{{ :nations:flags:la_erytheia.png?nolink|}} ======= LA Erytheia, Kingdom of Two Worlds ======= ===== Lore ===== //"Erytheia is the late era development of Pelagia. It is a nation heavily inspired by Ptolemaic Egypt. Like Ptolemaic Egypt, it is a nation of foreign conquerors adopting local traditions forming an isolated kingdom desperate to keep its royal blood lines and avoid foreign influence. I wanted the Ptolemaic practices of royal sibling marriages represented in the game and this led to some new mechanics developed for Erytheia. I also wanted Erytheia to be more of a contender for the closed realm, Pelagia's name for dry land. The idea of a merman kingdom of both worlds started to take form when I worked on the Dominions 4 UW-patch. The pairing with Ptolemaic concepts fit well and Erytheia became a nation quite different in feel from previous underwater nations."// - Illwinter \\ \\ Erytheia, Greek for "the red one", takes its name from one of the three Hesperides (Greek Nymphs of the setting sun). It's the name of the Red Land, an idyllic place where the sunset strikes its river with an exquisite red color. While [[arcoscephale-ma|Arcoscephale]] held the Land at first, it later became the site of a prosperous [[pelagia-ma|Pelagian]] colony of Mermen, strange amphibious humanoids who trade their fish tails in for legs when they reach dry land. Eventually the Old Kingdom of Arcoscephale collapsed into an ([[arcoscephale-la|until-recently]]) ineffectual heap, and the Merman colony united with the Human colony through the marriage of their governors. \\ Merman Erytheia was still nominally a part of the Triton Kingdom of Pelagia, however, until a curse was laid upon the sea. The Tritons are a strong race, but they are unable to breathe air. Pelagia was in a part of the ocean that had been relatively-unaffected by catastrophes thus far, and even benefited from crises that [[atlantis-ea|staggered]] or outright [[r-lyeh-ea|crushed]] their rivals, so their lack of flexibility was a political and economic nuisance at worst. But then came a disaster beyond our understanding of [[r-lyeh-la|physics and reality]], one that Pelagia itself only witnessed through its mighty Kings and much of its population falling to an endless sleep. Those still awake broke the Kingdom as they disagreed upon how to go on, and many Tritons and Mermen decided to turn to Erytheia for stability. The former colony had thus become a "Kingdom of Two Worlds" -- that of the Surface, and that of the Sea. \\ \\ Has Erytheia benefited from the collapse of the Middle Age world? Yes, but whether or not it can sustain its good fortunes is another story. The Humans are locked from positions of influence, the Tritons have been more-or-less forgotten by the surface-dwellers (though they're eager to serve the King if it means he'll visit them), and only one family is good enough for the royal family to marry into. On the other hand, the merging of the two worlds has led to interesting new technologies, and the Red Land's Magic is quite powerful on a good day. In case you're wondering if Erytheia was a label for an actual place, it wasn't //exactly//; various portions of the Indian Ocean have been referred to as the **[[https://en.wikipedia.org/wiki/Erythraean_Sea|Erythrean Sea]]** (with Erythrea //also// meaning "red"), and the Red Sea inherited that label in modern times. [[https://en.wikipedia.org/wiki/Eritrea|Eritrea]] was named after the Erythrean Sea, too, as a colonial nation. ===== General Overview ===== Erytheia is essentially the [[atlantis-la|LA Atlantis]] for the Pelagia line: it is a land nation that would like to get back into the water. Although Erytheia has better off-cap land mages while Atlantis has proportionally better troops, the premise is largely the same. Erytheia is more akin to a water nation that starts on land, in fact, as most of its good units and mages can only be recruited underwater or on coasts. Erytheia is notable for its mages, the best of which have a high degree of randomness and can form powerful and balanced [[communions]]. =====National Features===== ^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | {{:misc:scales:heat.png?15&nolink}} Prefers Heat 1 \\ Some Average Humans \\ **Mermen:** \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ Base 1 [[protection|PROT]] \\ +2 MR vs. Humans \\ Slow on Land \\ Fast underwater \\ **Tritons:** \\ {{:abilities:aquatic.png?15&nolink}} [[Aquatic]] \\ Base 1 PROT \\ High HP vs. Humans \\ +2 STR & MR vs. Humans \\ +1 ATT & MOR vs. Humans \\ Fast underwater | Iron & Heavy Bronze \\ Some Coral & Pearl Gear \\ Imitation Hoplites \\ Amphibious Crossbows \\ [[Sacred|Sacreds]] with Magic Gear \\ Mediocre Leaders | {{path>W3}}* \\ {{path>F2}} (rare 3) \\ {{path>S2}} (rare 3) \\ {{path>E2}} (uncommon, rare 3) \\ {{path>A2}} (uncommon) \\ {{path>N1}} (uncommon)* \\ **Heroes:** {{path>F1E2}}, {{path>N1}} \\ **__Summons:__** \\ **{{path>N3W1}} & {{gems>30N}}:** \\ {{path>N4}} (rare 5) \\ {{path>W3}} (rare 4) \\ **{{path>E3A1}} & {{gems>30E}}:** \\ {{path>E3}} (rare 4) \\ {{path>A2}} (rare 3) \\ {{path>D1}} (uncommon, rare 2) \\ **{{path>F3S1}} & {{gems>35F}}:** \\ {{path>F3S3N2}} | Decent ({{path>H2}}) \\ Recruit-anywhere \\ ({{path>H1}} UW) | {{:misc:gui:citadel.png?32&nolink}} Standard \\ UW Forts \\ Coastal Recruits | *The {{path>W3}}'s & {{path>N1}}'s are primarily/only found //underwater//. If you are not underwater, you will not find {{path>N1}} (except for on those uncommon Shaman [[independents|Indies]]), and {{path>W3}} will be about as rare as {{path>S3}}. These mages can also convert {{gems>W}} to {{gems>S}} at a one-for-one ratio, though at a limited rate per turn. === The King and Queen === Erytheia starts with no King or Queen. Your first ??Prince of the Setting Sun?? will be promptly coronated to a **??King of Both Worlds??** in the capital, giving him a +{{path>H1}} pathboost, 120 base Leadership (as opposed to 80), and an additional point of [[Awe]] in sunlight. The King must then be married to a ??Princess of the Setting Sun?? in the same province, who will get the exact same bonuses when she becomes the **??Queen of Land and Water??**; otherwise, your capital will periodically generate [[Unrest]]. The marriage ceremony also comes with significant gifts, such as a decent amount of Gold. You can do this in reverse order, by the way, getting the Queen first (by hiring a Princess first) and then moving a Prince to her location to get the King. Since there can only be one King and one Queen at a time, the King and his Princes (as well as the Queen and her Princesses) hate each other; if two Princes (or two Princesses) are in the same province [[turn-order|when Random Events happen]], one may assassinate/execute the other. This can also happen between the King and a Prince, and between the Queen and a Princess. ==== Capital Special Sites ==== ^ Palace of the Setting Sun ^ The Red River ^ | {{:sites:sites_0068.png?nolink}} \\ * Enables recruitment of **??Prince of the Setting Sun??** {{:nations:la:erytheia:prince_of_the_setting_sun.png?nolink}} \\ * Enables recruitment of **??Princess of the Setting Sun??** {{:nations:la:erytheia:princess_of_the_setting_sun.png?nolink}} \\ * Produces **1** {{:misc:magic:firegem.png?nolink}} per turn \\ * Produces **1** {{:misc:magic:astralpearl.png?nolink}} per turn | {{:sites:sites_0004.png?nolink}} \\ * Enables recruitment of **??Soldier of the Setting Sun??** {{:nations:la:erytheia:soldier_of_the_setting_sun.png?nolink}} \\ * Produces **1** {{:misc:magic:firegem.png?nolink}} per turn \\ * Produces **1** {{:misc:magic:watergem.png?nolink}} per turn | ===== Notable Units ===== FIXME General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around ==== Commanders ==== FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:erytheia:Erytheian_scout_2.png?nolink}}\\ {{:nations:la:erytheia:Erytheian_scout.png?nolink}} | **??Erytheian Scout#3029??**\\ **??Erytheian Scout#3028??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 6 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:deep_sea.png?20&nolink}} +Rec Underwater Fort | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ [[Sea Shape]] | Amphibious Scouts, no [[terrain survival]]s. | | {{:nations:la:erytheia:Machimos_commander.png?nolink}} | **??Machimos Commander??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 16\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | | Inland national commander of 60 ld. | | {{:nations:la:erytheia:Triton_priest.png?nolink}} | **??Triton Priest#3050??**\\ {{:misc:gui:gold.png?15&nolink}} 65\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:deep_sea.png?20&nolink}}Rec Underwater Fort Only | {{path>H1}}\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Aquatic mage, only used in UW Expansion parties when resources are tight or need to banish lots of undead in the water. | | {{:nations:la:erytheia:Erytheian_commander_2.png?nolink}}\\ {{:nations:la:erytheia:Erytheian_commander.png?nolink}} | **??Erytheian Commander#3027??**\\ **??Erytheian Commander#3026??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 31 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:sea.png?20&nolink}} {{:misc:gui:deep_sea.png?20&nolink}}Rec Coastal or Underwater Fort only | {{:abilities:formation_fighter.png?15&nolink}} [[Formation fighter]] (2)\\ [[Sea Shape]] | 80ld commander with a magic weapon. | | {{:nations:la:erytheia:Nomarch_2.png?nolink}}\\ {{:nations:la:erytheia:Nomarch.png?nolink}} | **??Nomarch#3041??**\\ {{:misc:gui:gold.png?15&nolink}} 75\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H2}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:tax_collector.png?15&nolink}} [[Tax Collector]]\\ {{:abilities:Patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (15)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (-1)\\ [[Sea Shape]] (**??Nomarch#3040??**) | Not a great leader in combat, but has some uses outside of it in priestly duties and patrolling. \\ \\ Their description talks about their role in landlocked areas, as they can be recruited inland. But a nomarch can also shine by sitting in a lake cut off from your territory, collecting taxes to pay for his upkeep. | | {{:nations:la:erytheia:mystic.png?nolink}} | **??Mystic#3039??**\\ {{:misc:gui:gold.png?15&nolink}} 90\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>S1,100%FWES}} {{:misc:gui:research.png?15&nolink}} 10\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (1) | Decent [[communion]] mages and researchers. The only recruitable mage from inland forts. | | {{:nations:la:erytheia:mermage_2.png?nolink}}\\ {{:nations:la:erytheia:mermage.png?nolink}} | **??Mermage#3035??**\\ **??Mermage#3034??**\\ {{:misc:gui:gold.png?15&nolink}} 95\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Rec Coastal or Underwater Fort only | {{path>W1,100%FWES}} {{:misc:gui:research.png?15&nolink}} 9\\ [[Sea Shape]] | Offers nothing new compared to Daduchoi and isn't as efficient as Mystics, but has cheaper access to some crosspaths and may be useful in an underwater war. | | {{:nations:la:erytheia:Triton_noble.png?nolink}} | **??Triton Noble#3017??**\\ {{:misc:gui:gold.png?15&nolink}} 110\\ {{:misc:gui:resources.png?15&nolink}} 32 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ Rec Underwater Fort Only | [[Mounted]]\\ {{:abilities:recuperation.png?20&nolink}} [[Recuperation]]\\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Tough aquatic leader with formations. | | {{:nations:la:erytheia:daduchos_2.png?nolink}}\\ {{:nations:la:erytheia:daduchos.png?nolink}} | **??Daduchos#3033??**\\ **??Daduchos#3032??**\\ {{:misc:gui:gold.png?15&nolink}} 180\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Rec Coastal or Underwater Fort only | {{path>F1S1,100%FAWES,50%W,50%E,50%A}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:adept_researcher.png?15&nolink}} [[adept researcher]] (2) \\ [[Sea Shape]] | The versatile workhorse of the nation. Efficient researchers thanks to their sacred upkeep. All Daduchoi study fire and astral magic, with most choosing one or more other elemental paths as well. Their guaranteed random can make them specialize by giving them 2 in one path. 20% are {{path>F2}}, and 20% {{path>S2}}. The rarer specializations are each 10% chances: {{path>A2}}, {{path>W2}} or {{path>E2}}. \\ \\ The remaining 30% with just 1 level in 3-5 paths are still necessary to form stable [[communions]] that can create many problems for your opponents who don't know what to expect with so many different paths. Especially the Daduchoi with 1 in all 5 paths are perfect communion slaves.\\ \\ Beware that the more random paths they get, the [[old age|older]] they become. Luckily you have access to disease healing ??Hesperide??s and ??Golden Apple??s. | | {{:nations:la:erytheia:Pearl_mage.png?nolink}} | **??Pearl Mage#3038??**\\ {{:misc:gui:gold.png?15&nolink}} 175\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Rec Underwater Fort only | {{path>W2S1,100%AWSN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:pearl_cultivator.png?15&nolink}} [[Pearl Cultivator]] (3) \\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | The prime mage for water magic. Can climb nature with ??Contact Naiad??, and convert water gems to pearls. | | {{:nations:la:erytheia:prince_of_the_setting_sun.png?nolink}} | **??Prince of the Setting Sun#3043??**\\ {{:misc:gui:gold.png?15&nolink}} 210\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1S1H2,100%AWE,25%F,25%F,25%A,25%W,25%W,25%E,25%S,25%S}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:sun_awe.png?15&nolink}} [[Sun Awe]] (2)\\ {{:abilities:insane.png?15&nolink}} [[Insane]] (5%)\\ Starting affliction chance (20%)\\ [[Sea Shape]] ({{:nations:la:erytheia:prince_of_the_setting_sun2.png?nolink}} **??Prince of the Setting Sun#3042??**) | The insane nobility of Erytheia are the nation's most versatile casters and potentially best mages money can hire. Their paths are even more random than of the Daduchoi who train them. If they were to gain all of their random paths, they would have 11 total levels in magic (+2 priest levels), more than a big mage from the Early Age... //Or// they might be worse than your average ??Daduchos#3033??. \\ \\ The Prince/Princess of the Setting Sun has a roughly 14% chance of having at least one level 3 path. There's three options, with one of them being less likely. \\ \\ For the Prince: 6% {{path>F3}} and {{path>S3}}, and 2% {{path>W3}}. \\ \\ For the Princess: 6% {{path>F3}} and {{path>W3}}, and 2% {{path>E3}}. \\ \\ They can gain two or all three of these paths at the same time, but that is extremely unreliable. The ??Pearl Mage#3038?? can much more reliably get {{path>W3}}, albeit with fewer crosspaths. \\ \\ Chance of {{path>E2}} for the Princess is 15%, or 8% {{path>A2}}. The Prince has 8% for both. The Daduchoi are faster to recruit in case you wish to gamble for a mage with these paths. \\ \\ The nobility serve as good leaders to your troops, but if there is one thing worse than an important mage disobeying your orders, it's having them do that while also forcing an entire army to stop. In other words: if you use them as leaders, have other leaders ready to take over the troops. Then you can move on while leaving the insane prince/princess behind. | | {{:nations:la:erytheia:princess_of_the_setting_sun.png?nolink}} | **??Princess of the Setting Sun#3045??**\\ {{:misc:gui:gold.png?15&nolink}} 210\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1W1H2,100%AES,25%F,25%F,25%A,25%W,25%W,25%E,25%E,25%S}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:sun_awe.png?15&nolink}} [[Sun Awe]] (2)\\ {{:abilities:insane.png?15&nolink}} [[Insane]] (5%)\\ Starting affliction chance (20%)\\ [[Sea Shape]] ({{:nations:la:erytheia:princess_of_the_setting_sun2.png?nolink}} **??Princess of the Setting Sun#3044??**) | ::: | ==== Troops ==== FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:LA:Erytheia:machimos.png?nolink}} | **??Machimos#3024??**\\ {{:misc:gui:gold.png?15&nolink}} 9\\ {{:misc:gui:resources.png?15&nolink}} 9 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 7 | | A "pugnacious" human, made useful by his Javelin.\\ They are the only troop option inland, where they can help with battles and sieges. | | {{:nations:la:erytheia:thyreophorite_2.png?nolink}}\\ {{:nations:la:erytheia:thyreophorite.png?nolink}} | **??Thyreophorite#3019??**\\ **??Thyreophorite#3018??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 8 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Coastal or Underwater Fort only | [[Sea Shape]] | A "shield-bearing" merman, made useful by his Javelin.\\ Also for expansion. | | {{:nations:la:erytheia:Erytheian_Crossbowman.png?nolink}}\\ {{:nations:la:erytheia:Erytheian_Crossbowman_2.png?nolink}} | **??Erytheian Crossbowman#3031??**\\ **??Erytheian Crossbowman#3030??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Overwater Coastal Fort only | [[Sea Shape]] | The coolest thing about this guy's [[https://en.wikipedia.org/wiki/Gastraphetes|"belly bow"]] is that it might force him to hit something, due to its low range. It shoots even underwater. \\ Javelins will do more damage with a Strength buff, although without armor piercing.\\ \\ They are cheap, but not the easiest to amass since only coastal forts can queue them. | | {{:nations:la:erytheia:Erytheian_hoplite_2.png?nolink}}\\ {{:nations:la:erytheia:Erytheian_hoplite.png?nolink}} | **??Erytheian Hoplite#3023??**\\ **??Erytheian Hoplite#3022??**\\ {{:misc:gui:gold.png?15&nolink}} 12\\ {{:misc:gui:resources.png?15&nolink}} 29 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14\\ Rec Coastal or Underwater Fort only | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)\\ [[Sea Shape]] | If you're driven off-shore, at least you'll still have this guy.\\ At least he's not wearing iron. They are durable but painfully slow on land. | | {{:nations:la:erytheia:Erytheian_phalangite.png?nolink}}\\ {{:nations:la:erytheia:Erytheian_phalangite_2.png?nolink}} | **??Erytheian Phalangite#3021??**\\ **??Erytheian Phalangite#3020??**\\ {{:misc:gui:gold.png?15&nolink}} 14\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18\\ Rec Overwater Coastal Fort only | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)\\ [[Sea Shape]] | Your one professional, off-capital troop, who can breathe air.\\ Not having him inland really sucks; go for coasts.\\ It doesn't help that he's a slow marcher, like the Hoplite. | | {{:nations:la:erytheia:soldier_of_the_setting_sun.png?nolink}} | **??Soldier of the Setting Sun#3052??**\\ **??Soldier of the Setting Sun#3051??**\\ {{:misc:gui:gold.png?15&nolink}} 30\\ {{:misc:gui:resources.png?15&nolink}} 36 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only \\ | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)\\ [[Sea Shape]]\\ {{:abilities:sun_awe.png?15&nolink}} [[Sun Awe]] (1) \\ | This guy's main feature is his [[Awe]], which functions **on land**. \\ Having a [[Magic-Weapons|Magic Weapon]] is nice, too. \\ He could really use a stat [[Bless]] or two, if your [[Scales]] allow; he's not very punchy. | | {{:nations:LA:Erytheia:triton_Militia.png?nolink}} | **??Triton Militia#3013??**\\ {{:misc:gui:gold.png?15&nolink}} 8\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5\\ Rec Underwater Fort only | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Dec | | {{:nations:LA:Erytheia:triton_soldier.png?nolink}} | **??Triton Soldier#3014??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Underwater Fort only | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Dec | | {{:nations:LA:Erytheia:triton_Hoplite.png?nolink}} | **??Triton Hoplite#3015??**\\ {{:misc:gui:gold.png?15&nolink}} 13\\ {{:misc:gui:resources.png?15&nolink}} 27 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 16\\ Rec Underwater Fort only | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]\\ {{:abilities:formation_fighter.png?20&nolink}} [[Formation Fighter]](2) | Dec | | {{:nations:la:erytheia:Triton_Knight.png?nolink}} | **??Triton Knight#3016??**\\ {{:misc:gui:gold.png?15&nolink}} 50\\ {{:misc:gui:resources.png?15&nolink}} 25 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 48 \\ Rec Underwater Fort only | {{:abilities:recuperation.png?20&nolink}} [[Recuperation]]\\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]\\ [[Mounted]] | Dec | ==== Heroes ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{nations:la:erytheia:triple-headed.png?nolink}} | **??Geryon - Triple-Headed??**\\ Minimum hero arrival turn: 15 | {{:abilities:recuperation.png?20&nolink}} [[Eyes]] (6)\\ | | | {{nations:la:erytheia:herdsman.png?nolink}} | **??Eurytion - Herdsman??**\\ Minimum hero arrival turn: 10 | | | ===== Magic ===== ==== National Spells ==== FIXME**national spell or summon** cost and usecase, judgment if it's good. **??Pride of Lions??**: Conj 3 {{gems>10N}}, {{path>N2}}({{:nations:ma:phaeacia:great_lion.png?30&nolink}} ??Great Lion??x10+) Fast animal chaff with two high damage attacks. Erytheia rarely has nature gems or mages on land to spare for these. **??Summon Hound of Twilight??** Conjure 5, {{path>E2D1}} {{gems>4E}}, ({{:nations:ea:mekone:hound_of_twilight.png?nolink}} ??Hound of Twilight??x1) A big [[Fear]] monster with a [[Patrol]] bonus of 20. Cheap for an Empowered {{path>E2}} in death to spam and remove your fort's unrest. Decent patroller. **??Summon Hekateride??** Conj5 {{path>N3W1}} {{gems>30N}}. ({{:nations:ma:pelagia:Hekateride.png?nolink}} ??Hekateride??x1) the amphibious sister of the ??Hesperide??. They can be summoned by one with a ??Thistle Mace?? and a single [[Empowerment]] in water, or by a ??Naiad?? summoned by a nature random ??Pearl Mage#3038??. Allows Erytheia climb higher in nature with {{path>N3}} or {{path>N4}} and an UW nature mage and ??Foul Vapors?? caster. **??Contact Hesperide??** Conjure 6, {{path>F3S1}} {{gems>35F}}, (summon {{:nations:ma:phaeacia:Hesperide.png?nolink}} ??Hesperide??x1) A useful mage who not only removes a lot of Diseases and Unrest but also breaks you into Nature for rituals and communions. Gets level 3 in astral and fire in case gambling for randoms with princes and princesses didn't work out. Can forge ??Moonvine Bracelet??s. **??Call Ladon??** Conjure 6, {{path>F3N2}} {{gems>15F}}, ({{:nations:ma:phaeacia:ladon.png?nolink}} ??Ladon - Drakon Hesperios??x1) Summon a big unique monster with a Hesperide. He may be decent(by the standards of a big monster commander with only head and misc slots), the real purpose is to keep him alive so your can get an event in the spring that has a good chance to gives you a ??Golden Apple??, a Decent morale booster and a way for important mages to remove 10 years when they get hold to increase their game relevance. **??Summon Daktyl??** Conj6 {{path>E3A1}} {{gems>30E}}. ({{:nations:ma:pelagia:Daktyl.png?nolink}} ??Daktyl??x1) A [[master smith]] dwarf. Doesn't always offer you anything new in terms of magic, but the Air random can forge up to {{path>A3}} and the Death random breaks you into the path, letting you summon the ??Hound of Twilight?? and even forge ??Skull Staff??s. The Earth randoms are also higher in the path than what you usually get without a lucky Princess. As for the remaining 2/5 Daktyls, gaining another level of Fire or Water does not make them special compared to your recruitable mages, aside from forging higher earth. **??Craft Keledone??** Construction 7, {{path>E2S2}} {{gems>5E}}, (summon 1 {{:nations:ea:arcoscephale:keledone.png?nolink}} ??Keledone??) Situational, Summon a Hard to kill [[immobile]] communion slave in case a fort gets besieged. **??Forge Brass Bull??** Construction 7, {{path>F3E3}} {{gems>30F}}, (summon a {{:nations:ea:mekone:khalkotauros.png?nolink}} ??Khalkotauros??) A big Hard to kill Trample monster that breaths fire. Often a Skip as that Research and gems could be used for thugging. **??Sow Dragon Teeth??** Enchantment 6, {{path>E2}} {{gems>1E}}, ({{:nations:ea:mekone:spartae.png?nolink}} ??Spartae?? x10) [[Combat Summons]] for only 1 Earth [[Gem]], giving 10 hoplite [[magic being]]s with decent stats and magic gear. ==== Magic Access ==== FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable ====Combat Magic==== FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have? ====Ritual Magic==== FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast? ====Magic Items==== FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)? ===National Items=== FIXME nation exclusive items ===National Dicount Items=== FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it? =====Strategy===== FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses? ====Pretender==== FIXME What kinds of scales does your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders? ====Early Game==== FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure ====Mid Game==== FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for ====Late Game==== FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly =====Links===== [[https://www.youtube.com/watch?v=ZKoLvxa8hEQ&list=WL&index=8 | Basic Nation Analysis]] by GeneralConfusionPlays (2018) [[https://www.youtube.com/watch?v=bHM5FuAGpjU&t=394s | Dominions 5 - LA Erytheia - Overview and Basic Strategy]] by Attica [[https://www.youtube.com/watch?v=ueJyKtCqics | Dominions 5 LA Erytheia Overview]] by Zan (2021) [[https://www.youtube.com/watch?v=MPrzsFFRvgA&list=WL&index=7 | Dominions 5 Nation Guide]] by Perun (2021) {{template>nationindex}} {{tag>nation stubs}}