Table of Contents

MA Pangaea, Age of Bronze

Lore

Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as satyrs, centaurs and minotaurs serve the lords of the Sacred Groves deep in the forests. In ancient times, the woods covered much of the world, but that has changed. Man is no longer beast and animals are no longer wild. The world of the wild is disappearing. Centaurs have developed civilized societies and donned armor. The Panii, guardians of the Groves, have decided that it is time to act to preserve their dwindling habitat. – Nation Description

Pangaea is a nation of wild half-men of Greek myth, as they could have developed if exposed to a vast and technologically superior humanity: Iron or skin. Adapt or die. As in most cultures exposed to so-called civilization, some inhabitants cling to traditions, or current perceptions of them; while others adapt to the circumstances, with loss or gain in influence. The loss of ancient magic and traditions over the ages is quite apparent in this nation, but in the late era the centaurs have found new paths of magic, giving hope to the nation. – Illwinter's Dominions 5 Manual

General Overview

Pangaea is a nation of centaurs, satyrs and minotaurs. Unlike their EA predecessors, MA Pangea isn't as reliant on the use of Forests and with four Sacred units, only one of which is a combat unit, they don't benefit as much from a heavy bless. They can still utilize forests to build inexpensive temples and produce units. Multiple Stealthy units and commanders allow MA Pangea to attack unprotected provinces behind your opponents front-line and they also have several hard-hitting combat units to provide a more traditional way to conquer territory.

National Features

Race Military Magic Access Priests Buildings
Forest Survival
Recuperation
Stealthy
Satyr and Minotaur infantry
Centaur cataphracts and sacreds
Harpies
nature 44 (Rare 5)
earth 33 (Rare 4)
blood 22 (Rare 3)
water 11
holy 22 Priests Forts can be summoned with nature magic
Labs and temples cost Gold 250 in forests.

Capital Sites

The Grove of Gaia

Enables recruitment of

White Centaur

Produces 5naturegem per turn

Hidden Grove

Enables recruitment of

Pandemoniac

Units

Provide a brief overview of commanders and units and what tools they provide you with. Outline any peculiarities across the roster (e.g. the animal tag, cold blooded). Highlight any particular strengths of the roster and describe their roles (e.g. high-quality infantry, thugs, powerful mages).

Commanders

Sprite Unit Name Special Attributes Comments
Black Harpy
25
1
1
Can recruit in all forests
Stealthy (60)
Flying
Forest Survival
Recuperation
Female
Highly mobile, very stealthy scouts. Excellent for the cost and recruitable outside of forts.
Satyr Commander
40
23
1
Stealthy (40)
Forest Survival
Recuperation
Stealthy 40 leadership commander.
Minotaur Lord
70
37
1
Berserker (+4)
Trample
Forest Survival
Recuperation
60 leadership commander.
Centaur Commander
75
32
1
Inspirational (-1)
Forest Survival
Recuperation
80 leadership commander, though it lacks the morale bonus due to negative Inspirational.
Centaur Hierophant
120
4
2
Can recruit in all forests
holy 11random1100% 7
Sacred
Stealthy (40)
Inspirational (+1)
Forest Survival
Recuperation
Inspirational 40 leadership mages and lesser priests. Their sacred upkeep somewhat makes up for their poor gold-to-research ratio, which is unfortunately still the best out of MA Pangaea's mage corps. They can also thug with some gear.
Centauride Hierophantide
120
3
2
Can recruit in all forests
holy 11random1100% 7
Sacred
Stealthy (40)
Inspirational (+1)
Forest Survival
Recuperation
beastmaster (1)
Female
Dryad
220
1
2
nature 11holy 22random1100% 9
Sacred
seduction (Moral Vs 9)
Stealthy (65)
Supply bonus (10)
awe (4)
Forest Survival
Recuperation
Female
The national seducer/assassin and priest with 40 leadership. Makes cracking Pangaean forts a dangerous business for enemy commanders.
Pan
305
1
4
earth 22nature 33random1100%
10%
17
Resist Poison (5)
Animal Awe (2)
Beastmaster (+2)
Stealthy (40)
Supply bonus (30)
Forest Survival
Recuperation
Summon in Turmoil (Maenad)
A powerful 80 leadership mage, bringing big earth and nature magic to support Pangaean armies and cast rituals. Can convert enemy commanders via Charm assassination when equipped with The Black Heart.
Pandemoniac
255
1
4
Capital Only
nature 33blood 22random010% 15
Resist Poison (5)
Beastmaster (+1)
Stealthy (40)
Supply bonus (30)
Forest Survival
Recuperation
Summon in Turmoil (Maenad)
Cap-only, slow-to-recruit and expensive blood hunter. Gives MA Pangaea a more specialized blood hunting option than its Early Age predecessor.

Troops

Sprite Unit Name Special Attributes Comments
Harpy
7
1
3
Can recruit in all forests
Stealthy (40)
Flying
Forest Survival
Recuperation
Female
Flying patrol/siege chaff that can harass back lines in combat.
Satyr Sneak
9
3
6
Can recruit in all forests
Undisciplined
Cause Unrest (+0.5)
Stealthy (60)
Forest Survival
Recuperation
Undisciplined stealthy chaff. Can run stealth raids if in sufficient numbers and led by a stealthy commander. The Satyr Sneak has neither javelin nor buckler, but has additional utility as a way to cause unrest in enemy lands.
Satyr (javelin)
9
4
6
Can recruit in all forests
Undisciplined
Stealthy (40)
Forest Survival
Recuperation
Satyr (buckler)
9
4
6
Can recruit in all forests
Satyr Hoplite
14
24
24
Formation Fighter (2)
Forest Survival
Recuperation
Medium-heavy infantry with formation fighter. Compares favorably to human hoplites in damage and magic resistance.
Reveler
16
3
14
Undisciplined
Berserker (+3)
Increase Unrest (+0.5)
Stealthy (40)
Forest Survival
Recuperation
Undisciplined light infantry that goes berserk. Fairly gold-expensive but has an extra attack and higher strength than other Satyr options.
Centauride
25
3
12
Can recruit in all forests
Stealthy (40)
Forest Survival
Recuperation
Female
The only archer units that MA Pangaea can mass, which may be useful in certain circumstances. Centaurs have more range and damage, while Centaurides have improved precision and defence skill.
Centaur
25
4
12
Can recruit in all forests
Stealthy (40)
Forest Survival
Recuperation
Centauride Warrior
30
11
17
Stealthy (40)
Forest Survival
Recuperation
Female
Female light and medium cavalry. Centaurides are less durable than their male counterparts, deal less damage and do not go berserk, but have better Attack and Defense skill as well as a javelin.
Centauride Cataphract
30
28
17
Forest Survival
Recuperation
Female
Centaur Cataphract
35
32
21
Forest Survival
Recuperation
Heavy cavalry. One of the most heavily armored cavalry of the Middle Ages and quite affordable compared to its contemporaries, though it deals only moderate damage. Does not go berserk, unlike the less armored Centaur Warrior.
Centaur Warrior
35
11
21
Berserker (+2)
Stealthy (40)
Forest Survival
Recuperation
Male light cavalry. Centaur Warriors are more durable than their female counterpart, deal more damage and go berserk, but lack the javelin.
Minotaur
40
8
6
Can recruit in all forests
Undisciplined
Berserker (+4)
Trample
Forest Survival
Recuperation
Very high-damage heavy infantry, but will trample instead if facing size 2 or lower units.
Ordinary Minotaurs are undisciplined and have minimal protection, whereas War Minotaurs can be scripted and have body armor.
War Minotaur
50
28
18
Berserker (+4)
Trample
Forest Survival
Recuperation
White Centaur
55
12
29
Capital Only
Sacred
Berserker (+3)
Stealthy (40)
Forest Survival
Recuperation
Berserking, sacred light cavalry with high strength and stealthy. Can be made quite formidable with a good bless.

Heroes

Sprite Unit Name Special_Attributes Comments
White Minotaur
Multihero
holy 22
Sacred
Berserker (+5)
Trample
Forest Survival
Recuperation
80 leadership commander and priest. Not as significant for MA Pangaea as holy 22 priests are readily available in the form of Dryads, but free commanders are always useful.
Taurotyrannos - Black Bull
Minimum hero arrival turn: 5
earth 11nature 33blood 33 19
Poison Resistance (5)
Stealthy (40)
Berserker (+7)
Supply Bonus (30)
Forest Survival
Recuperation
A strong mage that gives MA Pangaea access to higher blood magic with the earth crosspath.
Arcopythera - Harpy Queen air 22nature 22 13
Stealthy (40)
Supply Bonus (20)
Flying
Mountain Survival
Forest Survival
Recuperation
Female
Summons 1×Harpy/month
Provides access to moderate air magic on a mobile chassis.
Rams Head - White Satyr Sacred
Stealthy (40)
Awe (1)
Berserker (+3)
Inspirational (1)
Forest Survival
Recuperation
120 leadership inspirational commander.

Magic

Magic Access

Pangaea is still one of the best Nature nations in the game, though now it faces a bit of competition from Man. Compared to its previous form, the magic has gotten more specialized – you simply don't have as many crosspaths as you used to.

Nature is provided in high levels by the Panii, who reliably have nature 44. You simply need Construction 4 to get nature 55, or Construction 6 to get nature 66; the former is the benchmark for setting up Mother Oak, while the latter is the benchmark for setting up Gift of Health. Empowering a Pan or Pandemoniac in Astral will let you craft a missing booster for nature 77, while Empowering a Pandemoniac in Blood will let you craft the other missing booster for nature 88; either one will let you set up Gift of Nature's Bounty.

Earth is the Panii's second specialty, and they reliably get earth 33. With Construction 4, you can easily get earth 44, which is enough to cast most of the big Combat spells (though the two you'll really want, Army of Gold and Army of Lead, will require either an extra turn or an extra Gem). Unlike in the Early Ages, getting the missing Earth booster (for earth 55) requires more than one Empowerment; depending on how your Gem & Blood economies look, you can either do three Empowerments in Blood (two on your earth 33 Pan and one on a Pandemoniac) or two Earth Empowerments and one Blood Empowerment (all on a single Pandemoniac), with the former costing 125bloodslave and the latter costing 80earthgem45bloodslave. Getting earth 55 isn't enough for a Gem Generator, but it does let you stimulate nonmagical productivity with Riches from Beneath.

Blood has become Pangaea's national shame; only the Pandemoniacs, delinquents holed up in the capital, will have blood 22. In the Early Ages, such magic would get you Illearths, Demon Knights, Blood Fecundity, and Cross Breeding; now it just gives you Blood Fecundity and Cross Breeding. Just one Empowerment in Blood is needed to reach blood 55, however, specifically nature 44blood 55 (or nature 55blood 55 if you dual-wield boosters). This gives you some nice Remote Attacks, Hell Power that doesn't Fatigue you out (if you use an extra Blood Slave), and the wonderful Three Red Seconds.

Water is found on your Dryads, sometimes; they might have water 11, or water 22 with your one available booster. An Empowerment in Water will get you the other booster (for water 44), not to mention the wildly-expensive things you can do after that Empowerment to keep climbing the ladder. Other neat Items you can craft are the Frost Brand (an early Thug weapon) and the Bottle of Living Water (a good assistant for your active Dryads). Since your water 11 comes with Nature, it can do a wide variety of extra things in combat; nature 11water 11 grants Mossbody, and nature 22water 11 grants Foul Vapors (though it costs an extra Gem).

You're missing Fire, Air, Astral, and Death. Amusingly, these paths let the humans of Ermor expand, to the point where their collapse now endangers all life. If you feel like rushing into Blood, beating others to the Bind Heliophagus Ritual will cover your lack of Death and Fire, and you can then get Astral through Summon Spectre. If Blood isn't your thing, you can still get just enough Death for Astral through a Forest Troll Tribe, though the Gem costs will slow you down a bit. Air is fortunately not as big of a hassle; one of your Heroes has air 22, and you can always wait to summon a Faerie Court. On the other hand, Air takes much longer to get than Death, not counting the Hero.

National Spells

Monster Boar Conjure 5, nature 33 10naturegem: an annoyance spell. forces the enemy to send forces to their money-making province to stop the unrest the boar is producing.

Fort of the Ancients: Alt 5, 35naturegem, nature 44. Only in Forests and non-deep Sea. Build a lab in a forest and make a new Bramble Fort. Should have plenty of Nature Gems to spam them and save gold.

Tune of Fear: Ench 0, nature 11. Inficts Fear on enemy.

Tune of Growth: Ench 0, nature 11. Inflict Entangle on an enemy.

Tune of Dancing Death: Ench 0, nature 11. Inflict a lot of Fatigue Damage

Awaken Hamadryad Enchantment 5, nature 44 25naturegem, (summon 1 Hamadryad) A immobile nature 33 mage. Sutuational as a defence implacment.

Combat Magic

Pans are masters of Nature magics (being at least nature 55), and cast a good amount of earth buffs. They can also power up further if they form blood Sabbaths.

Ritual Magic

Mother Oak should be a guarantee for you. Mothers are also good spammers of Vine Men. Transformation can reduce the upkeep you pay on Pans (and may gain them additional paths).

You have blood, but not on the most cost-efficient hunters. They can summon Demons like Demon Knights. Crossbreeding is not as effective at making chaff as Awaken Vine Men giving how little effort it takes in comparison. Blood Fecundity Can make provinces more profitable.

Magic Items

For thug gear, a Frost Brand and Kithaironic Lion Pelt is generally all you need to kit a Pan. Alternatively if you can get death magic, an Implementor Axe is useful if you want Fear instead of AoE damage, and a Shadow Brand, Vine Shield, and Boots of Quickness are all good options if you want to invest more gems.

To counter thugs and SCs, you have the Axe of Hate and Black Bow of Botulf.

Though expensive, Cornucopias can be a good investment for Midgame armies that constantly rely on nature gems.

Pan equipped with The Black Heart make excellent assassins, and can be a good investment in the mid to late game. Unfortunately, the Chest Wound affliction is tied to the item and is not healed through Recuperation.

Strategy

Early Game

(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

(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

(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)

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR