
The Black Pyramid is one of the endgame crises in Immortal Empires. Like the others, it can be set to fire on player's Long Victory or on a random turn in between the limits specified at the start.
Description[]
The eternally damned spirit of Nagash curses the land once more. Legions of once-interred skeletons rise to enact his will: the destruction of all who don't swear fealty to him. They must be stopped, before the self-proclaimed God of the Dead dooms us all!
Effects[]
- The Black Pyramid of Nagash changes appearance.
- If owned by a non Tomb Kings or Vampire Counts faction, respawns The Sentinels if the faction was destroyed, near the Black Pyramid.
- If Vampire Counts control the region, it will respawn the Strygos Empire instead.
- If the region is owned by a Tomb kings faction that's not The Sentinels, that faction becomes the endgame threat instead; Rakaph Dynasty, Numas, Khemri, Followers of Nagash. In theory this should also work with Exiles of Nehek and Deserters of Khatep but since neither is anywhere near the pyramid, this almost never happens naturally.
- Adds 9 full stacks of gold veterancy Tomb Kings/Vampire Counts units nearby, all immune to attrition:
- Infantry (TK): Skeleton Warriors (Tomb Kings) x 2, Skeleton Spearmen (Tomb Kings) x 2, Tomb Guard x 6, Tomb Guard (Halberds) x 8, Nehekhara Warriors x 8, Skeleton Archers x 4.
- Cavalry (TK): Skeleton Horsemen x 4, Nehekhara Horsemen x 2, Skeleton Chariots x 2, Skeleton Archer Chariots x 3, Skeleton Horsemen Archers x 6, Sepulchral Stalkers x 3, Necropolis Knights x 1, Necropolis Knights (Halberds) x 2.
- Monsters (TK): Carrion x 4, Ushabti x 2, Ushabti (Great Bows) x 4, Khemrian Warsphinx x 2, Tomb Scorpion x 4, Hierotitan x 2, Necrosphinx x 2, Bone Giant x 4
- Artillery (TK): Screaming Skull Catapults x 2, Casket of Souls x 3
- Infatry (VC): Skeleton Warriors (Vampire Counts) x 2, Crypt Ghouls x 4, Cairn Wraiths x 4, Grave Guard x 8, Grave Guard (Great Weapons) x 8.
- Cavalry (VC): Black Knights (Lances & Barding) x 2, Hexwraiths x 1, Blood Knights x 2
- Monsters (VC): Fell Bats x 1, Dire Wolves x 1, Crypt Horrors x 4, Vargheists x 4, Varghulf x 2, Terrorgheist x 2.
- Vehicles (VC): Corpse Cart (Balefire) x 1, Corpse Cart (Unholy Lodestone) x 1, Black Coach x 1, Mortis Engine x 1.
- The Sentinels, Strygos Empire or other Tomb King faction that became the threat are permanently hostile.
- The hostile faction's tech tree is fully completed.
Strategy[]
- This is the most centralised crisis, and therefore usually the easiest to deal with. While Tomb Kings have immensely powerful units, unless your empire contains the Black Pyramid, it's possible to ignore it, at least for a while.
- If you are going to tackle it, make sure to do so aggressively. Tomb Kings can re-recruit armies extremely rapidly, but their capacities for their best units can be knocked down by taking their bigger settlements.
- It is more difficult to spawn camp this crisis, since nine full end game armies is a tall order for all but the most broken of doomstacks to take down in one go. It is feasible, depending on your ability to regen, by turning off Control Large Armies and then breaking each group of three one after the other. In general though, it is better to let their stacks spread out before invading with a concentrated force, enabling you to take them out in ones and twos.