Vasca

*The great love of the Vasca is that of discovery, be it from new lands or new alchemy recipes, and will pay a premium on anything that might lead to something unknown. With cities protected by stoic Golems and exploration parties girded with terrifying weapons, the Vasca are utterly fearless in their quest to find undiscovered prizes.*

*The Moonrise has let the Vasca better navigate around the Square, bringing their ships laden with preserved chingale stew into contact with unknown lands ripe for exploration--and conquest.*

-Tribe Description

The **Vasca** tribe are the sixth of the fan tribes made by StressedKingMonolith, and specialize in exploration, trade, and pay-to-fire weaponry. The Vasca possess two unique technologies (**Earth Alchemy, Admiralty**), one unique building (**Feitora**), seven unique units (**Boltshot, Fire Lance, Fire Pot, Explorer, Pot Ketch, Galleon, Caravel**), and one unique Giant (**Golem**).

Vasca starts with **Earth Alchemy**, a technology that enables the *Explorer* task, enables [**Survey**], [**Alchemize**], and **Mines**.

## Resources

Vasca have a bias towards Shallow (+) tiles and Mountain (+) tiles, but have a disadvantage for Forest (-) and Farm (-) spawns.

## Appearance

Fruit: Sweetnut (Cocoa Bean)

Land: Dark Brown

Forest: Gustpines (Iberian Pine Trees)

Animal: Chingale (Wild Boar)

Mountain: Rolling green mountains with dark rocks.

City: Pointed turrets stacked with pueblo houses, with neighboring alchemy labs and suckling pig restaurants.

Helmet: A Morian conquistador helmet, with a breastplate covering the body.

## New Skills

Skills are what give all Polytopia units special abilities. For more on skills, see Unit Skills on the main Wiki page.

### Survey

**Survey** enables a unit to, by using the action "spyglass", earn +1 Gold per every 3 discovered tiles for one game turn.

### Alchemize

**Alchemize** enables a unit to conduct a specialized attack after a Gold cost to conduct that attack is paid. Typically, this cost is -3 Gold for an infantry attack, -6 Gold for a naval or artillery attack, and -9 Gold for a Giant attack. Once this cost is paid, that unit can gain the bonus of an [**Alchemized**] attack once for a full game turn (usually +1 increased damage). If the attack is not utilized by the end of the game turn, the unit takes a small amount of damage. An [**Alchemized**] attack triggers the dependent skills of [**Scorch**], [**Clingfire**], and/or [**Blast**]. Any unit, when [**Alchemized**], bears fire-like glowing skin parts, signalling that it is [**Alchemized**].

### Scorch

**Scorch** is dependent on [**Alchemize**], and when triggered causes the tile of the targeted unit to become a hazard to any non-Vascan unit for one game turn, including the turn it is created on. Any non-Vascan unit that remains on or enters this tile takes damage that correlates to the [**Alchemize**] cost paid (ie, a infantry [**Alchemize**] attack would [**Scorch**] less damage than a naval one) for the attack as long as the tile is [**Scorched**]. The tile affected by [**Scorch**] is indicated by blackened ground and open flames.

### Blast

**Blast** is dependent on [**Alchemize**], and when triggered gives an [**Alchemized**] unit additional range to its attack.

### Clingfire

**Clingfire** is dependent on [**Alchemize**], and when triggered causes a targeted unit to take damage at the beginning of every tribe's turn, for one full game turn. So, if Tribe A's unit is hit with [**Clingfire**], and Tribe B and Tribe C haven't taken their turns yet, Tribe A's unit will take damage at the beginning of Tribe B's and Tribe C's turn until either the next game turn, or the targeted unit dies.

\*\*\*Note: Cities cannot be affected by [**Scorch**] or [**Blast**]; instead the target unit takes double damage.

### Cargo

**Cargo** enables a unit to produce a specified yield of gold each turn.

## Special Technology

### Earth Alchemy

Earth Alchemy replaces Mining, and enables the *Explorer* task, [**Survey**], [**Alchemize**], and **Mines**.

### Admiralty

Admiralty replaces Aquatism, and enables a water-tile defense bonus, Water Temples, and the **Pot Ketch**.

## Special Buildings

### Fietora

Fietora is available upon researching Roads, and can be constructed adjacent to any Road or Port for 5 Gold. Fietora can connect to all adjacent cities, including cities of other tribes, via Roads and Ports. Each connection provides +1 Gold to the connected city and produces +1 Gold from the Fietora. If a connected city is conquered by the Vasca, the Fietora produces +3 Gold from that city connection. The Fietora, like the Customs House, grows in three stages (one for every two cities) depending on the amount of cities connected to it. The Fietora appears as a Portuguese harbor-settlement, like a real-world old fietora. Only one can be built per city.

## Special Units

### Explorer

Explorer replaces Warrior, has [**Survey**], embarks in the **Caravel**, and can be trained for 2 Gold. The explorer appears with a golden spyglass instead of a club.

### Boltshot

Boltshot replaces Archer, and can be trained for 3 Gold. The Boltshot has a larger fortify bonus than the Archer, but does less damage at maximum range. The Boltshot carries a crossbow instead of a bow.

### Fire Lancer

Fire Lancer replaces Swordsman, has [**Alchemize**] and [**Blast**] (+1 range) for -3 Gold, and can be trained for 5 Gold. A non-[**Alchemize**] melee attack is available, but is weaker than the [**Alchemize**] attack. The Fire Lancer wields a small fire lance instead of a sword.

### Fire Pot

Fire Pot replaces Catapult, has [**Alchemize**] for -6 Gold, [**Scorch**], [**Blast**], and can be trained for 8 Gold. No non-[**Alchemize**] attack is available. The Fire Pot has no more defense than the Catapult, and does less damage. The Fire Pot appears as a early gunpowder pot-gun, mounted on a wooden chassis with wheels.

### Caravel

Caravel is the unique naval unit the Explorer embarks in, and has [**Survey**]. The Caravel functions as the Explorer's Boat, and so does not have a cost. The Caravel has the same movement as the Battleship

### Galleon

Galleon replaces Battleship, has [**Cargo**] (providing +2 Gold per turn), and can be upgraded from a Ship for 15 Gold. The Galleon has more defense but less movement than the Battleship. The Galleon appears as a historical 16th-century galleon, with a forward mast, large hull, and more cannons.

### Pot Ketch

Pot Ketch is the unique naval unit the Fire Pot embarks in, and has [**Alchemize**] for -6 Gold, [**Blast**], and [**Clingfire**].The Pot Ketch is free, as it is the only ship the **Fire Pot** can embark as. The Pot Ketch bears the range of a Catapult, but has the defense of a Warrior and does less overall damage. The Pot Ketch has no non-[**Alchemized**] attack. The Pot Ketch appears as a sailing ship with the **Fire Pot** as its primary armament, and bears close resemblance to the 18th century sailing artillery ketch.

## Special Giant

### Golem

The Golem has [**Alchemize**] for -9 Gold, [**Scorch**], and [**Clingfire**], and is the Vasca's special Giant. The Golem has no non-[**Alchemize**] attack, and can only conduct a weak defensive attack when non-[**Alchemized**]. The Golem has less health than the regular Giant. If the Golem's [**Alchemize**] attack isn't used during its turn after being [**Alchemized**], it takes no damage. The Golem appears as a large clay golem, and when [**Alchemized**] appears to glow faintly red.

## Music

Upbeat Spanish guitar style music, like this Spanish guitar playlist.

## City Names & Language

Cities are named after exploration parties, famous culinary dishes, or for the Golem's favorite bits of rock to nibble on. Names such as **Qunciena**, **Gordu**, and **Belanca** are common with average cities, while regional capitals often bear names like **Trioli** and **Nanerez**.

## Tribal Lore

*Be it a new chingale stew recipe or a new map of a foreign land, the Vasca will put value on anything that qualifies as a discovery. To explore and uncover is the passion of every young Vasca explorer, with each new discovery serving as a bragging point for elder parents at cribbage meets.*

*It was once common in upper-class Vasca weddings for the venue to be located at a yet unconquered town, with furious battles waged weeks before the wedding to ensure everything can be made ready. Once the wedding was finished, the newly annexed city was often presented as a wedding present. Today, foreign cities with active trade routes with a Fietora are often venues for faux-wedding "conquest" ceremonies, complete with paid actors representing evil resistors of the glorious Vasca empire.*

*The Golem made a pact long ago with the Vasca that in exchange for providing knowledge of alchemy, the Vasca would provide the Golem with the freshest of rocks each morning for breakfast. Over the course of centuries, the Vasca have never let their geological-cuisine reputation down.*

*On the birthday of the Vascan Viceroy, one hundred Pot Ketches are readied with the most colorful of fire-sparks, and at midnight the harbors of the wealthiest Vascan city are filled with the sounds of colorful fire-spark explosions. The nearby Fietora often acts as signalers for when the fire-spark show needs to stop.*

## Gameplay Example

Below are some examples of tribe mechanics and units in (hypothetical) action;

### Example One (Alchemized Combat)

* Setting, Vasca vs Tribe D: *A Vasca Golem, Fire Lance, and Fire Pot engage two enemy Swordsmen, a Catapult, and a Knight near some coastline.*
* Turn 1 (Tribe D): *The Knight advances and attacks the Fire Lance. Both enemy Swordsmen engage the Golem. The Catapult moves within range of the Fire Lance.*
* Turn 2 (Vasca): *The [**Alchemize**] cost for the Golem and Fire Pot is paid, for a total of -15 Gold. The Fire Pot fires upon the furthest Swordsman, which takes extra damage due to its tile being [**Scorched**], and the Golem attacks the other Swordsman, doing [**Scorched**] and [**Clingfire**] damage to the Swordsman. The Fire Lance attacks the Knight, taking damage but still remaining in the match.*
* Turn 3 (Tribe D): *Both Swordsmen take extra damage due to [**Scorch**] and [**Clingfire**], with the Swordsman who was attacked by the Golem dying at the beginning of Tribe D's turn. The remaining Swordsman leaves its tile, and the Catapult fires upon the Golem. The Knight attacks and destroys the Fire Lance.*
* Turn 4 (Vasca): *To evade the Knight, the Fire Pot embarks and becomes a Pot Ketch, while the Golem's [**Alchemize**] cost is paid again (-9 Gold). The Golem moves, but cannot attack the same turn as it moves.*
* Turn 5 (Tribe D): *The Knight advances and attacks the Pot Ketch, which survives but is badly injured. The remaining Swordsman retreats from the [**Alchemized**] Golem. The Catapult fires on the Golem again, destroying it.*
* Turn 6 (Vasca): *The Pot Ketch moves into an Ocean tile and is [**Alchemized**] for -6 Gold. The Pot Ketch uses its extended range to fire on the Catapult, giving it [**Clingfire**] damage that will kick in for the remaining game turn.* (Vasca draw).

### Example Two (Economy & Siege)

* Setting: Vasca vs Polaris and Yadakk; *The Vasca have three cities, and have just connected all three with Roads. Adjacent to one Vasca city, called "Moñata" sits a Yadakk city on one side and a Polaris "ice front" on another.*
* Turn 1 (Yadakk): *The adjacent Yadakk city builds a road to connect itself with the Yadakk capital, and trains a Rider.*
* Turn 1 (Polaris): *A Mooni appears and freezes the water tiles in Moñata's city harbor. A Rider and Ice Archer appear alongside the Mooni shortly after.*
* Turn 2 (Vasca): *A Fietoria is built in Moñata's city limits for -5 Gold, and is connected with a Road. The Fietoria automatically declares a connection between itself and the nearby Yadakk city, and will start producing +4 Gold (3 Vasca city connections, 1 Yadakk connection) next turn. A Vasca Fire Lance and Boltshot arrive to counter a possible Polaris invasion.*
* Turn 3 (Yadakk): *The adjacent Yadakk city starts to earn +1 more Gold due to the Fietoria, giving the AI a temporary aggression reduction towards the Vasca. Sailing is researched and a port is built.*
* Turn 3 (Polaris): *The Mooni moves very close to Moñata, and the Rider and Ice Archer follow. An Ice Fortress appears behind the Mooni*.
* Turn 4 (Vasca): *The Boltshot moves within range and fires upon the Mooni, while the Fire Lance moves to the coastline. A Defender is trained inside Moñata, while a Rider is dispatched to explore the Yadakk side of the map*. (Vasca inconclusive).

## Tribe Explanation

### Overall Idea & Concept Exploration

So, I really love the Spanish, Portuguese, and Italians in AOE II, and I wanted to bring a tribe with that kind of flavor to my fan tribe collection. I also wanted to explore the concept of inter-tribe trade, exploration being (more) valuable, more unique naval units, and the idea of quasi-alchemic weaponry.

Okay, yes, I understand that the pay-to-fire units seem *alot* like gunpowder units, and while I do confess that I do love guns and gunpowder (the Conquistador in AOE II DE is my favorite unit in that game), I also have to state that in a sense fiery-gunpowder like weapons are *already in the game.* Don't believe me? Fine, look at the Ice Fortress's giant cannons mounted on each of its sides. Or, just check out the Battleship's attack, and suspicious looking-broadside...panels. My "Alchemize" units aren't introducing gunpowder to the game at all; but they are making it part of an entire tribe's gameplay, and adding serious damage buffs and drawbacks to it.

For the mighty Fire Pot and Pot Ketch might seem like overpowered artillery pieces, and the Golem might seem like an unstoppable Giant of Fire, until you realize *just how much money it would cost to field an army of these things*. Remember, unlike the Fire Lance, they don't have a non-Alchemize attack--and a spam of Fire Pots (say, 4-5 units) might cost you a whopping *-20 Gold per turn* to charge up! That's alot of money, and requires a massive economic in order to power these (admittedly still very stronk) war machines!

This is where buildings like the Fietora, which brings a little bit of value on neighboring tribes that doesn't entirely come from conquest, and the Explorer's gold-for-exploration mechanic come into play; they give this tribe a small way of earning extra Gold. Granted, the Explorer's income really only makes sense in the early game, and the Fietora takes time to build up, but it's better than nothing, and although some players might be tempted to spend all that sweet, sweet "Spyglass" money on technology, it might be wiser to save it for the later armies that have Gold-hungry artillery pieces.

I also think the pay-to-fire mechanic is one of the more interesting ones set up in one of my tribes, and it totally changes how wealth is thought about and how a player will need to use their unique units in battle. Having a godlike economy might seem to make this tribe OP, but remember that a godlike economy will make *any* tribe seem OP...this just makes it a little more obvious as it lights the enemy on fire. But, I digress.

So, between unique embarking naval units and a really cool trading building, I think this is a good way to end this current construction streak of tribes! Thanks for reading along, and comment which tribe you think would best fit in the current game build!

## Other Tribes by Me

* The Jurasa, a prehistoric-based tribe focused on dino-Giant breeding.
* The Gaelyc, a Druid-based tribe focused on forest management and unit-producing Giants.
* The Zaratha, a Persian-based tribe with a focus on wealth management and indirect warfare.
* The Sumar, a Mesopotamian-based tribe focused on Disbanding, Temples, and Siege Towers.

* The Qin-Sija, a Eastern-based tribe focused on science, ranged weapons, and conversion Giants.