy

Early Age Fomoria mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2469 Fir Bolg Druid A1; random: 100% ×1 mask 26112 link 1 10
1818 Unmarked Champion H1 100
1819 Fomorian Druid A2 H1; random: 100% ×1 mask 29184 link 1 10
1802 Fomorian King A3 D2 H2; random: 100% ×1 mask 21248 link 1; 10% ×1 mask 21248 link 1 150
1791 Nemedian Champion D1 G1 H1 100
1792 Nemedian Sorceress A1 D2 G2; random: 100% ×1 mask 29440 link 1; 10% ×1 mask 29440 link 1 10

The highest fixed recruitable paths resolved in these rows are Air 3, Death 2, Glamour 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Fomoria capital and national sites#

ID Site Monthly fields Recruits recorded
136 Isle of Balor A2, W1 Fomorian King, Unmarked, Fomorian Giant
137 Rath Chimbaith D2, G1 Nemedian Champion, Nemedian Sorceress, Nemedian Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Fomoria national spell map#

ID Spell School Requirement Cost field
438 Summon Black Dogs Conjuration 2 D2 5
440 Summon Barghests Conjuration 4 D2 7
442 Summon Morrigan Conjuration 6 D2 A1 5
443 Dance of the Morrigans Conjuration 8 D5 A2 4
444 Curse of Balor Enchantment 7 G3 D1 1
1294 Geas Thaumaturgy 3 G2 0

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Fomoria national item boundary#

ID Item Construction Paths Link
139 Spear of the Morrigan 3 D1 A1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Fomoria hero boundary#

ID Hero record Magic Boundary
1793 Nemedian Queen A2 W2 D3 N2 G3 H2 assignment only; timing unresolved
1794 Last Partholonian A2 W1 D4 G2 assignment only; timing unresolved
1803 Uncursed A3 D1 N2 H2 assignment only; timing unresolved
1804 High King A3 D4 H3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Fomoria army identities#

  • Sacred roster: Unmarked, Fomorian Giant.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Fomorian Giant.
  • Core identity: Fomorian giants, Fir Bolg infantry, Nemedian specialists, sailing, and strong Air–Death magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Fomoria opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Fomoria fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Fomoria, the most likely planning failure is expensive giant replacement, afflictions, storm planning, and maintaining enough ordinary bodies. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Fomoria research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Fomoria magic-access ladder#

The fixed-path ceiling is Air 3, Death 2, Glamour 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Fomoria battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Fomoria Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Fomoria matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Fomoria monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Fomoria unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Fomoria source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LVIII: Early Age Tir na n’Og, Land of the Ever Young#

Early Age Tir na n’Og one-page command brief#

Early Age Tir na n’Og converts Fir Bolg ranks supporting glamour-shrouded Tuatha and Sidhe sacreds with Water–Nature–Glamour magic into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 6 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 2 active nation-restricted spell records. Its chief planning risks are elite scarcity, glamour counters, gold concentration, and preserving stealthy mage turns.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Tir na n’Og evidence and ruleset#

This dossier covers unmodded Early Age Tir na n’Og on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 11, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Tir na n’Og object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Tir na n’Og conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Tir na n’Og recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 5 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Tir na n’Og commander roster#

ID Commander Fixed and random magic Leadership
1755 Fir Bolg Scout none 0
1750 Fir Bolg Champion none 75
2469 Fir Bolg Druid A1; random: 100% ×1 mask 26112 link 1 10
1752 Sidhe Champion N1 G1 H1 100
1759 Sidhe Lord N1 G2 H2 100
1774 Bean Sidhe W1 N1 G1; random: 100% ×1 mask 26368 link 1 10
1775 Baobhan Sidhe G2 0
1754 Ri N2 G2 H2; random: 100% ×1 mask 26368 link 1; 10% ×1 mask 26368 link 1 150
1773 Tuatha Sorceress N2 G4 H2; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 26368 link 1 50

Early Age Tir na n’Og troop roster#

ID Unit HP Protection Morale Traits
1749 Fir Bolg Militia 13 0 9 ordinary body
1758 Fir Bolg Slinger 13 0 10 ordinary body
1757 Fir Bolg Warrior 13 0 11 ordinary body
1756 Fir Bolg Warrior 13 0 11 ordinary body
1751 Sidhe Warrior 13 0 12 stealthy
1753 Tuatha Warrior 14 0 14 sacred, stealthy

Early Age Tir na n’Og mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2469 Fir Bolg Druid A1; random: 100% ×1 mask 26112 link 1 10
1752 Sidhe Champion N1 G1 H1 100
1759 Sidhe Lord N1 G2 H2 100
1774 Bean Sidhe W1 N1 G1; random: 100% ×1 mask 26368 link 1 10
1775 Baobhan Sidhe G2 0
1754 Ri N2 G2 H2; random: 100% ×1 mask 26368 link 1; 10% ×1 mask 26368 link 1 150
1773 Tuatha Sorceress N2 G4 H2; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 26368 link 1 50

The highest fixed recruitable paths resolved in these rows are Air 1, Water 1, Nature 2, Glamour 4, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Tir na n’Og capital and national sites#

ID Site Monthly fields Recruits recorded
133 Tir na n’Og G3 Ri, Tuatha Sorceress, Tuatha Warrior
134 Mag Mor E1, N2 none in explicit recruit fields

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Tir na n’Og national spell map#

ID Spell School Requirement Cost field
439 Summon Cu Sidhe Conjuration 3 G2 5
1294 Geas Thaumaturgy 3 G2 0

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Tir na n’Og national item boundary#

ID Item Construction Paths Link
46 Shillelagh 3 G1 N1 restricted
93 Singing Sword 7 G2 rebate
345 Gossamer Cloth 3 G2 N1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Tir na n’Og hero boundary#

ID Hero record Magic Boundary
1805 Long Handed F2 A1 N1 G2 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Tir na n’Og army identities#

  • Sacred roster: Tuatha Warrior.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: Fir Bolg ranks supporting glamour-shrouded Tuatha and Sidhe sacreds with Water–Nature–Glamour magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Tir na n’Og opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Tir na n’Og fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Tir na n’Og, the most likely planning failure is elite scarcity, glamour counters, gold concentration, and preserving stealthy mage turns. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Tir na n’Og research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Tir na n’Og magic-access ladder#

The fixed-path ceiling is Air 1, Water 1, Nature 2, Glamour 4, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Tir na n’Og battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Tir na n’Og Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Tir na n’Og matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Tir na n’Og monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Tir na n’Og unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Tir na n’Og source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LIX: Early Age Marverni, Time of Druids#

Early Age Marverni one-page command brief#

Early Age Marverni converts tribal infantry, sacred boars, noble cavalry, and Druids spanning Earth, Astral, Nature, and Water into expansion, research, and strategic pressure. The pinned roster resolves 11 commander identities and 11 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 5 active nation-restricted spell records. Its chief planning risks are light armour, morale, communion safety, random access, and turning broad magic into timely research.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Marverni evidence and ruleset#

This dossier covers unmodded Early Age Marverni on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 12, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Marverni object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Marverni conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Marverni recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 9 10 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Marverni commander roster#

ID Commander Fixed and random magic Leadership
1209 Marverni Scout none 0
1215 Marverni Chieftain none 75
1218 Ambibate Chieftain none 75
1221 Carnute Chieftain none 75
1207 Eponi Chieftain none 100
1206 Vergobret H1 90
1225 Sequani Stargazer S1 10
1205 Gutuater N1 H1; random: 100% ×1 mask 11776 link 1 10
2468 Druid E1 S1 H1; random: 100% ×1 mask 11776 link 1 50
1223 Boar Lord none 75
1204 Elder Druid E2 S2 H2; random: 100% ×2 mask 11776 link 1; 10% ×1 mask 11776 link 1 50

Early Age Marverni troop roster#

ID Unit HP Protection Morale Traits
1210 Marverni Horn Blower 10 0 9 ordinary body
1211 Marverni Slinger 10 0 8 ordinary body
1212 Marverni Javelineer 10 0 9 ordinary body
1213 Marverni Bare Chested Warrior 10 0 9 ordinary body
1214 Marverni Noble Warrior 12 0 10 ordinary body
1216 Ambibate Bare Chested Warrior 10 0 10 ordinary body
1217 Ambibate Noble Warrior 12 0 11 ordinary body
1219 Carnute Bare Chested Warrior 12 0 11 ordinary body
1220 Carnute Noble Warrior 13 0 12 ordinary body
1208 Eponi Knight 12 0 11 ordinary body
1222 Boar Warrior 14 0 13 sacred

Early Age Marverni mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1206 Vergobret H1 90
1225 Sequani Stargazer S1 10
1205 Gutuater N1 H1; random: 100% ×1 mask 11776 link 1 10
2468 Druid E1 S1 H1; random: 100% ×1 mask 11776 link 1 50
1204 Elder Druid E2 S2 H2; random: 100% ×2 mask 11776 link 1; 10% ×1 mask 11776 link 1 50

The highest fixed recruitable paths resolved in these rows are Earth 2, Astral 2, Nature 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Marverni capital and national sites#

ID Site Monthly fields Recruits recorded
91 Carnutes E2, S3, N1 Boar Lord, Elder Druid, Boar Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Marverni national spell map#

ID Spell School Requirement Cost field
253 Monster Boar Conjuration 5 N3 10
280 Awaken Tattoos Enchantment 3 N1 H1 0
281 Sounder of Boars Conjuration 3 N1 H1 15
282 Contact Boar of Carnutes Conjuration 5 N1 E1 7
955 Sloth of Bears Conjuration 3 N2 6

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Marverni national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Marverni hero boundary#

ID Hero record Magic Boundary
1588 Wanderer E2 S3 N4 H2 assignment only; timing unresolved
1843 Antlered One none assignment only; timing unresolved
1849 Blinded E2 S4 N2 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Marverni army identities#

  • Sacred roster: Boar Warrior.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: tribal infantry, sacred boars, noble cavalry, and Druids spanning Earth, Astral, Nature, and Water.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Marverni opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Marverni fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Marverni, the most likely planning failure is light armour, morale, communion safety, random access, and turning broad magic into timely research. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Marverni research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Marverni magic-access ladder#

The fixed-path ceiling is Earth 2, Astral 2, Nature 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Marverni battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Marverni Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Marverni matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Marverni monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Marverni unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Marverni source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LX: Early Age Ulm, Enigma of Steel#

Early Age Ulm one-page command brief#

Early Age Ulm converts stealthy forest warriors, warrior-smiths, resource-efficient equipment, and unusually strong forging into expansion, research, and strategic pressure. The pinned roster resolves 5 commander identities and 10 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 0 active nation-restricted spell records. Its chief planning risks are limited magical breadth, old-age attrition, forest recruitment, and translating forged equipment into field value.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Ulm evidence and ruleset#

This dossier covers unmodded Early Age Ulm on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 13, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Ulm object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Ulm conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Ulm recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 4 9 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Ulm commander roster#

ID Commander Fixed and random magic Leadership
2279 Warrior Scout none 0
1158 Warrior Chief none 100
1159 Warrior Smith E1; random: 100% ×1 mask 1920 link 1; 50% ×1 mask 1920 link 1 50
1160 Shaman E1 H1; random: 100% ×1 mask 13440 link 1; 50% ×1 mask 13440 link 1 10
1161 Antlered Shaman E2 N2 H1; random: 100% ×1 mask 13440 link 1; 10% ×1 mask 13440 link 1 50

Early Age Ulm troop roster#

ID Unit HP Protection Morale Traits
1162 Archer 12 0 11 ordinary body
1163 Warrior Maiden 12 0 12 stealthy
1152 Axe Warrior 13 0 11 stealthy
1153 Warrior 13 0 11 stealthy
1154 Forest Warrior 13 0 12 ordinary body
1155 Mountain Warrior 13 0 12 ordinary body
1165 Shield Maiden 12 0 13 stealthy
1164 Steel Maiden 12 0 13 stealthy
1156 Iron Warrior 14 0 13 ordinary body
1157 Steel Warrior 15 0 14 sacred

Early Age Ulm mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1159 Warrior Smith E1; random: 100% ×1 mask 1920 link 1; 50% ×1 mask 1920 link 1 50
1160 Shaman E1 H1; random: 100% ×1 mask 13440 link 1; 50% ×1 mask 13440 link 1 10
1161 Antlered Shaman E2 N2 H1; random: 100% ×1 mask 13440 link 1; 10% ×1 mask 13440 link 1 50

The highest fixed recruitable paths resolved in these rows are Earth 2, Nature 2, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Ulm capital and national sites#

ID Site Monthly fields Recruits recorded
82 The Wheel of Pain no gem field Steel Warrior
83 Irminsul E3, D1, N2 Antlered Shaman

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Ulm national spell map#

No active nation-restricted spell row was found for this nation in the pinned snapshot. Absence here is a metadata boundary, not proof that no shared or special spell exists.

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Ulm national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Ulm hero boundary#

ID Hero record Magic Boundary
1582 Guardian of the Tree E2 N4 H3 assignment only; timing unresolved
1583 Maker of Heroes E1 S2 D2 N1 H2 assignment only; timing unresolved
1584 Son of Steel none assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Ulm army identities#

  • Sacred roster: Steel Warrior.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: stealthy forest warriors, warrior-smiths, resource-efficient equipment, and unusually strong forging.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Ulm opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Ulm fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Ulm, the most likely planning failure is limited magical breadth, old-age attrition, forest recruitment, and translating forged equipment into field value. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Ulm research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Ulm magic-access ladder#

The fixed-path ceiling is Earth 2, Nature 2, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Ulm battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Ulm Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Ulm matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Ulm monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Ulm unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Ulm source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXI: Early Age Pyrène, Kingdom of the Bekrydes#

Early Age Pyrène one-page command brief#

Early Age Pyrène converts cave-linked Bekrydes, ancient giants, Cyclopes, storm-witches, and Earth–Air magic into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 9 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 1 active nation-restricted spell records. Its chief planning risks are regional recruitment, giant replacement, mixed body sizes, and rare-path dependence.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Pyrène evidence and ruleset#

This dossier covers unmodded Early Age Pyrène on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 14, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Pyrène object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Pyrène conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Pyrène recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 4 6 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 6 3 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Pyrène commander roster#

ID Commander Fixed and random magic Leadership
3589 Bekryde Scout none 0
3590 Bekryde Champion none 50
3594 Bekryde Commander none 50
3596 Bekryde Shaman E1 H1; random: 100% ×1 mask 9728 link 1 10
3606 Bekryde Shepherd none 20
3595 Bebryx H1 75
3602 Jentil W1 E3 N1; random: 10% ×1 mask 9728 link 1 50
3599 Mairu Champion E1 50
3605 Tartalo none 35
3603 Sorgina A3 W1 E1 N1 H1; random: 10% ×1 mask 9984 link 1 10

Early Age Pyrène troop roster#

ID Unit HP Protection Morale Traits
3633 Bekryde 13 1 11 ordinary body
3587 Bekryde 13 1 11 ordinary body
3689 Bekryde Hunter 13 1 9 ordinary body
3588 Bekryde Warrior 13 1 11 ordinary body
3591 Bekryde Infantry 13 1 11 ordinary body
3592 Bekryde Heavy Infantry 13 1 11 ordinary body
3593 Bebryx Guard 15 1 12 sacred
3597 Mairu Warrior 42 5 13 ordinary body
3598 Mairu Hurler 40 5 13 ordinary body

Early Age Pyrène mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3596 Bekryde Shaman E1 H1; random: 100% ×1 mask 9728 link 1 10
3595 Bebryx H1 75
3602 Jentil W1 E3 N1; random: 10% ×1 mask 9728 link 1 50
3599 Mairu Champion E1 50
3603 Sorgina A3 W1 E1 N1 H1; random: 10% ×1 mask 9984 link 1 10

The highest fixed recruitable paths resolved in these rows are Air 3, Water 1, Earth 3, Nature 1, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Pyrène capital and national sites#

ID Site Monthly fields Recruits recorded
219 The Cathedral Cavern E1 Bekryde Shepherd, Bebryx, Bebryx Guard
220 Grand Dolmen E2 Jentil, Mairu Champion, Tartalo, Mairu Warrior, Mairu Hurler
221 Mount Anboto A2, N1 Sorgina

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Pyrène national spell map#

ID Spell School Requirement Cost field
449 Send Aatxe Conjuration 6 A3 6

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Pyrène national item boundary#

ID Item Construction Paths Link
326 Flying Ointment 3 A2 N1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Pyrène hero boundary#

No fixed hero-slot identity was resolved from attributes 139–149. Hero arrival and timing remain unscheduled.

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Pyrène army identities#

  • Sacred roster: Bebryx Guard.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: cave-linked Bekrydes, ancient giants, Cyclopes, storm-witches, and Earth–Air magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Pyrène opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Pyrène fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Pyrène, the most likely planning failure is regional recruitment, giant replacement, mixed body sizes, and rare-path dependence. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Pyrène research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Pyrène magic-access ladder#

The fixed-path ceiling is Air 3, Water 1, Earth 3, Nature 1, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Pyrène battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Pyrène Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Pyrène matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Pyrène monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Pyrène unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Pyrène source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXII: Early Age Agartha, Pale Ones#

Early Age Agartha one-page command brief#

Early Age Agartha converts amphibious Pale Ones, sacred Ancient Ones, deep recruitment, and Earth–Fire–Death magic into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 12 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 9 active nation-restricted spell records. Its chief planning risks are low attack and defence, expensive sacred replacement, cave logistics, and moving effectively between land and sea.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Agartha evidence and ruleset#

This dossier covers unmodded Early Age Agartha on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 15, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Agartha object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Agartha conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Agartha recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 10 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 4 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Agartha commander roster#

ID Commander Fixed and random magic Leadership
1466 Pale One Scout none 0
1463 Pale One Commander none 75
1461 Troglodyte Lord none 10
1470 Ancient Lord none 100
2491 Engraver E1 0
1460 Earth Reader E2 H1; random: 100% ×1 mask 4736 link 1 50
1457 Oracle of Subterranean Waters W1 E3 H3; random: 100% ×1 mask 1536 link 1; 10% ×1 mask 1536 link 1 50
1467 Oracle of Subterranean Fires F1 E3 H3; random: 100% ×1 mask 1152 link 1; 10% ×1 mask 1152 link 1 50
1468 Oracle of the Dead E3 D1 H3; random: 100% ×1 mask 5120 link 1; 10% ×1 mask 5120 link 1 50
2493 Olm Sage W2 E1 50

Early Age Agartha troop roster#

ID Unit HP Protection Morale Traits
1452 Pale One Militia 18 2 8 amphibious
1489 Wet One 18 2 10 amphibious
1465 Pale One 18 2 10 amphibious
1464 Pale One Warrior 18 2 10 amphibious
1453 Pale One Warrior 18 2 10 amphibious
1462 Cavern Guard 21 2 12 amphibious
447 Troglodyte 37 7 14 ordinary body
1488 Ancient Stone Hurler 42 3 11 sacred, amphibious
1495 Ancient Stone Hurler 42 3 11 sacred, amphibious
1469 Ancient One 40 3 12 sacred, amphibious
1456 Seal Guard 44 3 13 sacred, amphibious
2492 Great Olm 28 5 12 sacred, amphibious

Early Age Agartha mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2491 Engraver E1 0
1460 Earth Reader E2 H1; random: 100% ×1 mask 4736 link 1 50
1457 Oracle of Subterranean Waters W1 E3 H3; random: 100% ×1 mask 1536 link 1; 10% ×1 mask 1536 link 1 50
1467 Oracle of Subterranean Fires F1 E3 H3; random: 100% ×1 mask 1152 link 1; 10% ×1 mask 1152 link 1 50
1468 Oracle of the Dead E3 D1 H3; random: 100% ×1 mask 5120 link 1; 10% ×1 mask 5120 link 1 50
2493 Olm Sage W2 E1 50

The highest fixed recruitable paths resolved in these rows are Fire 1, Water 2, Earth 3, Death 1, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Agartha capital and national sites#

ID Site Monthly fields Recruits recorded
109 Halls of the Oracles no gem field Oracle of Subterranean Waters, Oracle of Subterranean Fires, Oracle of the Dead
110 Roots of the Earth F1, E3 none in explicit recruit fields
112 The Chamber of the Seal D1 Seal Guard
167 The Womb of the Earth W1 Olm Sage, Great Olm

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Agartha national spell map#

ID Spell School Requirement Cost field
600 Bind Penumbral Conjuration 3 D1 E1 1
605 Revive Cavern Wights Conjuration 3 D1 E1 8
606 Bind Umbral Conjuration 5 D2 E1 2
607 Unleash Imprisoned Ones Alteration 8 E6 D4 100
608 Rhuax Pact Conjuration 3 F1 E1 2
609 Barathrus Pact Conjuration 3 E2 3
610 Mirror of Earth’s Memories Thaumaturgy 4 W2 E2 5
616 Living Mercury Enchantment 5 W1 E1 6
690 Liquid Flames of Rhuax Evocation 5 F3 E1 0

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Agartha national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Agartha hero boundary#

ID Hero record Magic Boundary
1458 Earth-Blooded F2 E5 H3 assignment only; timing unresolved
2494 Member of the Closed Council W1 E4 N2 H3 assignment only; timing unresolved
2495 Member of the Closed Council W2 E4 D2 H3 assignment only; timing unresolved
2496 Member of the Closed Council E4 D3 H3 assignment only; timing unresolved
1678 Ancient Olm W3 E3 assignment only; timing unresolved
1772 Olm Spawn W1 E1 H2; random: 100% ×1 mask 5760 link 1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Agartha army identities#

  • Sacred roster: Ancient Stone Hurler, Ancient Stone Hurler, Ancient One, Seal Guard, Great Olm.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Pale One Militia, Wet One, Pale One, Pale One Warrior, Pale One Warrior, Cavern Guard, Ancient Stone Hurler, Ancient Stone Hurler, Ancient One, Seal Guard, Great Olm.
  • Core identity: amphibious Pale Ones, sacred Ancient Ones, deep recruitment, and Earth–Fire–Death magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Agartha opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Agartha fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Agartha, the most likely planning failure is low attack and defence, expensive sacred replacement, cave logistics, and moving effectively between land and sea. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Agartha research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Agartha magic-access ladder#

The fixed-path ceiling is Fire 1, Water 2, Earth 3, Death 1, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Agartha battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Agartha Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Agartha matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Agartha monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Agartha unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Agartha source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXIII: Early Age Abysia, Children of Flame#

Early Age Abysia one-page command brief#

Early Age Abysia converts heavily armoured heat-radiating infantry, salamanders, Anathemants, and powerful Fire–Blood magic into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 7 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 6 active nation-restricted spell records. Its chief planning risks are old age, heat management, limited mobility, blood-hunting costs, and answering fire resistance.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Abysia evidence and ruleset#

This dossier covers unmodded Early Age Abysia on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 16, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Abysia object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Abysia conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Abysia recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 5 5 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 4 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Abysia commander roster#

ID Commander Fixed and random magic Leadership
429 Slayer none 0
119 Warlord none 100
214 Beast Trainer none 50
1698 Anathemant Salamander F2 H1 50
1699 Anathemant Dragon F3 E1 H2 50
1542 Warlock Apprentice B1 10
1538 Warlock S1 B2; random: 10% ×1 mask 35968 link 1 10
1537 Demonbred none 0
1536 Anointed of Rhuax F4 E1 H3; random: 10% ×1 mask 35968 link 1 150

Early Age Abysia troop roster#

ID Unit HP Protection Morale Traits
81 Abysian Infantry 15 0 11 ordinary body
82 Abysian Infantry 15 0 11 ordinary body
83 Abysian Infantry 15 0 11 ordinary body
84 Abysian Infantry 15 0 11 ordinary body
213 Salamander 20 10 9 ordinary body
1661 Misbred 17 6 14 flying, stealthy
1543 Burning One 23 0 15 sacred

Early Age Abysia mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1698 Anathemant Salamander F2 H1 50
1699 Anathemant Dragon F3 E1 H2 50
1542 Warlock Apprentice B1 10
1538 Warlock S1 B2; random: 10% ×1 mask 35968 link 1 10
1536 Anointed of Rhuax F4 E1 H3; random: 10% ×1 mask 35968 link 1 150

The highest fixed recruitable paths resolved in these rows are Fire 4, Earth 1, Astral 1, Blood 2, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Abysia capital and national sites#

ID Site Monthly fields Recruits recorded
119 The Smouldercone F5 Warlock Apprentice, Warlock, Demonbred, Misbred
120 Temple of the All-Consuming Flame F1 Anointed of Rhuax, Burning One

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Abysia national spell map#

ID Spell School Requirement Cost field
317 Summon Spectral Infantry Conjuration 2 D1 F1 5
318 Contact Scorpion Man Conjuration 8 E1 F1 12
319 Inner Furnace Enchantment 5 F3 1
320 Infernal Breeding Blood 3 B2 25
690 Liquid Flames of Rhuax Evocation 5 F3 E1 0
850 Hellscape Alteration 6 F4 10

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Abysia national item boundary#

ID Item Construction Paths Link
97 O’al Kan’s Sceptre 9 F3 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Abysia hero boundary#

ID Hero record Magic Boundary
1667 Warlock F3 S2 B4 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Abysia army identities#

  • Sacred roster: Burning One.
  • Flying roster: Misbred.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: heavily armoured heat-radiating infantry, salamanders, Anathemants, and powerful Fire–Blood magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Abysia opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Abysia fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Abysia, the most likely planning failure is old age, heat management, limited mobility, blood-hunting costs, and answering fire resistance. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Abysia research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Abysia magic-access ladder#

The fixed-path ceiling is Fire 4, Earth 1, Astral 1, Blood 2, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Abysia battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Abysia Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Abysia matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Abysia monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Abysia unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Abysia source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXIV: Early Age Hinnom, Sons of the Fallen#

Early Age Hinnom one-page command brief#

Early Age Hinnom converts Rephaite and Avvite giants, human and Enkidu support, chariots, and exceptionally broad giant mage-priests into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 12 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 5 active nation-restricted spell records. Its chief planning risks are population and unrest damage, immense gold costs, giant upkeep, and controlling dangerous sacred elites.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Hinnom evidence and ruleset#

This dossier covers unmodded Early Age Hinnom on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 17, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Hinnom object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Hinnom conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Hinnom recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 8 11 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Hinnom commander roster#

ID Commander Fixed and random magic Leadership
2020 Horite Shaman E1 D1 N1 10
2024 Avvite Scout none 0
2023 Avvite Commander none 100
2016 Qedesim H1 0
2017 Qedesot H1 10
2013 Acha N2 10
2014 Ammi none; random: 100% ×1 mask 3456 link 2 10
2033 Kohen B1 H1; random: 100% ×1 mask 3200 link 1 100
2031 Melqart B3 H1; random: 100% ×1 mask 3200 link 2 200
2032 Ba’al B2 H1; random: 100% ×1 mask 3200 link 3; 10% ×1 mask 35968 link 1 150

Early Age Hinnom troop roster#

ID Unit HP Protection Morale Traits
2184 Enkidu Slave 22 2 6 ordinary body
2018 Horite 25 2 13 ordinary body
2034 Horite Hunter 26 2 13 ordinary body
2019 Horite Champion 27 2 14 ordinary body
2021 Avvite Light Infantry 24 1 12 ordinary body
2015 Avvite Spearman 24 1 12 ordinary body
2022 Avvite Swordsman 24 1 12 ordinary body
2059 Avvite Heavy Archer 24 1 10 ordinary body
2036 Avvite Horn Blower 24 1 12 ordinary body
2035 Avvite Charioteer 24 1 12 ordinary body
2037 Dawn Guard 25 1 13 ordinary body
2030 Rephaite Warrior 55 3 14 sacred

Early Age Hinnom mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2020 Horite Shaman E1 D1 N1 10
2016 Qedesim H1 0
2017 Qedesot H1 10
2013 Acha N2 10
2014 Ammi none; random: 100% ×1 mask 3456 link 2 10
2033 Kohen B1 H1; random: 100% ×1 mask 3200 link 1 100
2031 Melqart B3 H1; random: 100% ×1 mask 3200 link 2 200
2032 Ba’al B2 H1; random: 100% ×1 mask 3200 link 3; 10% ×1 mask 35968 link 1 150

The highest fixed recruitable paths resolved in these rows are Earth 1, Death 1, Nature 2, Blood 3, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Hinnom capital and national sites#

ID Site Monthly fields Recruits recorded
147 Mount Hermon F2, E2, S1 none in explicit recruit fields
146 Gomorrah B2 Melqart, Ba’al, Rephaite Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Hinnom national spell map#

ID Spell School Requirement Cost field
350 Summon Se’irim Blood 3 B2 23
351 Summon Shedim Blood 4 B3 A1 28
357 Release Lord of Civilization Blood 9 B8 177
358 Summon Mazzikim Conjuration 3 N1 3
359 Summon Lilot Conjuration 5 N4 15

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Hinnom national item boundary#

ID Item Construction Paths Link
355 Wall Shaker 5 A3 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Hinnom hero boundary#

ID Hero record Magic Boundary
2076 Son of Azazel F2 S2 B4 H2 assignment only; timing unresolved
2077 Son of Semyaza N4 B3 H1 assignment only; timing unresolved
2078 Son of Ezekiel A4 B3 H1 assignment only; timing unresolved
2079 Son of Shamshiel F4 B3 H1 assignment only; timing unresolved
2080 Son of Kokabel S4 B3 H1 assignment only; timing unresolved
2081 Son of Arakiel E4 B3 H1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Hinnom army identities#

  • Sacred roster: Rephaite Warrior.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: Rephaite and Avvite giants, human and Enkidu support, chariots, and exceptionally broad giant mage-priests.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Hinnom opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Hinnom fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Hinnom, the most likely planning failure is population and unrest damage, immense gold costs, giant upkeep, and controlling dangerous sacred elites. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Hinnom research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Hinnom magic-access ladder#

The fixed-path ceiling is Earth 1, Death 1, Nature 2, Blood 3, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Hinnom battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Hinnom Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Hinnom matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Hinnom monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Hinnom unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Hinnom source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXV: Early Age Ubar, Kingdom of the Unseen#

Early Age Ubar one-page command brief#

Early Age Ubar converts human desert forces, Ghuls, Jinnun, invisible sacred Ifrit, and a dominion that hides the capital into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 7 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 8 active nation-restricted spell records. Its chief planning risks are desert recruitment, invisible-unit leadership, expensive elites, and dependence on terrain and rare magic.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Ubar evidence and ruleset#

This dossier covers unmodded Early Age Ubar on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 18, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Ubar object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Ubar conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Ubar recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 5 Direct pinned membership rows
Regional or coastal 1 2 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Ubar commander roster#

ID Commander Fixed and random magic Leadership
3457 Ubaran Scout none 0
3458 Ubaran Commander none 75
3459 Ubaran Sheikh none 50
3460 Kahin H1; random: 100% ×1 mask 1408 link 1 10
3461 Tubba F1 H1; random: 100% ×1 mask 1408 link 1 100
3462 Human Sahir F1 A1; random: 100% ×1 mask 1408 link 1 10
3468 Jinn Sahir F2 A2 G1; random: 100% ×1 mask 17792 link 1 10
3469 Jinn Emir F1 A1 H1; random: 100% ×1 mask 17792 link 1 100

Early Age Ubar troop roster#

ID Unit HP Protection Morale Traits
3453 Ubaran Desert Warrior 10 0 10 stealthy
3454 Ubaran Camel Rider 12 0 12 stealthy
3470 Ubaran Archer 10 0 7 ordinary body
3455 Ubaran Soldier 10 0 8 ordinary body
3456 Brazen Guard 12 0 11 ordinary body
3463 Jinn Warrior 19 1 12 magic being, flying, stealthy
3477 Ghul 12 2 14 demon, magic being, stealthy

Early Age Ubar mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3460 Kahin H1; random: 100% ×1 mask 1408 link 1 10
3461 Tubba F1 H1; random: 100% ×1 mask 1408 link 1 100
3462 Human Sahir F1 A1; random: 100% ×1 mask 1408 link 1 10
3468 Jinn Sahir F2 A2 G1; random: 100% ×1 mask 17792 link 1 10
3469 Jinn Emir F1 A1 H1; random: 100% ×1 mask 17792 link 1 100

The highest fixed recruitable paths resolved in these rows are Fire 2, Air 2, Glamour 1, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Ubar capital and national sites#

ID Site Monthly fields Recruits recorded
214 The Three Deserts F1, A1, D1 none in explicit recruit fields
215 Iram of a Thousand Pillars F1, G1 Jinn Sahir, Jinn Emir, Jinn Warrior, Ghul

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Ubar national spell map#

ID Spell School Requirement Cost field
542 Summon Hinn Conjuration 6 A1 F1 4
546 Contact Marid Conjuration 8 W2 F4 60
547 Scorching Wind Evocation 4 A2 F1 0
548 Smokeless Flame Evocation 6 F3 A1 0
551 Feast for Ghuls Blood 4 B1 16
552 Summon Ghulah Blood 5 B1 31
553 Summon Binn Conjuration 6 W1 A1 4
554 Summon Si’lat Conjuration 6 A2 21

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Ubar national item boundary#

ID Item Construction Paths Link
356 Flying Carpet 5 A3 rebate
419 Mirage Crystal 7 G3 E2 rebate
478 Companion Bracelet 5 A2 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Ubar hero boundary#

ID Hero record Magic Boundary
3475 Black King F4 A4 W1 E2 G2 B2 assignment only; timing unresolved
3484 Mother Ghul D2 B3 assignment only; timing unresolved
3474 Banu Si’lat F1 A1 G1; random: 100% ×1 mask 17792 link 1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Ubar army identities#

  • Sacred roster: no sacred troop identified in the reconciled recruit rows.
  • Flying roster: Jinn Warrior.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: human desert forces, Ghuls, Jinnun, invisible sacred Ifrit, and a dominion that hides the capital.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Ubar opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Ubar fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Ubar, the most likely planning failure is desert recruitment, invisible-unit leadership, expensive elites, and dependence on terrain and rare magic. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Ubar research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Ubar magic-access ladder#

The fixed-path ceiling is Fire 2, Air 2, Glamour 1, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Ubar battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Ubar Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Ubar matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Ubar monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Ubar unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Ubar source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXVI: Early Age Ur, The First City#

Early Age Ur one-page command brief#

Early Age Ur converts city and nomadic Enkidu, terrain-dependent recruitment, strong shamans, and sacred Mushussu into expansion, research, and strategic pressure. The pinned roster resolves 11 commander identities and 10 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 6 active nation-restricted spell records. Its chief planning risks are regional availability, weak armour, commander coverage, and assembling forces drawn from different terrain.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Ur evidence and ruleset#

This dossier covers unmodded Early Age Ur on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 19, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Ur object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Ur conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Ur recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 4 Direct pinned membership rows
Regional or coastal 3 4 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Ur commander roster#

ID Commander Fixed and random magic Leadership
2161 Enkidu Scout none 0
2177 Enkidu Commander none 75
2178 Enkidu Elder none 90
2182 Gala N1 H1 10
2179 Sal-Me W1 N1 H1 10
2268 Gudu H1; random: 100% ×1 mask 1280 link 2 10
2180 Ishib W2 H2; random: 100% ×1 mask 9472 link 1 10
2166 Enkidu Chief none 50
2167 Enkidu Shaman E2 N3; random: 100% ×1 mask 9728 link 1; 10% ×1 mask 13824 link 1 10
2269 Entu E2 N1 H3; random: 100% ×1 mask 9984 link 1 10
2181 Ensi W2 N1 H3; random: 100% ×1 mask 9984 link 1 100

Early Age Ur troop roster#

ID Unit HP Protection Morale Traits
2172 Enkidu Soldier 24 2 11 ordinary body
2173 Enkidu Horn Blower 24 2 11 ordinary body
2174 Enkidu Spear Guard 24 2 11 ordinary body
2175 Ur-Guard 26 2 12 ordinary body
2162 Enkidu 24 2 11 ordinary body
2163 Enkidu Archer 24 2 10 ordinary body
2164 Enkidu Warrior 24 2 11 ordinary body
2165 Enkidu Warrior 24 2 11 ordinary body
2176 Enki’s Chosen 27 2 13 sacred
2962 Mushussu 68 15 16 sacred

Early Age Ur mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2182 Gala N1 H1 10
2179 Sal-Me W1 N1 H1 10
2268 Gudu H1; random: 100% ×1 mask 1280 link 2 10
2180 Ishib W2 H2; random: 100% ×1 mask 9472 link 1 10
2167 Enkidu Shaman E2 N3; random: 100% ×1 mask 9728 link 1; 10% ×1 mask 13824 link 1 10
2269 Entu E2 N1 H3; random: 100% ×1 mask 9984 link 1 10
2181 Ensi W2 N1 H3; random: 100% ×1 mask 9984 link 1 100

The highest fixed recruitable paths resolved in these rows are Water 2, Earth 2, Nature 3, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Ur capital and national sites#

ID Site Monthly fields Recruits recorded
149 The House of Water W2, E1 Enki’s Chosen
150 The First City no gem field Entu, Ensi
151 The Swamps of Ur N3 Mushussu

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Ur national spell map#

ID Spell School Requirement Cost field
318 Contact Scorpion Man Conjuration 8 E1 F1 12
360 Summon Kusarikkus Conjuration 4 E1 4
361 Summon Ugallu Conjuration 5 A3 24
362 Call Anzus Conjuration 7 W2 E2 4
363 Call Apkallu Conjuration 8 S5 60
958 Herd of Buffaloes Conjuration 3 N2 8

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Ur national item boundary#

ID Item Construction Paths Link
104 Dawn Fang 9 E2 S1 rebate
184 Shield of the Dawn 9 E2 S1 rebate
216 Helmet of the Dawn 9 E2 S1 rebate
227 Headdress of the Bull 5 N1 restricted
275 Armor of the Dawn 9 E2 S1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Ur hero boundary#

ID Hero record Magic Boundary
2432 Entu of the Moon W1 E1 S3 H3 assignment only; timing unresolved
2433 Favored of Enki N3 H2 assignment only; timing unresolved
2965 Apkallu W4 E3 N2 H3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Ur army identities#

  • Sacred roster: Enki’s Chosen, Mushussu.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: city and nomadic Enkidu, terrain-dependent recruitment, strong shamans, and sacred Mushussu.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Ur opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Ur fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Ur, the most likely planning failure is regional availability, weak armour, commander coverage, and assembling forces drawn from different terrain. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Ur research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Ur magic-access ladder#

The fixed-path ceiling is Water 2, Earth 2, Nature 3, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Ur battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Ur Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Ur matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Ur monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Ur unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Ur source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXVII: Early Age Kailasa, Rise of the Ape Kings#

Early Age Kailasa one-page command brief#

Early Age Kailasa converts large numbers of light apes directed by rare Yakshas with strong Astral–Nature–Glamour magic into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 10 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 15 active nation-restricted spell records. Its chief planning risks are low morale and protection, expensive sacred mages, magic leadership, and making numerous troops hold together.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Kailasa evidence and ruleset#

This dossier covers unmodded Early Age Kailasa on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 20, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Kailasa object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Kailasa conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Kailasa recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 8 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Kailasa commander roster#

ID Commander Fixed and random magic Leadership
1119 Markata Scout none 0
1127 Atavi Chieftain none 50
1334 Bandar Commander none 100
1145 Yogi S1 10
1143 Guru S2 N1 10
2542 Guhyaka General H1 100
1329 Yaksha E3 N1 G1 H1; random: 100% ×1 mask 28160 link 1; 10% ×1 mask 28160 link 1 50
1330 Yakshini W3 N1 G1 H1; random: 100% ×1 mask 28160 link 1; 10% ×1 mask 28160 link 1 50

Early Age Kailasa troop roster#

ID Unit HP Protection Morale Traits
1118 Markata 5 0 7 ordinary body
1120 Markata Archer 5 0 7 ordinary body
1121 Atavi Archer 10 1 8 stealthy
1122 Atavi Infantry 10 1 8 stealthy
1130 Light Bandar Archer 18 3 12 ordinary body
1333 Bandar Warrior 18 3 12 ordinary body
1350 Bandar Swordsman 18 3 13 ordinary body
1326 Guhyaka 23 1 13 sacred, magic being
1327 Yavana 23 1 14 sacred, magic being
1328 Yavana Archer 20 1 13 sacred, magic being

Early Age Kailasa mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1145 Yogi S1 10
1143 Guru S2 N1 10
2542 Guhyaka General H1 100
1329 Yaksha E3 N1 G1 H1; random: 100% ×1 mask 28160 link 1; 10% ×1 mask 28160 link 1 50
1330 Yakshini W3 N1 G1 H1; random: 100% ×1 mask 28160 link 1; 10% ×1 mask 28160 link 1 50

The highest fixed recruitable paths resolved in these rows are Water 3, Earth 3, Astral 2, Nature 1, Glamour 1, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Kailasa capital and national sites#

ID Site Monthly fields Recruits recorded
98 Mount Kailasa E2 Yavana, Yavana Archer
99 The Lotus Garden S2, N1, G1 Yaksha, Yakshini

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Kailasa national spell map#

ID Spell School Requirement Cost field
555 Summon Angiri Conjuration 3 F2 5
557 Summon Apsaras Conjuration 3 S2 3
558 Summon Vidyadhara Conjuration 4 S2 15
559 Contact Yaksha Conjuration 4 N2 E1 25
560 Contact Yakshini Conjuration 4 N2 W1 25
562 Summon Gandharvas Conjuration 5 S2 15
563 Summon Kimpurushas Conjuration 5 N2 S1 15
565 Summon Garudas Conjuration 6 S2 21
566 Summon Maruts Conjuration 6 S2 18
567 Summon Kinnara Conjuration 6 S3 25
569 Summon Siddha Conjuration 7 S4 35
570 Summon Devata Conjuration 8 S5 45
571 Summon Devala Conjuration 9 S5 55
572 Summon Rudra Conjuration 9 S5 55
573 Celestial Music Thaumaturgy 6 S3 1

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Kailasa national item boundary#

ID Item Construction Paths Link
140 Vajra 5 S2 restricted
227 Headdress of the Bull 5 N1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Kailasa hero boundary#

ID Hero record Magic Boundary
1585 Fallen B3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Kailasa army identities#

  • Sacred roster: Guhyaka, Yavana, Yavana Archer.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: large numbers of light apes directed by rare Yakshas with strong Astral–Nature–Glamour magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Kailasa opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Kailasa fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Kailasa, the most likely planning failure is low morale and protection, expensive sacred mages, magic leadership, and making numerous troops hold together. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Kailasa research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Kailasa magic-access ladder#

The fixed-path ceiling is Water 3, Earth 3, Astral 2, Nature 1, Glamour 1, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Kailasa battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Kailasa Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Kailasa matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Kailasa monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Kailasa unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Kailasa source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXVIII: Early Age Lanka, Land of Demons#

Early Age Lanka one-page command brief#

Early Age Lanka converts sacred Rakshasa, light ape troops, reanimated servants, and Blood–Death–Nature magic into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 10 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 12 active nation-restricted spell records. Its chief planning risks are blood economy, unrest, demon leadership, fire vulnerability, and expensive sacred replacement.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Lanka evidence and ruleset#

This dossier covers unmodded Early Age Lanka on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 21, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Lanka object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Lanka conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Lanka recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 7 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 3 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Lanka commander roster#

ID Commander Fixed and random magic Leadership
1119 Markata Scout none 0
1127 Atavi Chieftain none 50
1761 Bandar Commander none 100
1760 Bandaraja none 150
1733 Raktapata B1 H1 10
1734 Yogini D1 N2 B1 10
1735 Kala-Mukha B1 H2; random: 100% ×1 mask 45056 link 1 10
1739 Rakshasi D1 N1 G1 B1 H1; random: 100% ×2 mask 61440 link 1; 10% ×1 mask 61440 link 1 50
1738 Raksharaja A2 D1 B2 H2; random: 100% ×1 mask 37120 link 1; 10% ×1 mask 45312 link 1 100

Early Age Lanka troop roster#

ID Unit HP Protection Morale Traits
1118 Markata 5 0 7 ordinary body
1120 Markata Archer 5 0 7 ordinary body
1121 Atavi Archer 10 1 8 stealthy
1122 Atavi Infantry 10 1 8 stealthy
1130 Light Bandar Archer 18 3 12 ordinary body
1762 Bandar Warrior 18 3 12 ordinary body
1763 Kala-Mukha Warrior 24 4 14 sacred
1745 Asara 33 3 14 sacred, demon
1746 Anusara 28 4 13 sacred, demon
1747 Palankasha 30 5 14 sacred, demon

Early Age Lanka mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1733 Raktapata B1 H1 10
1734 Yogini D1 N2 B1 10
1735 Kala-Mukha B1 H2; random: 100% ×1 mask 45056 link 1 10
1739 Rakshasi D1 N1 G1 B1 H1; random: 100% ×2 mask 61440 link 1; 10% ×1 mask 61440 link 1 50
1738 Raksharaja A2 D1 B2 H2; random: 100% ×1 mask 37120 link 1; 10% ×1 mask 45312 link 1 100

The highest fixed recruitable paths resolved in these rows are Air 2, Death 1, Nature 2, Glamour 1, Blood 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Lanka capital and national sites#

ID Site Monthly fields Recruits recorded
131 Sri Pada A1, D3 Rakshasi, Raksharaja
132 Lanka N2 Asara, Anusara, Palankasha

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Lanka national spell map#

ID Spell School Requirement Cost field
574 Summon Rakshasas Blood 1 B1 8
575 Feast of Flesh Blood 2 B1 N1 50
576 Summon Asrapas Blood 3 B2 8
577 Summon Rakshasa Warriors Blood 4 B2 21
578 Summon Sandhyabalas Blood 5 B2 D1 25
579 Summon Dakini Blood 6 B4 A1 81
580 Summon Samanishada Blood 7 B3 D1 35
581 Summon Mandeha Blood 8 B5 D2 133
582 Summon Danavas Blood 8 B5 70
583 Summon Daitya Blood 8 B5 45
584 Host of Ganas Conjuration 2 D1 9
585 Summon Vetalas Conjuration 5 D2 10

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Lanka national item boundary#

ID Item Construction Paths Link
227 Headdress of the Bull 5 N1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Lanka hero boundary#

ID Hero record Magic Boundary
1914 Apostate Raja H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Lanka army identities#

  • Sacred roster: Kala-Mukha Warrior, Asara, Anusara, Palankasha.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: sacred Rakshasa, light ape troops, reanimated servants, and Blood–Death–Nature magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Lanka opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Lanka fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Lanka, the most likely planning failure is blood economy, unrest, demon leadership, fire vulnerability, and expensive sacred replacement. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Lanka research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Lanka magic-access ladder#

The fixed-path ceiling is Air 2, Death 1, Nature 2, Glamour 1, Blood 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Lanka battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Lanka Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Lanka matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Lanka monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Lanka unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Lanka source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXIX: Early Age T’ien Ch’i, Spring and Autumn#

Early Age T’ien Ch’i one-page command brief#

Early Age T’ien Ch’i converts human combined arms, noble commanders, Masters of the Way, and broad but distributed elemental magic into expansion, research, and strategic pressure. The pinned roster resolves 9 commander identities and 11 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 12 active nation-restricted spell records. Its chief planning risks are mage-path fragmentation, capital pressure, army coordination, and matching research to the casters actually recruited.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age T’ien Ch’i evidence and ruleset#

This dossier covers unmodded Early Age T’ien Ch’i on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 22, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any T’ien Ch’i object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age T’ien Ch’i conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age T’ien Ch’i recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 5 10 Direct pinned membership rows
Regional or coastal 3 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age T’ien Ch’i commander roster#

ID Commander Fixed and random magic Leadership
426 Scout none 0
1665 Noble Commander none 100
806 Master of the Dead D1 H1 10
3936 Student of the Way W1; random: 100% ×1 mask 26880 link 1 10
4022 Student of the Sword none; random: 100% ×1 mask 10112 link 1 10
3935 Master of the Way W1; random: 100% ×2 mask 27392 link 1 10
3937 Student of the Five Elements none; random: 100% ×1 mask 10112 link 1 10
940 Master of the Five Elements F1 A1 W1 E1 N1 H1; random: 100% ×1 mask 10112 link 1 10
941 Celestial Master F1 A1 W2 S1 G1 H2; random: 100% ×1 mask 13440 link 1; 100% ×1 mask 19200 link 1; 10% ×1 mask 19200 link 1 10

Early Age T’ien Ch’i troop roster#

ID Unit HP Protection Morale Traits
794 Footman 10 0 10 ordinary body
795 Footman 10 0 10 ordinary body
796 Footman 10 0 10 ordinary body
797 Archer 10 0 10 ordinary body
1901 Medium Footman 10 0 10 ordinary body
1904 Medium Footman 10 0 10 ordinary body
928 Heavy Footman 10 0 10 ordinary body
929 Heavy Footman 10 0 10 ordinary body
788 Horseman 10 0 10 ordinary body
927 Noble 12 0 13 ordinary body
1544 Warrior of the Five Elements 12 5 15 sacred

Early Age T’ien Ch’i mage and priest portfolio#

ID Commander Fixed and random magic Leadership
806 Master of the Dead D1 H1 10
3936 Student of the Way W1; random: 100% ×1 mask 26880 link 1 10
4022 Student of the Sword none; random: 100% ×1 mask 10112 link 1 10
3935 Master of the Way W1; random: 100% ×2 mask 27392 link 1 10
3937 Student of the Five Elements none; random: 100% ×1 mask 10112 link 1 10
940 Master of the Five Elements F1 A1 W1 E1 N1 H1; random: 100% ×1 mask 10112 link 1 10
941 Celestial Master F1 A1 W2 S1 G1 H2; random: 100% ×1 mask 13440 link 1; 100% ×1 mask 19200 link 1; 10% ×1 mask 19200 link 1 10

The highest fixed recruitable paths resolved in these rows are Fire 1, Air 1, Water 2, Earth 1, Astral 1, Death 1, Nature 1, Glamour 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age T’ien Ch’i capital and national sites#

ID Site Monthly fields Recruits recorded
53 The Bamboo Grove no gem field Master of the Five Elements, Warrior of the Five Elements
54 The Gate of Spring and Autumn F1, W2, S2, D1 Celestial Master

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age T’ien Ch’i national spell map#

ID Spell School Requirement Cost field
286 Celestial Chastisement Evocation 5 S3 0
287 Contact Huli Jing Conjuration 6 N2 30
289 Internal Alchemy Alteration 5 W2 S1 5
529 Celestial Servant Conjuration 1 E1 S1 1
530 Heavenly Rivers Conjuration 3 W1 S1 9
531 Celestial Hounds Conjuration 4 A1 S1 2
532 Heavenly Fires Conjuration 5 F1 S1 4
533 Call Celestial Soldiers Conjuration 6 A2 S1 15
534 Call Ancestor Conjuration 1 D1 0
535 Wrath of the Ancestors Conjuration 7 D1 1
957 Ambush of Tigers Conjuration 3 N2 9
958 Herd of Buffaloes Conjuration 3 N2 8

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age T’ien Ch’i national item boundary#

ID Item Construction Paths Link
138 Sword of the Five Elements 3 F1 W1 restricted
284 Armor of the Five Elements 3 E1 A1 restricted
288 Chi Shoes 3 A1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age T’ien Ch’i hero boundary#

ID Hero record Magic Boundary
942 Immortal A1 N2 assignment only; timing unresolved
943 Immortal F1 A1 W2 S3 H2 assignment only; timing unresolved
944 Master With The Iron Crutch A2 S2 D2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age T’ien Ch’i army identities#

  • Sacred roster: Warrior of the Five Elements.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: human combined arms, noble commanders, Masters of the Way, and broad but distributed elemental magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age T’ien Ch’i opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age T’ien Ch’i fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For T’ien Ch’i, the most likely planning failure is mage-path fragmentation, capital pressure, army coordination, and matching research to the casters actually recruited. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age T’ien Ch’i research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age T’ien Ch’i magic-access ladder#

The fixed-path ceiling is Fire 1, Air 1, Water 2, Earth 1, Astral 1, Death 1, Nature 1, Glamour 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age T’ien Ch’i battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age T’ien Ch’i Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age T’ien Ch’i matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age T’ien Ch’i monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age T’ien Ch’i unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age T’ien Ch’i source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXX: Early Age Yomi, Oni Kings#

Early Age Yomi one-page command brief#

Early Age Yomi converts Oni commanders and freespawn, Bakemono and human servants, and a dominion shaped by Turmoil into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 5 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 14 active nation-restricted spell records. Its chief planning risks are freespawn composition, unrest, demon leadership, weak mundane troops, and the opportunity cost of order and temperature choices.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Yomi evidence and ruleset#

This dossier covers unmodded Early Age Yomi on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 23, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Yomi object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Yomi conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Yomi recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 5 Direct pinned membership rows
Regional or coastal 1 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 0 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Yomi commander roster#

ID Commander Fixed and random magic Leadership
2467 Bakemono Chief none 50
1313 Bandit Leader none 50
1314 Demon General D1 150
3069 Namanari D1 N1 10
1315 Sorcerer E1 D1; random: 100% ×1 mask 5504 link 1 10
1609 Demon Priest H1; random: 10% ×1 mask 5504 link 1 10
1276 Oni Shugo D2; random: 100% ×1 mask 1408 link 1 35
1316 Dai Oni F2 E2 D3 H1; random: 100% ×1 mask 5504 link 1; 10% ×1 mask 5504 link 1 60

Early Age Yomi troop roster#

ID Unit HP Protection Morale Traits
1393 Bakemono-Sho 9 0 9 stealthy
1394 Bakemono-Sho 9 0 9 stealthy
1395 Bakemono Archer 9 0 8 stealthy
1311 Bandit 9 0 10 stealthy
1312 Bandit 9 0 10 stealthy

Early Age Yomi mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1314 Demon General D1 150
3069 Namanari D1 N1 10
1315 Sorcerer E1 D1; random: 100% ×1 mask 5504 link 1 10
1609 Demon Priest H1; random: 10% ×1 mask 5504 link 1 10
1276 Oni Shugo D2; random: 100% ×1 mask 1408 link 1 35
1316 Dai Oni F2 E2 D3 H1; random: 100% ×1 mask 5504 link 1; 10% ×1 mask 5504 link 1 60

The highest fixed recruitable paths resolved in these rows are Fire 2, Earth 2, Death 3, Nature 1, Holy 1. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Yomi capital and national sites#

ID Site Monthly fields Recruits recorded
95 Mountain of the Oni Kings F1, A1, E1, D3 Dai Oni

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Yomi national spell map#

ID Spell School Requirement Cost field
290 Hannya Pact Conjuration 0 D1 6
291 Greater Hannya Pact Conjuration 0 D2 12
292 End of Culture Thaumaturgy 6 F5 60
293 End of Weakness Alteration 6 E2 1
301 Summon Shikome Conjuration 4 D2 5
311 Summon Gozu Mezu Conjuration 6 D3 6
313 Summon Araburu-kami Conjuration 7 D1 F1 5
587 Summon Kappa Conjuration 1 W1 N1 3
589 Summon Karasu Tengus Conjuration 2 N1 A1 2
591 Summon Konoha Tengus Conjuration 3 A1 E1 3
592 Ghost General Conjuration 4 D3 10
594 Contact Dai Tengu Conjuration 5 A2 E1 55
595 Contact Nushi Conjuration 5 W2 N1 25
957 Ambush of Tigers Conjuration 3 N2 9

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Yomi national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Yomi hero boundary#

ID Hero record Magic Boundary
1671 Ghost General D2 assignment only; timing unresolved
1672 Master of the Shadow Blossom F1 E2 D4 B1 assignment only; timing unresolved
1673 Devourer of Demons F1 D1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Yomi army identities#

  • Sacred roster: no sacred troop identified in the reconciled recruit rows.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: Oni commanders and freespawn, Bakemono and human servants, and a dominion shaped by Turmoil.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Yomi opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Yomi fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Yomi, the most likely planning failure is freespawn composition, unrest, demon leadership, weak mundane troops, and the opportunity cost of order and temperature choices. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Yomi research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Yomi magic-access ladder#

The fixed-path ceiling is Fire 2, Earth 2, Death 3, Nature 1, Holy 1. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Yomi battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Yomi Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Yomi matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Yomi monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Yomi unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Yomi source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXI: Early Age Caelum, Eagle Kings#

Early Age Caelum one-page command brief#

Early Age Caelum converts flying winged troops, strong archery, cold-forged ice equipment, mammoths, and powerful Air magic into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 14 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 11 active nation-restricted spell records. Its chief planning risks are temperature-dependent protection, fragile troops, storm interactions, supply, and coordinating flyers with slower forces.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Caelum evidence and ruleset#

This dossier covers unmodded Early Age Caelum on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 24, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Caelum object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Caelum conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Caelum recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 10 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 4 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Caelum commander roster#

ID Commander Fixed and random magic Leadership
484 Caelian Scout none 0
1288 Sastar none 100
1284 Spire Horn Seraph A1 10
2557 Airya Seraphine F1 H2 50
2570 Airya Seraph A2 W1 10
1663 Harab Seraph A1 D1; random: 100% ×1 mask 5376 link 1 10
1286 Eagle King A4 W1 E1 H2; random: 10% ×1 mask 1920 link 1 100
2560 Mairya Ahu none 50

Early Age Caelum troop roster#

ID Unit HP Protection Morale Traits
2564 Spire Horn Militia 10 0 8 flying
2566 Spire Horn Warrior 10 0 10 flying
2565 Spire Horn Archer 9 0 10 flying
1287 Tempest Warrior 11 0 11 flying
130 Airya Light Infantry 9 0 10 flying
420 Airya Infantry 9 0 10 flying
1285 Iceclad 9 0 12 flying
1707 Raptorian Militia 11 0 9 flying
1278 Raptorian Warrior 11 0 11 flying
419 Mammoth Rider 10 0 10 flying
127 Blizzard Warrior 9 0 10 flying
1289 Airya Temple Guard 10 0 13 sacred
2558 Kavi Archer 9 0 12 sacred, flying
2559 Mairya Warrior 13 0 13 sacred, flying, stealthy

Early Age Caelum mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1284 Spire Horn Seraph A1 10
2557 Airya Seraphine F1 H2 50
2570 Airya Seraph A2 W1 10
1663 Harab Seraph A1 D1; random: 100% ×1 mask 5376 link 1 10
1286 Eagle King A4 W1 E1 H2; random: 10% ×1 mask 1920 link 1 100

The highest fixed recruitable paths resolved in these rows are Fire 1, Air 4, Water 1, Earth 1, Death 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Caelum capital and national sites#

ID Site Monthly fields Recruits recorded
94 Palace of the Eagle Kings A3, W1 Eagle King, Blizzard Warrior, Airya Temple Guard
168 Spire Horn Mountain A1 Kavi Archer
169 Ravens Vale E1 Mairya Ahu, Mairya Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Caelum national spell map#

ID Spell School Requirement Cost field
461 Parting of the Soul Thaumaturgy 6 D1 A1 0
462 Call Ahurani Conjuration 5 S2 W1 12
463 Call Celestial Yazad Conjuration 6 S4 40
464 Call Fravashi Conjuration 7 S3 30
465 Call Amesha Spenta Conjuration 8 S5 60
466 Summon Yazatas Conjuration 5 S2 12
467 Call Daevas Conjuration 5 D2 F1 12
468 Call Jahi Conjuration 5 D3 F1 15
469 Call Yata Conjuration 6 D3 F2 40
470 Call of the Drugvant Thaumaturgy 7 D4 F1 15
471 Call Greater Daeva Conjuration 8 D4 F2 60

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Caelum national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Caelum hero boundary#

ID Hero record Magic Boundary
1674 Unwinged H2 assignment only; timing unresolved
2577 Ahu of the Kavi H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Caelum army identities#

  • Sacred roster: Airya Temple Guard, Kavi Archer, Mairya Warrior.
  • Flying roster: Spire Horn Militia, Spire Horn Warrior, Spire Horn Archer, Tempest Warrior, Airya Light Infantry, Airya Infantry, Iceclad, Raptorian Militia, Raptorian Warrior, Mammoth Rider, Blizzard Warrior, Kavi Archer, Mairya Warrior.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: flying winged troops, strong archery, cold-forged ice equipment, mammoths, and powerful Air magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Caelum opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Caelum fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Caelum, the most likely planning failure is temperature-dependent protection, fragile troops, storm interactions, supply, and coordinating flyers with slower forces. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Caelum research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Caelum magic-access ladder#

The fixed-path ceiling is Fire 1, Air 4, Water 1, Earth 1, Death 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Caelum battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Caelum Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Caelum matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Caelum monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Caelum unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Caelum source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXII: Early Age Mictlan, Reign of Blood#

Early Age Mictlan one-page command brief#

Early Age Mictlan converts cheap tribal armies, sacred Jaguar and Eagle Warriors, mage-priests, and dominion sustained through blood sacrifice into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 9 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 13 active nation-restricted spell records. Its chief planning risks are blood-slave supply, priest turns, weak protection, dominion maintenance, and preventing expansion from outrunning sacrifice coverage.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Mictlan evidence and ruleset#

This dossier covers unmodded Early Age Mictlan on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 25, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Mictlan object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Mictlan conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Mictlan recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 4 7 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 4 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Mictlan commander roster#

ID Commander Fixed and random magic Leadership
729 Scout none 0
730 Tribal King none 100
731 Mictlan Priest B1 H1; random: 10% ×1 mask 10880 link 1 10
1361 Nahualli S1 N2; random: 10% ×1 mask 47104 link 1 10
732 Priest King N2 B2 H2 150
733 Rain Priest W2 B2 H2 10
734 Moon Priest S2 B2 H2 10
735 High Priest of the Sun F2 B3 H3 50

Early Age Mictlan troop roster#

ID Unit HP Protection Morale Traits
721 Warrior 10 0 10 ordinary body
722 Warrior 10 0 10 ordinary body
723 Warrior 10 0 10 ordinary body
724 Warrior 10 0 10 ordinary body
860 Feathered Warrior 10 0 11 ordinary body
1882 Moon Warrior 12 0 12 ordinary body
727 Jaguar Warrior 12 0 12 sacred
726 Eagle Warrior 12 0 11 sacred
725 Sun Warrior 12 0 13 sacred

Early Age Mictlan mage and priest portfolio#

ID Commander Fixed and random magic Leadership
731 Mictlan Priest B1 H1; random: 10% ×1 mask 10880 link 1 10
1361 Nahualli S1 N2; random: 10% ×1 mask 47104 link 1 10
732 Priest King N2 B2 H2 150
733 Rain Priest W2 B2 H2 10
734 Moon Priest S2 B2 H2 10
735 High Priest of the Sun F2 B3 H3 50

The highest fixed recruitable paths resolved in these rows are Fire 2, Water 2, Astral 2, Nature 2, Blood 3, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Mictlan capital and national sites#

ID Site Monthly fields Recruits recorded
30 Temple of the Land N1 Priest King, Eagle Warrior
31 Temple of the Rain W1 Rain Priest
32 Temple of the Moon S1 Moon Priest
33 High Temple of the Sun F2, B3 High Priest of the Sun, Sun Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Mictlan national spell map#

ID Spell School Requirement Cost field
504 Summon Jaguar Toads Conjuration 1 N1 H1 2
505 Summon Jaguars Conjuration 3 N2 H1 20
506 Summon Jade Serpents Conjuration 4 W2 3
507 Summon Monster Toad Conjuration 5 N2 1
508 Contact Couatl Conjuration 6 N1 S1 40
509 Summon Tlaloque Conjuration 7 W4 60
510 Bind Beast Bats Blood 2 B1 8
511 Bind Jaguar Fiends Blood 4 B1 F1 16
512 Contact Civateteo Blood 5 B2 D2 36
513 Bind Tzitzimitl Blood 6 B2 S2 10
514 Contact Tlahuelpuchi Blood 6 B3 42
515 Contact Onaqui Blood 7 B4 101
516 Rain of Jaguars Blood 8 B6 F2 40

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Mictlan national item boundary#

ID Item Construction Paths Link
43 Jade Knife 3 N1 B1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Mictlan hero boundary#

ID Hero record Magic Boundary
933 King of Legends D3 B3 H3 assignment only; timing unresolved
936 Eagle Priest A2 B2 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Mictlan army identities#

  • Sacred roster: Jaguar Warrior, Eagle Warrior, Sun Warrior.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: cheap tribal armies, sacred Jaguar and Eagle Warriors, mage-priests, and dominion sustained through blood sacrifice.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Mictlan opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Mictlan fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Mictlan, the most likely planning failure is blood-slave supply, priest turns, weak protection, dominion maintenance, and preventing expansion from outrunning sacrifice coverage. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Mictlan research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Mictlan magic-access ladder#

The fixed-path ceiling is Fire 2, Water 2, Astral 2, Nature 2, Blood 3, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Mictlan battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Mictlan Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Mictlan matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Mictlan monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Mictlan unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Mictlan source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXIII: Early Age Xibalba, Vigil of the Sun#

Early Age Xibalba one-page command brief#

Early Age Xibalba converts numerous stealthy flying Zotz, cave recruitment, blood hunting, and dark Water–Earth–Death–Blood magic into expansion, research, and strategic pressure. The pinned roster resolves 11 commander identities and 8 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 17 active nation-restricted spell records. Its chief planning risks are very fragile troops, cave and surface logistics, blood economy, leadership, and surviving missile fire.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Xibalba evidence and ruleset#

This dossier covers unmodded Early Age Xibalba on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 26, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Xibalba object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Xibalba conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Xibalba recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 9 7 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Xibalba commander roster#

ID Commander Fixed and random magic Leadership
2674 Batab none 75
2675 Ajaw H1 100
2676 Ajaw Kan Ek’ H2 150
2691 Xibalban Scorpion Trainer none 50
2678 Chilan E1 D1 H1 10
2679 Ah Nakom B1 H1 10
2677 Ah K’in F1 H1; random: 100% ×1 mask 37888 link 1 50
2680 Ah Itz D1 B1; random: 100% ×1 mask 38144 link 1 10
2681 Camazotz D2 B1; random: 100% ×1 mask 38144 link 1 10
2684 Ah K’in Kan Ek’ F2 E1 D1 H2; random: 100% ×1 mask 37888 link 1 50
2736 Onaqui D3 N1 B3 H2; random: 100% ×1 mask 45184 link 1; 10% ×1 mask 45184 link 1 100

Early Age Xibalba troop roster#

ID Unit HP Protection Morale Traits
2668 Xibalban Warrior 7 0 9 flying, stealthy
2669 Xibalban Warrior 7 0 9 flying, stealthy
2670 Xibalban Dart Thrower 7 0 9 flying, stealthy
2671 Xibalban Guard 8 0 11 flying, stealthy
2687 Large Scorpion 1 1 50 magic being, stealthy
2688 Giant Scorpion 5 5 50 magic being, stealthy
2689 Xibalban Scorpion 16 12 15 ordinary body
2672 Sun Guide 9 0 13 sacred, flying

Early Age Xibalba mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2675 Ajaw H1 100
2676 Ajaw Kan Ek’ H2 150
2678 Chilan E1 D1 H1 10
2679 Ah Nakom B1 H1 10
2677 Ah K’in F1 H1; random: 100% ×1 mask 37888 link 1 50
2680 Ah Itz D1 B1; random: 100% ×1 mask 38144 link 1 10
2681 Camazotz D2 B1; random: 100% ×1 mask 38144 link 1 10
2684 Ah K’in Kan Ek’ F2 E1 D1 H2; random: 100% ×1 mask 37888 link 1 50
2736 Onaqui D3 N1 B3 H2; random: 100% ×1 mask 45184 link 1; 10% ×1 mask 45184 link 1 100

The highest fixed recruitable paths resolved in these rows are Fire 2, Earth 1, Death 3, Nature 1, Blood 3, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Xibalba capital and national sites#

ID Site Monthly fields Recruits recorded
174 Cavern of the Sun F3, E1 Ah K’in Kan Ek’, Sun Guide
175 House of Knives D2 Onaqui

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Xibalba national spell map#

ID Spell School Requirement Cost field
505 Summon Jaguars Conjuration 3 N2 H1 20
510 Bind Beast Bats Blood 2 B1 8
511 Bind Jaguar Fiends Blood 4 B1 F1 16
515 Contact Onaqui Blood 7 B4 101
516 Rain of Jaguars Blood 8 B6 F2 40
517 Theft of the Sun Enchantment 8 D6 F3 70
518 Summon Sacred Scorpion Conjuration 3 E1 D1 2
519 Break the First Soul Blood 2 B1 0
520 Break the Second Soul Thaumaturgy 2 E1 0
521 Break the Third Soul Thaumaturgy 2 A1 0
522 Break the Fourth Soul Thaumaturgy 2 D1 0
523 Gift of the First Soul Blood 3 B1 0
524 Gift of the Second Soul Thaumaturgy 3 E1 0
525 Gift of the Third Soul Thaumaturgy 3 A1 0
526 Gift of the Fourth Soul Thaumaturgy 3 D1 0
527 Summon Balam Conjuration 7 N4 60
528 Summon Chaac Conjuration 8 A4 75

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Xibalba national item boundary#

ID Item Construction Paths Link
203 Scorpion Crown 7 F3 D2 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Xibalba hero boundary#

ID Hero record Magic Boundary
2692 Halach Uinic F2 B1 H3 assignment only; timing unresolved
2757 Demon of the Bone Staff E2 D4 B3 H3 assignment only; timing unresolved
2758 Demon of the Skull Staff E2 D4 B3 H3 assignment only; timing unresolved
2759 Demon of Pus F1 D3 N1 B3 H3 assignment only; timing unresolved
2760 Jaundice Demon F1 D3 N1 B3 H3 assignment only; timing unresolved
2761 Sweeping Demon B3 assignment only; timing unresolved
2762 Stabbing Demon B3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Xibalba army identities#

  • Sacred roster: Sun Guide.
  • Flying roster: Xibalban Warrior, Xibalban Warrior, Xibalban Dart Thrower, Xibalban Guard, Sun Guide.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: numerous stealthy flying Zotz, cave recruitment, blood hunting, and dark Water–Earth–Death–Blood magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Xibalba opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Xibalba fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Xibalba, the most likely planning failure is very fragile troops, cave and surface logistics, blood economy, leadership, and surviving missile fire. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Xibalba research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Xibalba magic-access ladder#

The fixed-path ceiling is Fire 2, Earth 1, Death 3, Nature 1, Blood 3, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Xibalba battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Xibalba Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Xibalba matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Xibalba monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Xibalba unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Xibalba source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXIV: Early Age C’tis, Lizard Kings#

Early Age C’tis one-page command brief#

Early Age C’tis converts cold-blooded lizard infantry, chariots, sacred serpents, and accomplished Death–Nature mages into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 11 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 4 active nation-restricted spell records. Its chief planning risks are temperature, low defence, supply, poison use, and keeping expensive Sauromancers available for their competing jobs.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age C’tis evidence and ruleset#

This dossier covers unmodded Early Age C’tis on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 27, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any C’tis object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age C’tis conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age C’tis recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 8 10 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age C’tis commander roster#

ID Commander Fixed and random magic Leadership
169 Taskmaster none 50
163 Commander of C’tis none 75
162 Lizard Lord none 100
160 High Priest of C’tis H2 50
510 Hierodule H1 0
170 Lizard Shaman S1 N1 10
1387 Reborn D2 10
161 Sauromancer D3 N1; random: 100% ×1 mask 14848 link 1; 10% ×1 mask 14848 link 1 10
177 Lizard King H3 150
1366 Lizard Heir H1 100

Early Age C’tis troop roster#

ID Unit HP Protection Morale Traits
168 Militia 11 5 7 ordinary body
167 C’tissian Light Infantry 11 5 9 ordinary body
4062 C’tissian Medium Infantry 11 5 9 ordinary body
166 City Guard 11 5 9 ordinary body
165 C’tissian Heavy Infantry 11 5 9 ordinary body
504 Falchioneer 11 5 10 ordinary body
171 Slave Warrior 13 3 8 ordinary body
172 Elite Warrior 13 3 9 ordinary body
173 Runner 12 3 8 ordinary body
1365 Lizard Charioteer 13 5 11 ordinary body
783 Serpent Dancer 11 5 11 sacred

Early Age C’tis mage and priest portfolio#

ID Commander Fixed and random magic Leadership
160 High Priest of C’tis H2 50
510 Hierodule H1 0
170 Lizard Shaman S1 N1 10
1387 Reborn D2 10
161 Sauromancer D3 N1; random: 100% ×1 mask 14848 link 1; 10% ×1 mask 14848 link 1 10
177 Lizard King H3 150
1366 Lizard Heir H1 100

The highest fixed recruitable paths resolved in these rows are Astral 1, Death 3, Nature 1, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age C’tis capital and national sites#

ID Site Monthly fields Recruits recorded
9 The Temple City D4, N2 Lizard King, Lizard Heir, Serpent Dancer

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age C’tis national spell map#

ID Spell School Requirement Cost field
318 Contact Scorpion Man Conjuration 8 E1 F1 12
339 Sacred Crocodile Conjuration 4 N2 W2 1
459 Summon Monster Toads Conjuration 5 N2 5
460 Contact Couatl Conjuration 7 N1 S1 40

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age C’tis national item boundary#

ID Item Construction Paths Link
226 The Jade Mask 9 D6 N3 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age C’tis hero boundary#

ID Hero record Magic Boundary
379 Lizard Hero none assignment only; timing unresolved
1660 Reassembled Prince H2 assignment only; timing unresolved
1708 Consort of the Dead S2 D4 N3 assignment only; timing unresolved
635 Ancient Shaman S2 N2 H1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age C’tis army identities#

  • Sacred roster: Serpent Dancer.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: cold-blooded lizard infantry, chariots, sacred serpents, and accomplished Death–Nature mages.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age C’tis opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age C’tis fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For C’tis, the most likely planning failure is temperature, low defence, supply, poison use, and keeping expensive Sauromancers available for their competing jobs. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age C’tis research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age C’tis magic-access ladder#

The fixed-path ceiling is Astral 1, Death 3, Nature 1, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age C’tis battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age C’tis Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age C’tis matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age C’tis monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age C’tis unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age C’tis source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXV: Early Age Machaka, Lion Kings#

Early Age Machaka one-page command brief#

Early Age Machaka converts totemic human clans, poison archers, spider riders, war lions, elephants, and semi-divine Colossi into expansion, research, and strategic pressure. The pinned roster resolves 12 commander identities and 14 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 3 active nation-restricted spell records. Its chief planning risks are mixed recruitment, animal morale, poison exposure, trampling control, and scarce top-end commanders.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Machaka evidence and ruleset#

This dossier covers unmodded Early Age Machaka on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 28, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Machaka object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Machaka conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Machaka recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 9 10 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 4 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Machaka commander roster#

ID Commander Fixed and random magic Leadership
2288 Machaka Scout none 0
2289 Rhino Clan Commander none 75
2290 Lion Clan Commander none 100
4134 Gnu Clan Commander none 50
2291 Voice of Lion N1 H1 50
2292 Hyena Clan Witch Doctor F1 E1 D2 10
2293 Bouda F1 E2 D2; random: 100% ×1 mask 5248 link 1 10
2310 Voice of Spider none 0
2403 Spider Clan Witch Doctor F1 D1 N1 G1 10
2295 Spider Clan Sorcerer F1 D1 N1 G1; random: 100% ×2 mask 29824 link 1; 10% ×1 mask 29824 link 1 10
2297 Lion Queen F3 E1 N2 H1; random: 10% ×1 mask 9344 link 1 50
2296 Lion King F2 E1 N3 H2; random: 10% ×1 mask 9344 link 1 100

Early Age Machaka troop roster#

ID Unit HP Protection Morale Traits
2126 Pygmy 4 0 6 ordinary body
2298 Machaka Militia 10 0 8 ordinary body
2299 Bird Clan Archer 10 0 8 ordinary body
2300 Machaka Warrior 10 0 10 ordinary body
2303 Hyena Clan Warrior 11 0 9 ordinary body
2304 Rhino Clan Warrior 13 0 11 ordinary body
2305 Lion Clan Warrior 12 0 12 ordinary body
2306 War Lion 20 4 13 ordinary body
4133 Gnu Clan Cavalry 11 0 12 ordinary body
2307 Elephant Rider 13 0 10 ordinary body
2301 Spider Clan Archer 9 0 8 ordinary body
2302 Spider Clan Warrior 9 0 10 ordinary body
2308 Spider Rider 10 0 10 ordinary body
2309 Lion Warrior 22 1 14 sacred

Early Age Machaka mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2291 Voice of Lion N1 H1 50
2292 Hyena Clan Witch Doctor F1 E1 D2 10
2293 Bouda F1 E2 D2; random: 100% ×1 mask 5248 link 1 10
2403 Spider Clan Witch Doctor F1 D1 N1 G1 10
2295 Spider Clan Sorcerer F1 D1 N1 G1; random: 100% ×2 mask 29824 link 1; 10% ×1 mask 29824 link 1 10
2297 Lion Queen F3 E1 N2 H1; random: 10% ×1 mask 9344 link 1 50
2296 Lion King F2 E1 N3 H2; random: 10% ×1 mask 9344 link 1 100

The highest fixed recruitable paths resolved in these rows are Fire 3, Earth 2, Death 2, Nature 3, Glamour 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Machaka capital and national sites#

ID Site Monthly fields Recruits recorded
153 Forest of Spider D1, N1, G1 Spider Clan Sorcerer, Spider Clan Archer, Spider Clan Warrior, Spider Rider
154 Great Mababwe F1, E2 Lion Queen, Lion King, Lion Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Machaka national spell map#

ID Spell School Requirement Cost field
340 Herd of Elephants Conjuration 3 N2 20
343 Weavers of the Wood Enchantment 5 N4 6
1473 Herd of Gnus Conjuration 3 N2 5

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Machaka national item boundary#

ID Item Construction Paths Link
177 Totem Shield 5 D1 G1 rebate
197 Spirit Mask 5 D2 N1 rebate
240 Kithaironic Lion Pelt 3 N1 E1 rebate
427 Fever Fetish 9 F1 N1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Machaka hero boundary#

ID Hero record Magic Boundary
952 Hero none assignment only; timing unresolved
953 King Triumphant H3 assignment only; timing unresolved
946 Lady of Spiders F1 E3 D3 G2 assignment only; timing unresolved
1426 Crowned Ape H1 assignment only; timing unresolved
1706 Ape Oracle N1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Machaka army identities#

  • Sacred roster: Lion Warrior.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: totemic human clans, poison archers, spider riders, war lions, elephants, and semi-divine Colossi.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Machaka opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Machaka fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Machaka, the most likely planning failure is mixed recruitment, animal morale, poison exposure, trampling control, and scarce top-end commanders. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Machaka research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Machaka magic-access ladder#

The fixed-path ceiling is Fire 3, Earth 2, Death 2, Nature 3, Glamour 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Machaka battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Machaka Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Machaka matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Machaka monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Machaka unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Machaka source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXVI: Early Age Berytos, The Phoenix Empire#

Early Age Berytos one-page command brief#

Early Age Berytos converts coastal trade, sailing human forces, Colossi, and sorcerer-queens with unusually wide magical access into expansion, research, and strategic pressure. The pinned roster resolves 5 commander identities and 9 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 7 active nation-restricted spell records. Its chief planning risks are capital dependence, expensive mages, coastal staging, sailing limits, and balancing trade income against military replacement.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Berytos evidence and ruleset#

This dossier covers unmodded Early Age Berytos on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 29, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Berytos object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Berytos conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Berytos recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 4 8 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Berytos commander roster#

ID Commander Fixed and random magic Leadership
2252 Berytian Scout none 0
2253 Berytian Captain none 100
2265 Berytian Priest B1 H1; random: 100% ×1 mask 34176 link 1 10
2424 Berytian Sage E1; random: 100% ×1 mask 768 link 1 10
2266 Bride-in-Waiting F2 A2 E1 B2 H2; random: 100% ×1 mask 34176 link 1; 10% ×1 mask 34176 link 1 100

Early Age Berytos troop roster#

ID Unit HP Protection Morale Traits
2254 Berytian Militia 10 0 8 ordinary body
2255 Berytian Archer 10 0 8 ordinary body
2256 Berytian Spearman 10 0 10 ordinary body
2257 Berytian Soldier 10 0 10 ordinary body
2258 Berytian Heavy Spearman 10 0 11 ordinary body
2259 Berytian Elite Soldier 12 0 13 ordinary body
2260 Berytian Lancer 10 0 11 ordinary body
2261 Elephant Rider 10 0 8 ordinary body
2262 Colossi Warrior 22 1 14 sacred

Early Age Berytos mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2265 Berytian Priest B1 H1; random: 100% ×1 mask 34176 link 1 10
2424 Berytian Sage E1; random: 100% ×1 mask 768 link 1 10
2266 Bride-in-Waiting F2 A2 E1 B2 H2; random: 100% ×1 mask 34176 link 1; 10% ×1 mask 34176 link 1 100

The highest fixed recruitable paths resolved in these rows are Fire 2, Air 2, Earth 1, Blood 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Berytos capital and national sites#

ID Site Monthly fields Recruits recorded
152 Temple of Storms and Flames F2, A3, B2 Bride-in-Waiting, Colossi Warrior

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Berytos national spell map#

ID Spell School Requirement Cost field
340 Herd of Elephants Conjuration 3 N2 20
344 Call Melqart Blood 6 B3 F2 99
349 Scapegoats Blood 3 B1 8
351 Summon Shedim Blood 4 B3 A1 28
358 Summon Mazzikim Conjuration 3 N1 3
359 Summon Lilot Conjuration 5 N4 15
366 Summon Telkhine Conjuration 8 W5 A2 69

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Berytos national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Berytos hero boundary#

ID Hero record Magic Boundary
2429 Bride of the Gods F3 E1 D3 B3 H2 assignment only; timing unresolved
2430 King of the City F3 A2 B3 H3 assignment only; timing unresolved
2876 Queen of the City F3 A3 W3 E4 N2 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Berytos army identities#

  • Sacred roster: Colossi Warrior.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: coastal trade, sailing human forces, Colossi, and sorcerer-queens with unusually wide magical access.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Berytos opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Berytos fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Berytos, the most likely planning failure is capital dependence, expensive mages, coastal staging, sailing limits, and balancing trade income against military replacement. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Berytos research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Berytos magic-access ladder#

The fixed-path ceiling is Fire 2, Air 2, Earth 1, Blood 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Berytos battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Berytos Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Berytos matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Berytos monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Berytos unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Berytos source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXVII: Early Age Vanheim, Age of Vanir#

Early Age Vanheim one-page command brief#

Early Age Vanheim converts glamour-protected Vanir, sacred cavalry, sailing, blood priests, and Air–Earth dwarven smiths into expansion, research, and strategic pressure. The pinned roster resolves 5 commander identities and 7 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 3 active nation-restricted spell records. Its chief planning risks are elite scarcity, glamour counters, blood-hunting costs, sailing boundaries, and ordinary frontage.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Vanheim evidence and ruleset#

This dossier covers unmodded Early Age Vanheim on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 30, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Vanheim object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Vanheim conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Vanheim recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 3 5 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Vanheim commander roster#

ID Commander Fixed and random magic Leadership
1512 Van Scout none 0
263 Vanherse A1 G1 H1 75
264 Vanjarl A2 G1 B1 H2 100
948 Vanadrott A2 G2 B1 H2; random: 100% ×1 mask 54528 link 1; 10% ×1 mask 54528 link 1 150
323 Dwarven Smith E2; random: 100% ×1 mask 21888 link 1; 10% ×1 mask 21888 link 1 10

Early Age Vanheim troop roster#

ID Unit HP Protection Morale Traits
1679 Serf Warrior 10 0 8 ordinary body
1508 Huskarl 13 0 11 stealthy
1509 Huskarl 13 0 11 stealthy
1510 Hirdman 13 0 12 stealthy
1504 Mounted Hirdman 13 0 12 stealthy
1513 Vanhere 15 0 15 sacred, stealthy
463 Fay Boar 18 4 18 ordinary body

Early Age Vanheim mage and priest portfolio#

ID Commander Fixed and random magic Leadership
263 Vanherse A1 G1 H1 75
264 Vanjarl A2 G1 B1 H2 100
948 Vanadrott A2 G2 B1 H2; random: 100% ×1 mask 54528 link 1; 10% ×1 mask 54528 link 1 150
323 Dwarven Smith E2; random: 100% ×1 mask 21888 link 1; 10% ×1 mask 21888 link 1 10

The highest fixed recruitable paths resolved in these rows are Air 2, Earth 2, Glamour 2, Blood 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Vanheim capital and national sites#

ID Site Monthly fields Recruits recorded
114 Vanhalla A2, G1 Vanadrott, Vanhere
115 The Halls of Andvare E3 Dwarven Smith, Fay Boar

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Vanheim national spell map#

ID Spell School Requirement Cost field
491 Summon Dwarf of the Four Directions Conjuration 8 A4 E3 62
492 Summon Valkyries Conjuration 6 A3 D1 1
493 Awaken Draugar Conjuration 4 D2 12

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Vanheim national item boundary#

ID Item Construction Paths Link
29 Dwarven Hammer 3 E3 rebate
236 Lightweight Scale Mail 3 A1 rebate
262 Weightless Scale Mail 7 A1 rebate
280 Pebble Skin Suit 9 B4 E1 rebate
361 Cauldron of the Elven Halls 5 G3 rebate
435 Draupnir 9 E5 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Vanheim hero boundary#

ID Hero record Magic Boundary
590 Vanadrott A3 D2 G2 B2 H2 assignment only; timing unresolved
1511 Vanadis F2 A2 G2 H1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Vanheim army identities#

  • Sacred roster: Vanhere.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: glamour-protected Vanir, sacred cavalry, sailing, blood priests, and Air–Earth dwarven smiths.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Vanheim opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Vanheim fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Vanheim, the most likely planning failure is elite scarcity, glamour counters, blood-hunting costs, sailing boundaries, and ordinary frontage. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Vanheim research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Vanheim magic-access ladder#

The fixed-path ceiling is Air 2, Earth 2, Glamour 2, Blood 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Vanheim battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Vanheim Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Vanheim matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Vanheim monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Vanheim unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Vanheim source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXVIII: Early Age Helheim, Dusk and Death#

Early Age Helheim one-page command brief#

Early Age Helheim converts Valkyries, Helhirding cavalry, stealth and glamour, backed by Death–Air mages into expansion, research, and strategic pressure. The pinned roster resolves 7 commander identities and 7 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 4 active nation-restricted spell records. Its chief planning risks are small elite armies, glamour counters, fragile support troops, expensive recruitment, and raiding without losing strategic concentration.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Helheim evidence and ruleset#

This dossier covers unmodded Early Age Helheim on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 31, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Helheim object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Helheim conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Helheim recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 4 5 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Helheim commander roster#

ID Commander Fixed and random magic Leadership
1512 Van Scout none 0
1505 Vanherse A1 G1 H1 75
1506 Vanjarl A2 D1 G1 H2 100
1502 Helkarl D1 G1 H1 100
1507 Dis A1 D1 G1 H1 100
847 Hangadrott D3 G2 H2; random: 100% ×1 mask 21760 link 1; 10% ×1 mask 21760 link 1 150
1010 Svartalf E2 D2; random: 100% ×1 mask 21888 link 1 10

Early Age Helheim troop roster#

ID Unit HP Protection Morale Traits
1679 Serf Warrior 10 0 8 ordinary body
1508 Huskarl 13 0 11 stealthy
1509 Huskarl 13 0 11 stealthy
1510 Hirdman 13 0 12 stealthy
1504 Mounted Hirdman 13 0 12 stealthy
855 Valkyrie 13 0 12 sacred, flying, stealthy
1503 Helhirding 14 0 13 sacred, stealthy

Early Age Helheim mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1505 Vanherse A1 G1 H1 75
1506 Vanjarl A2 D1 G1 H2 100
1502 Helkarl D1 G1 H1 100
1507 Dis A1 D1 G1 H1 100
847 Hangadrott D3 G2 H2; random: 100% ×1 mask 21760 link 1; 10% ×1 mask 21760 link 1 150
1010 Svartalf E2 D2; random: 100% ×1 mask 21888 link 1 10

The highest fixed recruitable paths resolved in these rows are Air 2, Earth 2, Death 3, Glamour 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Helheim capital and national sites#

ID Site Monthly fields Recruits recorded
59 Helhalla G1 Dis, Hangadrott, Valkyrie, Helhirding
113 Gnipahålan E1, D4 Svartalf

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Helheim national spell map#

ID Spell School Requirement Cost field
491 Summon Dwarf of the Four Directions Conjuration 8 A4 E3 62
492 Summon Valkyries Conjuration 6 A3 D1 1
493 Awaken Draugar Conjuration 4 D2 12
496 Brood of Garm Conjuration 4 N2 10

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Helheim national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Helheim hero boundary#

ID Hero record Magic Boundary
2473 Hangadrottning A1 D4 G2 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Helheim army identities#

  • Sacred roster: Valkyrie, Helhirding.
  • Flying roster: Valkyrie.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: Valkyries, Helhirding cavalry, stealth and glamour, backed by Death–Air mages.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Helheim opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Helheim fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Helheim, the most likely planning failure is small elite armies, glamour counters, fragile support troops, expensive recruitment, and raiding without losing strategic concentration. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Helheim research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Helheim magic-access ladder#

The fixed-path ceiling is Air 2, Earth 2, Death 3, Glamour 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Helheim battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Helheim Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Helheim matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Helheim monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Helheim unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Helheim source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXIX: Early Age Rus, Sons of Heaven#

Early Age Rus one-page command brief#

Early Age Rus converts human hunters and berserkers, Chud elites, sacred bear skinshifters, and Air–Nature–Fire magic into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 7 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 16 active nation-restricted spell records. Its chief planning risks are mixed troop quality, transformation behaviour, forest recruitment, limited armour, and distributing expensive mages.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Rus evidence and ruleset#

This dossier covers unmodded Early Age Rus on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 32, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Rus object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Rus conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Rus recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 5 5 Direct pinned membership rows
Regional or coastal 2 1 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 2 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Rus commander roster#

ID Commander Fixed and random magic Leadership
2984 Scout none 0
2985 Rusian Chieftain none 75
2986 Rusian Priest H1 10
2987 Rusian Wizard F1 N1; random: 100% ×1 mask 11520 link 1 10
3008 Rusian Chieftain none 50
3000 Son of Heaven F1 A1 N1 H2; random: 100% ×1 mask 10624 link 1 150
3001 Daughter of the Sun F2 N1 H1; random: 100% ×1 mask 10624 link 1; 10% ×1 mask 10624 link 1 100
2999 Perkunu A3 S1 N2 H1; random: 10% ×1 mask 10496 link 1 50

Early Age Rus troop roster#

ID Unit HP Protection Morale Traits
2989 Rusian Hunter 10 0 11 stealthy
2990 Rusian Warrior 10 0 10 ordinary body
2991 Rusian Warrior 10 0 10 ordinary body
2993 Chud Warrior 17 2 13 ordinary body
2994 Chud Berserker 17 2 13 ordinary body
2992 Chud Hunter 17 2 13 stealthy
2997 Chud Skinshifter 19 2 14 sacred

Early Age Rus mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2986 Rusian Priest H1 10
2987 Rusian Wizard F1 N1; random: 100% ×1 mask 11520 link 1 10
3000 Son of Heaven F1 A1 N1 H2; random: 100% ×1 mask 10624 link 1 150
3001 Daughter of the Sun F2 N1 H1; random: 100% ×1 mask 10624 link 1; 10% ×1 mask 10624 link 1 100
2999 Perkunu A3 S1 N2 H1; random: 10% ×1 mask 10496 link 1 50

The highest fixed recruitable paths resolved in these rows are Fire 2, Air 3, Astral 1, Nature 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Rus capital and national sites#

ID Site Monthly fields Recruits recorded
191 Hall of the Dawn F1, A1 Son of Heaven, Daughter of the Sun
189 Pine of Skulls S1, N1 Chud Hunter, Chud Skinshifter
190 Oak of Storms A1, N1 Perkunu

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Rus national spell map#

ID Spell School Requirement Cost field
321 Summon Bears Conjuration 3 N1 H1 8
322 Summon Simargl Conjuration 2 A1 1
323 Summon Firebird Conjuration 3 F1 S1 2
324 Send Lady Midday Conjuration 5 A3 D1 5
325 Contact Sirin Conjuration 3 S2 8
326 Send Vodyanoy Conjuration 4 W2 20
327 Summon Rusalka Conjuration 4 W1 D1 16
328 Summon Likho Conjuration 4 D1 10
329 Contact Alkonost Conjuration 4 S2 15
330 Summon Zmey Conjuration 5 F2 5
331 Send Bukavac Conjuration 5 W4 5
332 Contact Gamayun Conjuration 5 S3 25
333 Contact Beregina Conjuration 6 W3 E1 35
334 Contact Mountain Vila Conjuration 7 N4 40
335 Contact Cloud Vila Conjuration 7 A4 40
336 Contact Leshiy Conjuration 8 N6 60

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Rus national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Rus hero boundary#

ID Hero record Magic Boundary
1958 Hag A3 W1 D3 N2 assignment only; timing unresolved
3234 Son of the Bear S2 N3 H2 assignment only; timing unresolved
3241 Daughter of the Thunder A4 E1 N2 H1 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Rus army identities#

  • Sacred roster: Chud Skinshifter.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: human hunters and berserkers, Chud elites, sacred bear skinshifters, and Air–Nature–Fire magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Rus opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Rus fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Rus, the most likely planning failure is mixed troop quality, transformation behaviour, forest recruitment, limited armour, and distributing expensive mages. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Rus research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Rus magic-access ladder#

The fixed-path ceiling is Fire 2, Air 3, Astral 1, Nature 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Rus battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Rus Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Rus matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Rus monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Rus unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Rus source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXX: Early Age Niefelheim, Sons of Winter#

Early Age Niefelheim one-page command brief#

Early Age Niefelheim converts frost giants, Jotun infantry, skinshifters, and Water–Death–Blood magic under a cold dominion into expansion, research, and strategic pressure. The pinned roster resolves 7 commander identities and 8 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 6 active nation-restricted spell records. Its chief planning risks are extreme gold costs, low model count, temperature, blood hunting, and replacing giants after attritional battles.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Niefelheim evidence and ruleset#

This dossier covers unmodded Early Age Niefelheim on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 33, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Niefelheim object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Niefelheim conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Niefelheim recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 8 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Niefelheim commander roster#

ID Commander Fixed and random magic Leadership
786 Jotun Scout none 0
1301 Jotun Herse none 75
1299 Jotun Jarl H1 100
1300 Jotun Gode H2 50
553 Jotun Skratti W2 B2 H1; random: 100% ×1 mask 53760 link 1 10
785 Gygja D1 G1 B1; random: 100% ×2 mask 63488 link 1; 10% ×1 mask 63488 link 1 50
844 Niefel Jarl W3 D2 H2; random: 100% ×1 mask 20992 link 1; 10% ×1 mask 20992 link 1 150

Early Age Niefelheim troop roster#

ID Unit HP Protection Morale Traits
1302 Jotun Bondi 31 5 11 ordinary body
1303 Jotun Warrior 33 5 12 ordinary body
1304 Jotun Warrior 35 5 12 ordinary body
1305 Jotun Hurler 33 5 12 ordinary body
1306 Jotun Huskarl 35 5 13 ordinary body
1307 Godihuskarl 36 5 13 ordinary body
1308 Jotun Hirdman 38 5 13 ordinary body
845 Niefel Giant 69 7 14 sacred

Early Age Niefelheim mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1299 Jotun Jarl H1 100
1300 Jotun Gode H2 50
553 Jotun Skratti W2 B2 H1; random: 100% ×1 mask 53760 link 1 10
785 Gygja D1 G1 B1; random: 100% ×2 mask 63488 link 1; 10% ×1 mask 63488 link 1 50
844 Niefel Jarl W3 D2 H2; random: 100% ×1 mask 20992 link 1; 10% ×1 mask 20992 link 1 150

The highest fixed recruitable paths resolved in these rows are Water 3, Death 2, Glamour 1, Blood 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Niefelheim capital and national sites#

ID Site Monthly fields Recruits recorded
46 Niefelheim W4, D2 Niefel Jarl, Niefel Giant

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Niefelheim national spell map#

ID Spell School Requirement Cost field
491 Summon Dwarf of the Four Directions Conjuration 8 A4 E3 62
494 Seith Curse Thaumaturgy 5 D1 S1 3
496 Brood of Garm Conjuration 4 N2 10
497 Awaken Jotun Draugar Conjuration 4 D2 15
498 Summon Rimvaettir Conjuration 5 W2 5
500 Illwinter Blood 6 B5 W3 120

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Niefelheim national item boundary#

ID Item Construction Paths Link
114 The Sword of Aurgelmer 9 G6 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Niefelheim hero boundary#

ID Hero record Magic Boundary
1382 Abductor A3 W3 D3 H2 assignment only; timing unresolved
586 Great Hag S3 D3 N2 G3 B3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Niefelheim army identities#

  • Sacred roster: Niefel Giant.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: frost giants, Jotun infantry, skinshifters, and Water–Death–Blood magic under a cold dominion.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Niefelheim opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Niefelheim fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Niefelheim, the most likely planning failure is extreme gold costs, low model count, temperature, blood hunting, and replacing giants after attritional battles. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Niefelheim research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Niefelheim magic-access ladder#

The fixed-path ceiling is Water 3, Death 2, Glamour 1, Blood 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Niefelheim battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Niefelheim Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Niefelheim matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Niefelheim monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Niefelheim unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Niefelheim source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXXI: Early Age Muspelheim, Sons of Fire#

Early Age Muspelheim one-page command brief#

Early Age Muspelheim converts fire giants, Jotun support, and broad Fire–Air–Death–Glamour–Blood magic in a hot dominion into expansion, research, and strategic pressure. The pinned roster resolves 5 commander identities and 3 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 5 active nation-restricted spell records. Its chief planning risks are extreme gold costs, temperature, scarce bodies, blood economy, and answering fire-resistant enemies.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Muspelheim evidence and ruleset#

This dossier covers unmodded Early Age Muspelheim on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 34, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Muspelheim object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Muspelheim conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Muspelheim recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 1 0 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 4 3 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Muspelheim commander roster#

ID Commander Fixed and random magic Leadership
3972 Muspeldottir F1 A1 D1; random: 100% ×1 mask 6528 link 1 50
3958 Muspel Herse H1 100
3959 Muspel Gode F1 H2; random: 100% ×1 mask 4480 link 1 50
3960 Muspelgygja F2 A1; random: 100% ×2 mask 22912 link 1; 10% ×1 mask 22912 link 1 50
3961 Muspel Jarl F3 A1 D1 H2; random: 100% ×1 mask 4480 link 1; 10% ×1 mask 4480 link 1 150

Early Age Muspelheim troop roster#

ID Unit HP Protection Morale Traits
3969 Muspel Huskarl 34 5 13 ordinary body
3970 Muspel Hirdman 36 5 13 ordinary body
3971 Muspel Giant 63 7 14 sacred

Early Age Muspelheim mage and priest portfolio#

ID Commander Fixed and random magic Leadership
3972 Muspeldottir F1 A1 D1; random: 100% ×1 mask 6528 link 1 50
3958 Muspel Herse H1 100
3959 Muspel Gode F1 H2; random: 100% ×1 mask 4480 link 1 50
3960 Muspelgygja F2 A1; random: 100% ×2 mask 22912 link 1; 10% ×1 mask 22912 link 1 50
3961 Muspel Jarl F3 A1 D1 H2; random: 100% ×1 mask 4480 link 1; 10% ×1 mask 4480 link 1 150

The highest fixed recruitable paths resolved in these rows are Fire 3, Air 1, Death 1, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Muspelheim capital and national sites#

ID Site Monthly fields Recruits recorded
236 Muspelheim F1, A1 Muspel Herse, Muspel Gode, Muspelgygja, Muspel Huskarl, Muspel Hirdman
237 The Rift of Surtr F2, D1 Muspel Jarl, Muspel Giant
238 The Meltwater Gorge W1 none in explicit recruit fields

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Muspelheim national spell map#

ID Spell School Requirement Cost field
491 Summon Dwarf of the Four Directions Conjuration 8 A4 E3 62
494 Seith Curse Thaumaturgy 5 D1 S1 3
496 Brood of Garm Conjuration 4 N2 10
497 Awaken Jotun Draugar Conjuration 4 D2 15
501 Summon Glosos Conjuration 3 D2 10

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Muspelheim national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Muspelheim hero boundary#

No fixed hero-slot identity was resolved from attributes 139–149. Hero arrival and timing remain unscheduled.

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Muspelheim army identities#

  • Sacred roster: Muspel Giant.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: no aquatic or amphibious troop identified in the reconciled recruit rows.
  • Core identity: fire giants, Jotun support, and broad Fire–Air–Death–Glamour–Blood magic in a hot dominion.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Muspelheim opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Muspelheim fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Muspelheim, the most likely planning failure is extreme gold costs, temperature, scarce bodies, blood economy, and answering fire-resistant enemies. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Muspelheim research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Muspelheim magic-access ladder#

The fixed-path ceiling is Fire 3, Air 1, Death 1, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Muspelheim battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Muspelheim Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Muspelheim matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Muspelheim monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Muspelheim unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Muspelheim source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXXII: Early Age Pelagia, Pearl Kings#

Early Age Pelagia one-page command brief#

Early Age Pelagia converts aquatic Triton clans, amphibious mermen, sacred Pearl Kings, and Water–Astral–Nature magic into expansion, research, and strategic pressure. The pinned roster resolves 12 commander identities and 13 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 0 active nation-restricted spell records. Its chief planning risks are deep-water geography, limited land projection, commander coverage, and separating aquatic from amphibious replacement.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Pelagia evidence and ruleset#

This dossier covers unmodded Early Age Pelagia on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 40, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Pelagia object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Pelagia conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Pelagia recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 9 Direct pinned membership rows
Regional or coastal 4 3 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Pelagia commander roster#

ID Commander Fixed and random magic Leadership
1050 Merman Scout none 0
1293 Turtle Chief none 75
2390 Pelagian Captain none 100
1696 Merman Priest H1 10
1415 Pelagian Mermage W1; random: 100% ×1 mask 9984 link 1 10
2395 Pearl Clan Priest H2 50
2396 Pearl Mage W2 S1 N1; random: 100% ×1 mask 11008 link 1 10
1294 Turtle Chief none 75
2811 Pelagian Shore Commander none 75
2813 Pelagian Explorer W1; random: 100% ×1 mask 11520 link 1 10
2397 Pearl King W4 S1 N1 H3; random: 100% ×1 mask 10496 link 1; 10% ×1 mask 11008 link 1 150
2805 Ichtyid Pearl Mage W1 S1 10

Early Age Pelagia troop roster#

ID Unit HP Protection Morale Traits
2388 Merman Net Thrower 10 1 10 amphibious
1291 Turtle Warrior 10 1 11 amphibious
2382 Turtle Tribe Triton 10 0 11 aquatic
2383 Shark Tribe Triton 10 0 11 aquatic
2384 Pelagian Militia 12 1 9 aquatic
1056 Pelagian Militia 12 1 9 aquatic
2385 Pelagian Soldier 15 1 11 aquatic
2386 Coral Clan Soldier 16 1 12 aquatic
2391 Triton Rider 15 1 13 aquatic
1292 Turtle Warrior 10 1 11 poor amphibian
2807 Pelagian Shore Fighter 10 1 10 poor amphibian
2809 Sideraspist 10 1 11 poor amphibian
2387 Pearl Guard 16 1 13 sacred, aquatic

Early Age Pelagia mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1696 Merman Priest H1 10
1415 Pelagian Mermage W1; random: 100% ×1 mask 9984 link 1 10
2395 Pearl Clan Priest H2 50
2396 Pearl Mage W2 S1 N1; random: 100% ×1 mask 11008 link 1 10
2813 Pelagian Explorer W1; random: 100% ×1 mask 11520 link 1 10
2397 Pearl King W4 S1 N1 H3; random: 100% ×1 mask 10496 link 1; 10% ×1 mask 11008 link 1 150
2805 Ichtyid Pearl Mage W1 S1 10

The highest fixed recruitable paths resolved in these rows are Water 4, Astral 1, Nature 1, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Pelagia capital and national sites#

ID Site Monthly fields Recruits recorded
72 Palace of Pearls W4, N2 Pearl King, Ichtyid Pearl Mage, Pearl Guard

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Pelagia national spell map#

No active nation-restricted spell row was found for this nation in the pinned snapshot. Absence here is a metadata boundary, not proof that no shared or special spell exists.

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Pelagia national item boundary#

ID Item Construction Paths Link
18 Coral Blade 3 W1 rebate
329 Clam of Pearls 3 W1 N1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Pelagia hero boundary#

ID Hero record Magic Boundary
2806 Wondrous A3 W4 S3 N1 H3 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Pelagia army identities#

  • Sacred roster: Pearl Guard.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Merman Net Thrower, Turtle Warrior, Turtle Tribe Triton, Shark Tribe Triton, Pelagian Militia, Pelagian Militia, Pelagian Soldier, Coral Clan Soldier, Triton Rider, Turtle Warrior, Pelagian Shore Fighter, Sideraspist, Pearl Guard.
  • Core identity: aquatic Triton clans, amphibious mermen, sacred Pearl Kings, and Water–Astral–Nature magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Pelagia opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Pelagia fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Pelagia, the most likely planning failure is deep-water geography, limited land projection, commander coverage, and separating aquatic from amphibious replacement. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Pelagia research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Pelagia magic-access ladder#

The fixed-path ceiling is Water 4, Astral 1, Nature 1, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Pelagia battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Pelagia Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Pelagia matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Pelagia monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Pelagia unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Pelagia source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXXIII: Early Age Oceania, Coming of the Capricorns#

Early Age Oceania one-page command brief#

Early Age Oceania converts shapechanging Capricorns and aquatic forest forces able to work between sea and coast into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 6 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 1 active nation-restricted spell records. Its chief planning risks are shape resolution, coastal transition, turmoil, land reinforcement, and mixed habitat requirements.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Oceania evidence and ruleset#

This dossier covers unmodded Early Age Oceania on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 41, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Oceania object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Oceania conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Oceania recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 7 5 Direct pinned membership rows
Regional or coastal 3 2 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 1 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Oceania commander roster#

ID Commander Fixed and random magic Leadership
2370 Ichtysatyr Scout none 0
2372 Ichtysatyr Commander none 50
2374 Ichtycentaur Commander none 100
2392 Aphroi Hierophant H1; random: 100% ×1 mask 8704 link 1 50
1054 Siren A1 W2 G2 0
2861 Haliade W2 N2 H2; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 9984 link 1 100
1038 Capricorn W2 E1 N4; random: 100% ×1 mask 1792 link 1; 10% ×1 mask 9984 link 1 100
2399 Aphroi Lord none 100

Early Age Oceania troop roster#

ID Unit HP Protection Morale Traits
1041 Ichtysatyr 12 2 8 amphibious, stealthy
2376 Ichtysatyr 12 2 9 amphibious, stealthy
2378 Ichtysatyr Warrior 12 2 9 amphibious
2380 Ichtytaur 30 4 12 amphibious
1408 Ichtycentaur 20 4 12 amphibious
2401 Aphroi 24 4 14 sacred, amphibious

Early Age Oceania mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2392 Aphroi Hierophant H1; random: 100% ×1 mask 8704 link 1 50
1054 Siren A1 W2 G2 0
2861 Haliade W2 N2 H2; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 9984 link 1 100
1038 Capricorn W2 E1 N4; random: 100% ×1 mask 1792 link 1; 10% ×1 mask 9984 link 1 100

The highest fixed recruitable paths resolved in these rows are Air 1, Water 2, Earth 1, Nature 4, Glamour 2, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Oceania capital and national sites#

ID Site Monthly fields Recruits recorded
101 The Grove of Aphros W1, N4, G1 Aphroi Lord, Aphroi

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Oceania national spell map#

ID Spell School Requirement Cost field
337 Grow Fortress Alteration 0 N4 35

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Oceania national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Oceania hero boundary#

No fixed hero-slot identity was resolved from attributes 139–149. Hero arrival and timing remain unscheduled.

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Oceania army identities#

  • Sacred roster: Aphroi.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Ichtysatyr, Ichtysatyr, Ichtysatyr Warrior, Ichtytaur, Ichtycentaur, Aphroi.
  • Core identity: shapechanging Capricorns and aquatic forest forces able to work between sea and coast.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Oceania opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Oceania fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Oceania, the most likely planning failure is shape resolution, coastal transition, turmoil, land reinforcement, and mixed habitat requirements. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Oceania research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Oceania magic-access ladder#

The fixed-path ceiling is Air 1, Water 2, Earth 1, Nature 4, Glamour 2, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Oceania battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Oceania Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Oceania matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Oceania monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Oceania unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Oceania source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXXIV: Early Age Therodos, Telkhine Spectre#

Early Age Therodos one-page command brief#

Early Age Therodos converts spectral armies, Daktyloi smiths, island survivors, and a dominion that trades living population for ghosts into expansion, research, and strategic pressure. The pinned roster resolves 6 commander identities and 5 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 8 active nation-restricted spell records. Its chief planning risks are population collapse, fort placement, ghost generation, mundane infrastructure, and moving from islands into living territory.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Therodos evidence and ruleset#

This dossier covers unmodded Early Age Therodos on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 42, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Therodos object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Therodos conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Therodos recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 1 0 Direct pinned membership rows
Regional or coastal 4 4 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 3 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Therodos commander roster#

ID Commander Fixed and random magic Leadership
2833 Melia N1 H1; random: 100% ×1 mask 1792 link 1 100
2830 Therodian Scout none 0
2831 Therodian Commander none 75
2835 Kabeiros E1; random: 100% ×1 mask 1920 link 1 10
2834 Hekateride W2 N3 H2; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 9984 link 1 50
2836 Daktyl A1 W1 E2; random: 100% ×1 mask 6016 link 1; 10% ×1 mask 6016 link 1 10

Early Age Therodos troop roster#

ID Unit HP Protection Morale Traits
2827 Therodian Archer 10 0 8 ordinary body
2828 Therodian Peltast 10 0 10 ordinary body
2829 Therodian Hoplite 10 0 10 ordinary body
2837 Korybant 12 0 12 sacred
2839 Kourete 15 0 13 sacred, magic being, poor amphibian

Early Age Therodos mage and priest portfolio#

ID Commander Fixed and random magic Leadership
2833 Melia N1 H1; random: 100% ×1 mask 1792 link 1 100
2835 Kabeiros E1; random: 100% ×1 mask 1920 link 1 10
2834 Hekateride W2 N3 H2; random: 100% ×1 mask 9984 link 1; 10% ×1 mask 9984 link 1 50
2836 Daktyl A1 W1 E2; random: 100% ×1 mask 6016 link 1; 10% ×1 mask 6016 link 1 10

The highest fixed recruitable paths resolved in these rows are Air 1, Water 2, Earth 2, Nature 3, Holy 2. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Therodos capital and national sites#

ID Site Monthly fields Recruits recorded
182 Telkhinis A1, W1, E3, D1 Melia, Hekateride, Daktyl, Kourete

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Therodos national spell map#

ID Spell School Requirement Cost field
254 Summon Hound of Twilight Conjuration 5 E2 D1 3
255 Sow Dragon Teeth Enchantment 6 E2 1
256 Bind Keres Conjuration 6 D2 12
270 Forge Brass Bull Construction 6 F3 E3 25
364 Call Ephor Conjuration 0 D1 7
365 Call Spectral Philosopher Conjuration 0 D1 11
366 Summon Telkhine Conjuration 8 W5 A2 69
369 Procession of the Underworld Conjuration 5 D3 13

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Therodos national item boundary#

No nation restriction or rebate link appears in the pinned item rows. This does not establish live forge pricing or exclude undocumented behaviour.

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Therodos hero boundary#

ID Hero record Magic Boundary
2871 Kabeiride W2 N3 H1 assignment only; timing unresolved
2878 Telkhine A4 W3 E3 N3 H3 assignment only; timing unresolved
2880 Telkhine A3 W3 E3 D2 N2 H2 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Therodos army identities#

  • Sacred roster: Korybant, Kourete.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Kourete.
  • Core identity: spectral armies, Daktyloi smiths, island survivors, and a dominion that trades living population for ghosts.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Therodos opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Therodos fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Therodos, the most likely planning failure is population collapse, fort placement, ghost generation, mundane infrastructure, and moving from islands into living territory. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Therodos research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Therodos magic-access ladder#

The fixed-path ceiling is Air 1, Water 2, Earth 2, Nature 3, Holy 2. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Therodos battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Therodos Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Therodos matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Therodos monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Therodos unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Therodos source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXXV: Early Age Atlantis, Emergence of the Deep Ones#

Early Age Atlantis one-page command brief#

Early Age Atlantis converts long-lived amphibious Deep Ones, Basalt Kings, heavy basalt weapons, and Earth–Water–Fire magic into expansion, research, and strategic pressure. The pinned roster resolves 8 commander identities and 10 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 1 active nation-restricted spell records. Its chief planning risks are resource-heavy troops, slow movement, cold-water preferences, land transition, and expensive commanders.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age Atlantis evidence and ruleset#

This dossier covers unmodded Early Age Atlantis on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 43, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any Atlantis object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age Atlantis conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age Atlantis recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 9 Direct pinned membership rows
Regional or coastal 0 0 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age Atlantis commander roster#

ID Commander Fixed and random magic Leadership
1680 Scout none 0
1694 Coral Priest H1 10
1700 Shambler Chief none 75
1701 Coral Commander none 100
1693 Mother of the Deep H2 50
1692 Mage of the Deep W2; random: 100% ×1 mask 3712 link 1; 100% ×1 mask 1664 link 1 10
1695 Basalt Queen H3 200
1702 Basalt King F1 W2 E3; random: 100% ×1 mask 1664 link 1; 10% ×1 mask 1664 link 1 10

Early Age Atlantis troop roster#

ID Unit HP Protection Morale Traits
1682 Reef Dweller 12 2 10 amphibious
1681 Atlantian Spearman 12 3 10 amphibious
1683 Shambler 22 7 11 amphibious
1684 War Shambler 22 7 13 amphibious
1685 Coral Guard 24 7 14 amphibious
1686 Deep One 14 4 12 amphibious
1687 Deep One Spearman 14 4 12 amphibious
1688 Shambler of the Deep 26 9 13 amphibious
1689 Warrior of the Deep 27 9 13 amphibious
1690 Living Pillar 31 9 15 sacred, amphibious

Early Age Atlantis mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1694 Coral Priest H1 10
1693 Mother of the Deep H2 50
1692 Mage of the Deep W2; random: 100% ×1 mask 3712 link 1; 100% ×1 mask 1664 link 1 10
1695 Basalt Queen H3 200
1702 Basalt King F1 W2 E3; random: 100% ×1 mask 1664 link 1; 10% ×1 mask 1664 link 1 10

The highest fixed recruitable paths resolved in these rows are Fire 1, Water 2, Earth 3, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age Atlantis capital and national sites#

ID Site Monthly fields Recruits recorded
128 The Basalt City F1, E3 Basalt Queen, Living Pillar
129 The Dark Crystal W2 Basalt King

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age Atlantis national spell map#

ID Spell School Requirement Cost field
370 Summon Monster Fish Conjuration 6 W3 6

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age Atlantis national item boundary#

ID Item Construction Paths Link
443 Orb of Atlantis 9 W4 E1 rebate

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age Atlantis hero boundary#

No fixed hero-slot identity was resolved from attributes 139–149. Hero arrival and timing remain unscheduled.

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age Atlantis army identities#

  • Sacred roster: Living Pillar.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Reef Dweller, Atlantian Spearman, Shambler, War Shambler, Coral Guard, Deep One, Deep One Spearman, Shambler of the Deep, Warrior of the Deep, Living Pillar.
  • Core identity: long-lived amphibious Deep Ones, Basalt Kings, heavy basalt weapons, and Earth–Water–Fire magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age Atlantis opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age Atlantis fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For Atlantis, the most likely planning failure is resource-heavy troops, slow movement, cold-water preferences, land transition, and expensive commanders. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age Atlantis research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age Atlantis magic-access ladder#

The fixed-path ceiling is Fire 1, Water 2, Earth 3, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age Atlantis battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age Atlantis Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age Atlantis matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age Atlantis monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age Atlantis unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age Atlantis source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Part LXXXVI: Early Age R’lyeh, Time of Aboleths#

Early Age R’lyeh one-page command brief#

Early Age R’lyeh converts Aboleth mind lords, enslaved aquatic peoples, mental domination, and powerful Astral–Water magic into expansion, research, and strategic pressure. The pinned roster resolves 10 commander identities and 12 troop identities across ordinary, regional, coastal, and site-linked recruitment, plus 2 active nation-restricted spell records. Its chief planning risks are magic leadership, slave morale, mindless and enslaved troop control, land access, and friendly-fire risk.

The safe operating plan is to keep recruitment geography visible, buy commanders for named jobs, label every random mage, connect research to casters already owned, and preserve a replacement route before committing elite or capital-limited troops. Exact expansion parties, scripts, formations, spell targets, freespawn composition, transformation results, and combat outcomes remain open unless a source below states them directly.

Early Age R’lyeh evidence and ruleset#

This dossier covers unmodded Early Age R’lyeh on the Dominions 6.37 executable baseline. Player-facing rules are governed by the revision-2 official manual and official patches through 9 September 2026. Nation ID 44, roster memberships, unit fields, random masks, sites, spell restrictions, item links, and hero assignments are cross-checked against the pinned Inspector 6.35 commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc.

The structured snapshot is not relabelled as live 6.37 data. The 6.37 patch’s unspecified statistic corrections are not assigned to any R’lyeh object without a named official record. No runtime test, replay, save, or new test asset was used.

Early Age R’lyeh conversion chain#

verified recruitment and national assets
-> provinces, forts, laboratories, temples, scouts, and replacement routes
-> labelled fixed and random path access
-> research, searching, forging, rituals, and battlefield support
-> surviving armies, sieges, claims, raids, and strategic depth

Early Age R’lyeh recruitment geography#

Recruitment layer Commanders Troops Evidence boundary
Ordinary forts 6 10 Direct pinned membership rows
Regional or coastal 2 1 Non-fort and coast membership rows; exact terrain availability remains source-dependent
Site-linked 2 1 Explicit site recruit fields; capital grouping follows the nation-site association

Empty ordinary rows do not prove that a nation lacks forces. Freespawn, reanimation, events, summoning, dominion effects, and special recruitment remain separate mechanisms.

Early Age R’lyeh commander roster#

ID Commander Fixed and random magic Leadership
432 Scout none 0
1523 Slave Prince none 100
1527 Slave Priest H1 10
1518 Slave Mage W2 S1; random: 100% ×1 mask 11776 link 1 10
2886 Grandmother S1 H3 10
1520 Aboleth W2 S2; random: 100% ×1 mask 19968 link 1 10
1401 Polypal Mother H2 10
2885 Androdai S1 H1; random: 100% ×1 mask 19968 link 1 10
1521 Mind Lord W3 S3; random: 100% ×1 mask 19968 link 1; 10% ×1 mask 19968 link 1 50
2883 Abodai W1 S2 D1 H1; random: 100% ×1 mask 7680 link 1 10

Early Age R’lyeh troop roster#

ID Unit HP Protection Morale Traits
1517 Slave Trooper 15 1 7 aquatic
1526 Slave Guardian 15 1 7 aquatic
1515 Slave Trooper 10 1 7 amphibious
1524 Slave Guardian 10 1 7 amphibious
335 Slave Trooper 12 2 7 amphibious
1619 Slave Guardian 12 2 7 amphibious
336 Slave Guardian 12 2 7 amphibious
337 Lobo Guard 13 2 50 magic being, amphibious
425 Shambler Thrall 24 7 50 magic being, amphibious
1403 Giboleth 21 8 11 magic being, aquatic
2884 Androleth 14 2 14 magic being, amphibious
1522 Gibodai 20 6 11 sacred, magic being, aquatic

Early Age R’lyeh mage and priest portfolio#

ID Commander Fixed and random magic Leadership
1527 Slave Priest H1 10
1518 Slave Mage W2 S1; random: 100% ×1 mask 11776 link 1 10
2886 Grandmother S1 H3 10
1520 Aboleth W2 S2; random: 100% ×1 mask 19968 link 1 10
1401 Polypal Mother H2 10
2885 Androdai S1 H1; random: 100% ×1 mask 19968 link 1 10
1521 Mind Lord W3 S3; random: 100% ×1 mask 19968 link 1; 10% ×1 mask 19968 link 1 50
2883 Abodai W1 S2 D1 H1; random: 100% ×1 mask 7680 link 1 10

The highest fixed recruitable paths resolved in these rows are Water 3, Astral 3, Death 1, Holy 3. Random masks are printed as raw pinned fields because mask interpretation, linked-roll behaviour, and live display should not be guessed. A rare result is an opportunity after recruitment, never a guaranteed research or ritual schedule.

Early Age R’lyeh capital and national sites#

ID Site Monthly fields Recruits recorded
116 The Gorge of Ancient Cities W2, E1, S3 Mind Lord, Abodai, Gibodai

Site rows prove only their explicit fields. Hidden effects, event behaviour, recruitment timing, ownership transitions, and live interface grouping remain unresolved.

Early Age R’lyeh national spell map#

ID Spell School Requirement Cost field
628 Mind Vessel Thaumaturgy 3 S3 15
629 Enslave Sea Trolls Thaumaturgy 5 S3 W2 10

Research does not create the caster, gems, slaves, corpses, laboratory, target, or free mage-turn. Every national spell remains a gated project: research, access, treasury, legal target, and opportunity cost must all be present.

Early Age R’lyeh national item boundary#

ID Item Construction Paths Link
134 Anemone Mace 3 W1 restricted

Restriction and rebate fields establish metadata links, not displayed prices, rounding, stacking, or live forge availability. Those remain open unless the official manual supplies the exact result.

Early Age R’lyeh hero boundary#

ID Hero record Magic Boundary
1691 Mind Lord W4 S4 assignment only; timing unresolved

Heroes are contingent capacity. None belongs in an opening, research, or path plan that must work every game.

Early Age R’lyeh army identities#

  • Sacred roster: Gibodai.
  • Flying roster: no flying troop identified in the reconciled recruit rows.
  • Aquatic or amphibious roster: Slave Trooper, Slave Guardian, Slave Trooper, Slave Guardian, Slave Trooper, Slave Guardian, Slave Guardian, Lobo Guard, Shambler Thrall, Giboleth, Androleth, Gibodai.
  • Core identity: Aboleth mind lords, enslaved aquatic peoples, mental domination, and powerful Astral–Water magic.

These labels help assemble testable packages; they do not establish the best formation, script, bless, target, or casualty rate.

Early Age R’lyeh opening and expansion controls#

  1. Identify whether gold, resources, recruitment points, commander points, corpses, population, slaves, or a special national mechanism limits the first queue.
  2. Separate ordinary, regional, coastal, and site-linked recruitment before planning reinforcement.
  3. Use mundane leadership where it preserves a valuable mage-turn.
  4. Label random mages immediately and keep rare paths out of guaranteed schedules.
  5. Add scouts and retreat routes before extending beyond reliable information.
  6. Record expansion results rather than publishing an untested party size.

Early Age R’lyeh fort and recruitment doctrine#

Additional forts are valuable when they reproduce the commander or troop required by the next job. Regional and coastal recruitment must be evaluated where it exists rather than averaged into a fictional universal roster. Capital or site-linked units need a replacement ledger because their opportunity cost competes with every other capital-limited purchase.

For R’lyeh, the most likely planning failure is magic leadership, slave morale, mindless and enslaved troop control, land access, and friendly-fire risk. The remedy is a visible queue showing location, bottleneck, expected role, and replacement time.

Early Age R’lyeh research response tree#

  • Fixed-path branch: begin with spells the repeatable mage roster can cast without a random, booster, hero, or Pretender.
  • Random-path branch: open only after the qualifying mage is recruited and labelled.
  • National-spell branch: verify the exact research level, caster, cost, target, and free mage-turn from the spell table.
  • Construction branch: compare each forge turn against research, searching, ritual work, and army support; item metadata alone does not prove a discount.
  • Summon or reanimation branch: account for gems, corpses, slaves, laboratory access, leadership, and unresolved arrival behaviour.

Early Age R’lyeh magic-access ladder#

The fixed-path ceiling is Water 3, Astral 3, Death 1, Holy 3. Access above that line needs a named bridge: booster, empowerment, communion or chorus where legal, summoned mage, hero, Pretender, or another directly verified source. Two partial paths on different commanders cannot be combined to cast one spell.

Early Age R’lyeh battlefield packages#

Line and support package#

Use the most replaceable suitable troops as frontage, place commanders according to actual leadership, and protect mages whose turns are needed for research or rituals. Armour, morale, fatigue, size, formation width, and the opponent decide whether the line survives.

Elite or sacred package#

Use sacred or elite troops only when their recruitment location, bless, priest coverage, and replacement rate justify the commitment. Capital scarcity is a strategic cost even when the unit performs well.

Mobility or habitat package#

Flying, stealthy, sailing, aquatic, amphibious, cave, forest, or wasteland tools must be checked against legal movement, supply, retreat, and reinforcement. A trait is not permission to ignore geography.

Mage package#

Script from paths actually present on the recruited commanders. Keep gem use, fatigue, friendly fire, magic resistance, battlefield size, and enemy resistances visible; no generic script is treated as verified performance.

Early Age R’lyeh Pretender families#

Family What it can solve What it cannot conceal
Missing-path bridge Opens a named booster, ritual, or battlefield threshold Research, gems, laboratories, and mage-turns remain required
Economy and infrastructure Funds forts, laboratories, temples, commanders, and replacements Gold does not create local resources, gems, corpses, slaves, or commander points
Sacred support Improves a verified sacred package Recruitment limits, priest coverage, and counters remain
Awake expansion body Reduces pressure on the starting roster Performance depends on settings, map, chassis, scales, script, and opponents
Resistance package Covers a documented roster weakness One resistance is not universal defence

Early Age R’lyeh matchup and failure matrix#

Enemy problem First answer to examine Avoid
Massed light units Replaceable width, area effects, morale pressure, and reserves Spending every scarce elite turn on basic frontage
Heavy armour Higher damage, armour-piercing or negating magic, fatigue, and buffs Assuming ordinary weapons solve protection unaided
Accurate missiles Screens, protection, spacing, speed, and disruption Exposing commanders or fragile elites without guards
Elemental resistance Shift damage type and use physical or fatigue pressure Building the complete research plan around one element
Fast raiders or flyers Scouts, local leadership, layered defence, and mobile reserves Concentrating every commander in one army
Large targets Concentrated attacks, debuffs, control, and size-aware counters Treating trampling or low-damage swarms as universal
Underwater or land transition Verified amphibious access, coastal staging, summons, or allies Assuming a habitat transition works because a related unit can cross

Early Age R’lyeh monthly audit#

  • Which recruitment layer supplies each current army and mage role?
  • What is the active bottleneck at every fort?
  • Are random mages labelled and excluded from guaranteed schedules until present?
  • Does each research target have a legal caster and treasury?
  • Are capital, coastal, regional, freespawn, and ordinary replacements tracked separately?
  • Are scouts, laboratories, temples, leadership, supply, and retreat routes keeping pace?
  • Are heroes excluded from plans that must work every game?
  • Have uncertain mechanics remained marked as uncertain?

Early Age R’lyeh unresolved evidence boundary#

The dossier does not claim exact expansion counts, formation performance, script outcomes, random-path display, freespawn or reanimation composition, special-dominion timing, transformation or mount resolution, summon arrival state, item-price stacking, hero timing, stealth detection, sailing routes, underwater transition, event outcomes, or battlefield casualty ranges. Nation-specific mechanics implied by names or summaries remain qualitative unless an explicit source field settles them. R-047, R-058, and every comparable engine-dependent investigation remain parked.

Early Age R’lyeh source note#

  • Dominions 6 Manual, revision 2: nation summary, visible roster, recruitment markings, national rules, and spell descriptions.
  • Official Dominions patch history through 6.37: current executable chronology; generic 6.37 statistic fixes are not assigned to unnamed objects.
  • Dominions 6 Data Inspector commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc: nation ID, membership rows, unit fields, random masks, sites, spell restrictions, item links, and hero assignments.
  • Strategy sections are bounded doctrine derived from verified capacity. They are not runtime test results.

Dossier source register#

Official#

  • Dominions 6 Manual, revision 2: all 37 unmodded Middle Age nation pages; national spells and rituals; research; communions, Chorus, and Grand Communion; Blood and crossbreeding; Inquisition; mounts; sailing; flying; forging; habitat transitions; and fort construction.
  • Illwinter official patch history through 6.37, including the current Send Aatxe restriction, communion corrections, the 6.13 Forest of Avalon Magic correction, the 6.01 Abysia wall-defender note, Eriu’s 6.01 terrain-recruit and Bean Sidhe corrections, Agartha’s 6.04 Oracle-shape note, and 6.37’s bounded research, drowning, and Drake corrections. Generic statistic fixes are not assigned to unnamed nation objects.

Structured snapshot#

  • Dominions 6 Data Inspector, commit cfac4311bc0b58053b8dead7bffbc036ba9bd5dc, pinned to the 6.35 data update; used for mage random masks, recruitment records, capital sites, national spell restrictions, national item fields, and current object cross-checks.

Interpretation boundary#

Roster entries, path masks, costs, site income, item restrictions, and national ritual requirements are source facts. Openings, research trees, Pretender families, battlefield packages, and matchup advice are strategy. Expansion counts, random-result timing, Blood returns, crossbreeding outputs, displayed forge-cost stacking, communion and Grand Communion outcomes, hydra-field behaviour, Spell Singer outcomes, Glamour detection, special-dominion scaling and targeting, ancestor-summon behaviour, conscription output, variable summon quantities, retinue and shape behaviour, flying and storm resolution, ice-equipment scaling, Guardian Spirit behaviour, remote ritual outcomes, spell targeting, and combat outcomes remain observation questions until a versioned raw set is published.