You have not fully realized how innate caster works, which is understandable since the game don't describe it well at all. - When a normal caster casts, he will begin with preparing casting the spell (At the start of the battel, or when he is done with what he did previously) then after 50% of the spellcasting time of that spell is done he will actually cast the spell and he will then have to wait for the other 50% of the spellcasting time to run out before he can prepare to cast a new spell (or do something else) - When an innate caster cast a spell he will not begin with preparing casting the spell, but simply cast the spell imminently, then wait a round, and then cast the next spell imminently and so on. This gives innate casters a much bigger advantage than you would think, especially at the start of the battle where it is impossible to get a defensive spell off before an innate caster has cast his spell. Imagine 3 innate casters casting casting bone grinding right at the start of a battle... that would completely wipe a human army... Also since innate casters cast without preparation, it is impossible to interrupt their casting in any way.
I did know that, but my explanation of it was pretty poor. Being able to cast things turn 1 before anything else can happen is very powerful. This is a much better explanation than my wordy rambling.
Nazca feels a lot like T'ien Ch'i, in that knowing what to cast and when is a large source of your power. I think Lucid showed off how gross innate caster is with a Crown of the Magi to "counter" spells like rigor mortis with fog warriors.
Looking forward to the series! As an aside, Nazca is an instant ban for me based purely on my own biases haha! I don't have an opinion on their balance really, but I played against them enough that I now HATE them! XD
Awakened Sapa Inca (F6/att+4, A7, S4/mw with 6 dominion, o0-1, s1, c3/h2, g2-3, mf2, d2-3) works for my expansion. Sacreds do die a lot and it`s vulnerable to everything, but the scales are fine enough to replace the losses. The thing i discovered is to have your flying archers to move forwards as much as possible and hold and attack rear - they fire 2 rounds, attack rear ranks and than fire some more, with sacreds amongst them killing commanders.
The rarity of Wastelands(and caves) really hampers some nations to use their more interesting units. Unless they start in such a province these are often unattainable considering the overall rarity and number of provinces. An interesting(if maybe a bit toxic) feature would be the ability to create wastelands through extreme exploitation/bombardment. rather than a dedicated spell, a side effect of other practices. That would give games like Tetragrammaton an extra dimension. A Big advantage of Nazca is that they scale very well. other Hellbless nations generally struggle to scale their sacred output. meanwhile Nazca scales its production with Royal mallquis, in addition to Condors and condor warriors. all of which cost a different resource.
10:00 Re: forts A standard fort for EA is a fortress, for MA it's a castle and for LA it's a citadel. Primitive is one step lower, advanced is one step higher; very advanced or primitive is 2 steps in the appropriate direction. It makes a big difference at the castle/citadel level and the palisade/fortress level. Arguably primitive forts are a bigger malus than advanced forts are a bonus particularly in the EA.
I do love how the "when your mages die, you get a cool even more powerful new mage that can get you units for free" was been sold as a negative thing this nation has. Nazca players are the billionaires of the dominions community, hahaha.
Small point of clarification since you weren't sure about it in making your video: certain nations have the ability for undead with priest levels to reanimate, such as LA Ctis, Asphodel (and actually all Pans of all ages), and of course Nazca. This is a very niche distinct that will very rarely come up, but you notice it if, for example, 1) you do an allstars draft game where you take Nazcan mummies as not Nazca, because they do not have the reanimator tag built into their chassis and 2) you decide to prophet anything that is undead. Anything from a mound king to a bane lord to a black servant to a Tart if it gets priest levels and you're playing Nazca will be able to reanimate specifically because you are Nazca (Side note this is hilarious for both Asphodel and any other Pan nation because they do not reanimate longdead, they reanimate manikins 😛 test it and see)
Very keen for the pretender video and this series. One question the Coya only has 30% chance of an extra path so the chances you get a royal Mallqui with an extra path is pretty low right? Is it really that worth it to try and get a both and Inca and a Coya? Super keen to see how this series goes!
I think pound for pound it's a matter of your economy. If you can avoid the royal straight up and you need it, then just get it. If you can't/don't need it immediately, then investing in the Inca/Coya can be good. You are getting 2 for 1 and flyers after all.
You have not fully realized how innate caster works, which is understandable since the game don't describe it well at all.
- When a normal caster casts, he will begin with preparing casting the spell (At the start of the battel, or when he is done with what he did previously) then after 50% of the spellcasting time of that spell is done he will actually cast the spell and he will then have to wait for the other 50% of the spellcasting time to run out before he can prepare to cast a new spell (or do something else)
- When an innate caster cast a spell he will not begin with preparing casting the spell, but simply cast the spell imminently, then wait a round, and then cast the next spell imminently and so on. This gives innate casters a much bigger advantage than you would think, especially at the start of the battle where it is impossible to get a defensive spell off before an innate caster has cast his spell.
Imagine 3 innate casters casting casting bone grinding right at the start of a battle... that would completely wipe a human army...
Also since innate casters cast without preparation, it is impossible to interrupt their casting in any way.
I did know that, but my explanation of it was pretty poor. Being able to cast things turn 1 before anything else can happen is very powerful. This is a much better explanation than my wordy rambling.
Great analysis on Nazca.
Early on my group modded the Royal Mallqui Upkeep Cost to 940 ( was 340 ).
O.O that's a steep hike!
Nazca feels a lot like T'ien Ch'i, in that knowing what to cast and when is a large source of your power. I think Lucid showed off how gross innate caster is with a Crown of the Magi to "counter" spells like rigor mortis with fog warriors.
I can see the comparison. And yeah, innate is crazy strong.
Looking forward to the series!
As an aside, Nazca is an instant ban for me based purely on my own biases haha! I don't have an opinion on their balance really, but I played against them enough that I now HATE them! XD
That's entirely fair :D I can definitely understand a bit of trauma!
Awakened Sapa Inca (F6/att+4, A7, S4/mw with 6 dominion, o0-1, s1, c3/h2, g2-3, mf2, d2-3) works for my expansion. Sacreds do die a lot and it`s vulnerable to everything, but the scales are fine enough to replace the losses. The thing i discovered is to have your flying archers to move forwards as much as possible and hold and attack rear - they fire 2 rounds, attack rear ranks and than fire some more, with sacreds amongst them killing commanders.
Moving the flying archers forward seems like a pretty neat trick with hold and attack rear. I might have to test that out.
The Chronicler here, hyped to see where this will go, really curious to see what madness I have caused in the later game
:D Yeahhhhhhhh.....
The rarity of Wastelands(and caves) really hampers some nations to use their more interesting units. Unless they start in such a province these are often unattainable considering the overall rarity and number of provinces. An interesting(if maybe a bit toxic) feature would be the ability to create wastelands through extreme exploitation/bombardment. rather than a dedicated spell, a side effect of other practices. That would give games like Tetragrammaton an extra dimension.
A Big advantage of Nazca is that they scale very well. other Hellbless nations generally struggle to scale their sacred output. meanwhile Nazca scales its production with Royal mallquis, in addition to Condors and condor warriors. all of which cost a different resource.
A series of terraforming spells would be really very neat to be honest. And yeah, Nazca makes sacreds like rabbits make bunnies. :D
10:00 Re: forts
A standard fort for EA is a fortress, for MA it's a castle and for LA it's a citadel. Primitive is one step lower, advanced is one step higher; very advanced or primitive is 2 steps in the appropriate direction. It makes a big difference at the castle/citadel level and the palisade/fortress level. Arguably primitive forts are a bigger malus than advanced forts are a bonus particularly in the EA.
Right! And yeah, dealing with primitive forts really is not fun.
I do love how the "when your mages die, you get a cool even more powerful new mage that can get you units for free" was been sold as a negative thing this nation has. Nazca players are the billionaires of the dominions community, hahaha.
It such a unique mechanic in dom! Really fun stuff. Nazca players as the billionaires though is hilarious :D
Small point of clarification since you weren't sure about it in making your video: certain nations have the ability for undead with priest levels to reanimate, such as LA Ctis, Asphodel (and actually all Pans of all ages), and of course Nazca.
This is a very niche distinct that will very rarely come up, but you notice it if, for example, 1) you do an allstars draft game where you take Nazcan mummies as not Nazca, because they do not have the reanimator tag built into their chassis and 2) you decide to prophet anything that is undead. Anything from a mound king to a bane lord to a black servant to a Tart if it gets priest levels and you're playing Nazca will be able to reanimate specifically because you are Nazca
(Side note this is hilarious for both Asphodel and any other Pan nation because they do not reanimate longdead, they reanimate manikins 😛 test it and see)
That's actually super interesting and I was definitely not aware of that distinction. Really neat to know.
All mages can join communions, all it takes is a crystal matrix
Indeed, especially Nazcan mages since 1/3 hurin priests can craft crystal gear
Of course, that's a given. That being said that's an investment.
Very keen for the pretender video and this series.
One question the Coya only has 30% chance of an extra path so the chances you get a royal Mallqui with an extra path is pretty low right?
Is it really that worth it to try and get a both and Inca and a Coya?
Super keen to see how this series goes!
I think pound for pound it's a matter of your economy. If you can avoid the royal straight up and you need it, then just get it. If you can't/don't need it immediately, then investing in the Inca/Coya can be good. You are getting 2 for 1 and flyers after all.