Meturaz
Meturaz’s independence has always come from pitting the continent against itself. In Cyndor’s Rebellion, they favoured the empire so that Eranith didn’t leave. In the Belrabian Coup, they traded with the Belrabi to waste Mekka’Tuskan gold. This was is clearly the one which will determine the hegemony of the next hundred years and it’s better the devil you know. Wealthy, Meturaz can buy whatever they desire, but food and supplies are limited and so as a result so are their armies until they can figure out ways to field more.
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-Powerful Navy.
-Powerful Generals.
-Gameplay manipulation.
-Richer than god.
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-Limited to two armies at the start of the game.
-Lack of Cavalry choices.
-Far from enemies.
Richer than God
Your rivals will be envious of your vast wealth, but will not understand the situation you are stuck balancing. Your low population and small land area stop you from fielding as many armies as your opponents, so while you'll be able to field better armies and pay for better mercenaries, you’ll struggle to project your power as easily as your allies and enemies.
While you can invest all your money into your allies, you can also hand out loans through Tigron’s special power, meaning you can spread your wealth to both allies and enemies, aiding allies to build or hindering enemies by their greed.
Meturazen Generals
Meturaz’s generals are stronger than most generals due to the faction only being able to typically have two. Tigron allows you to enable allies or focus on infantry, Braxin allows you to manipulate the market and abuse your financial strength, Alurius allows you to further enable your financial strength at the cost of weaker market control, while Dalias allows you to be the master of flexibility in army building.
While you lack any battle effects, Tigron and Dalias do modify your combat deck and so make your combat more consistent, even if they don’t provide immediate impacts like One-Eye, Harrow or Tes’Gurak.
Meturaz starts with a roster of 4 generals and 13 units. There are also 3 generals and 11 units to be unlocked through gameplay. Below is a small selection of Meturaz’s starting units.
Combat Cards
For the constraints that the Empire has with building their armies, they are given flexibility when it comes to their combat deck. They are one of the only factions that can build with mono-tag or duo-tag armies and can Deckthin to be quite efficient for attack types.
While not one of the main naval factions, the Cannon Volley having the naval attack type opens up the possibility to play naval through D’olore or Elorna should they choose to.
Attacking favoured, The Empire may want to look for defensive mercenaries or defensive Augments to offset their lower defence numbers. While powerful on the offence, if they meet someone who can outlast them, they may struggle over longer fights.