Dominions 3: The Awakening/Nations/Tir na n'Og, Land of the Ever Young

The Early Age "Land of the Ever-Young" exists as a nation ruled by a magical race known as Tuatha and their Sidhe descendants. The Fir Bolg, lesser descendants of the Nemedians, compose much of the population. The Sidhe and Tuatha are able to weave illusions to hide their true appearance.

Tir na n'Og is a blessed isle surrounded by whispering mists. It is the home of the Tuatha, a highly magical race descended from the Nemedians who once warred with the Fomorians. The Tuatha have made themselves lords and masters over the Fir Bolg, a lesser race descended from the same Nemedian ancestors. With the aid of the Fir Bolg, the Tuatha attacked the Fomorian giants and almost succeeded where the Nemedians failed, but eventually the Fomorians proved too powerful and the Tuatha were driven back to their blessed isle. The Tuatha and their Sidhe descendants have turned to crafts, poetry and magical arts, but some have chosen the path of war and have become warriors and generals of great renown. The Fir Bolg, inferior to the Tuatha but still far superior to ordinary men, compose much of the population and serve as farmers and lowly warriors.

This nation was added in the Dominions 3.06 patch.

Overview

 * Strong access to Air/Nature magic, good Water/earth, good Holy
 * Glamoured Commanders/Magi
 * Sacred troops and magi
 * Glamoured / High-MR troops
 * Glamoured Assassin-Magi
 * strong priest/magi
 * Spell songs

Units
Tir Na n'Og has two fundamentally different operational troop types: a 'mundane' variety comprised of Fir Bolg warriors, and 'stealthy' glamoured troops comprised of Sidhe and Tuatha. There are no national cavalry units.

Mundane Troops
Fir Bolg are essentially long-lived heroic humans. This effectively translates to +2/+3 extra points in each of the basic stats as compared to like human troop types (HP/Attack/Defence/Morale/MR) and a lifespan of 150 years. None of the Fir Bolg wear helmets, which makes them all somewhat under-armored even for Early Age.
 * Fir Bolg Militia: Gold 10, Resources 5
 * Your cheapest unit. Their improved stats almost allow Fir Bolg militia to be used as you would human light-infantry. The biggest downside is lack of protective headgear drops their armor to that of being practically butt-naked. They comprise a main part of your PD, so best look for ways to augment their use. If you can improve their morale and armor through magic (Protection Alt-3, Wooden Warriors Alt-5, Legions of Steel), they can function as adequate inexpensive melee blockers. Alternatively, incapacitate the enemy while your militia mob them.


 * Fir Bolg Slinger: Gold 11, Resources 2
 * An excellent MM-2 slinger with good precision. Clearly superior to their indy counterparts. While you'll still want to find some forestry-savvy tribal archers (wolf-tribe, deer-tribe, etc) to keep up with your glamoured troops on forest maps, these guys do just fine in massed numbers out in the open.


 * Fir Bolg Warrior (Javelin/Spear): Gold 13, Resources 10
 * A solid MM-2 light-infantry javelinist with high defense-skill, if a bit under-armored for their oft used front-line blocker role. Well-aimed mass javelins volleys can devastate unarmored indy/barbarian troopers and pop enemy glamours. Try improving their staying-power to medium-infantry grade using Legions of Steel and Weapons of Sharpness.


 * Fir Bolg Warrior (Axe): Gold 13, Resources 9
 * A good all-round light-infantry melee fighter with a decent weapon whose only real downside is their light armor. Once you research the magic to improve their armor (or debuff the enemy), they can be considered for proper medium troop roles.

Glamoured Troops
The Tuatha are an even longer-lived woodland fey-warrior race that are sacred, glamoured and have forest survival and partial darkvision. The Sidhe are a mix between the two, with all the racial perks of both except for being sacred.
 * Sidhe Warrior: Gold 25, Resources 12
 * Description


 * Tuatha Warrior: Gold 50, Resources 22
 * Description

Commanders

 * Fir Bolg Scout: Gold 25, Resources 10
 * Description


 * Fir Bolg Champion: Gold 45, Resources 12
 * Description


 * Sidhe Champion: Gold 140, Resources 19
 * Description


 * Sidhe Lord: Gold 280, Resources 16
 * Description


 * Bean Sidhe: Gold 220, Resources 1
 * Description


 * Baobhan Sidhe:	Gold 225, Resources 1
 * Description


 * Ri: Gold 330, Resources 22
 * Description


 * Tuatha Sorceress: Gold 360, Resources 1
 * Description

Starting Sites

 * Tir na n'Og:
 * Enables recruitment of Tuatha Warrior, Ri, Tuatha Sorceress
 * Produces 3 Air gems/turn
 * Mag Mor:
 * Produces 2 Nature + 1 Earth gems/turn

National Spells

 * Song of Bravery: (Ench-0 N1)
 * Soothing Song:	(Ench-0 N1)
 * Healing Song: (Ench-0 N1)

Fortification Build Types
Tir na n'Og builds the following fortification types for the listed terrain: Economically speaking, Tir na n'Og can improve it's gold income by building in farmland. The high Admin of fortified cities both increases gold revenue in the province as well as brings in production from surrounding lands. This extra gold income will generally pay for itself within 2 years under positive scales.

National Summons

 * Contact Cu Sidhe: (Conj-3 N2, 10N gems) Summons a pack of 7 huge green sacred fey hounds from the Land of the Everyoung.