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arcoscephale-ea

EA Arcoscephale Golden Era

Lore

"Arcoscephale is together with Pythium the first nation conceived in the creation of Dominions. After having played GMT's Great Battles of Alexander and S.P.Q.R. I got fascinated by ancient warfare, and the hoplites were among the first units to appear in Dominions. At first the two nations were one, with a troop roster of ancient units, while Man and later on Ulm had troop rosters with a more medieval touch. Soon, however, it became clear that Pythium and Arcoscephale should be two distinct nations. Arcoscephale is heavily influenced by ancient Greek city-states and Hellas. The Golden Age is influenced by the mythical past and the archaic age." - Illwinter

The kingdom of Arcoscephale is yet to be founded and in its place is a loose collection of city states. Bronze is more common than iron and hoplites have yet to see the light of day. Instead, myrmidons and chariots compose the core of the armies. In this time, slaves are commonly used and most free men have plenty of time to spend on fine arts and good living. Philosophers gather in the cities to discuss esoteric truths and engineers manufacture clever contraptions for civil or military use. At the heart of Arcoscephale lies Mount Cephalos, abode of the Awakening God. At the foot of the mountain is a great temple where sacred Pegasus Riders are trained. Icarids, men with mechanical wings, are also used in warfare. The philosophers are better at magical research in a slothful Dominion.

General Overview

This is the beginning of the well-known Hoplite nation, with communions. EA Arcoscephale is more focused on chariots, flying raids, and masters of siege attacks and defenses rather than heavy armored formations of later ages.

The area they struggle with is that, like other humans, they're likely to die from unanticipated army wipe spells. They also lack the lineup and native magic to produce good thugs or counter thugs. The second anything goes wrong, Arcoscephale is prone to complete collapse, especially when handled by the AI in singleplayer.

National Features

Race Military Magic Access Priests Buildings
Average Humans Heavy Infantry
Chariots
Flyers
Engineers
nature 44 (rare 5)
air 33 (rare 4)
earth 22 (rare 3)
astral 22
water 22 (uncommon)
fire 22 (uncommon)
Hero: fire 11air 11water 11earth 33
Summons: requires nature 44 or astral 55
*astral 11death 22nature 11 (requires death 33)
*death 11blood 11 (requires death 22)
Weak (holy 11)
Great Healers
Stealthy Heretics
Scry: Dominion gives very accurate Scouting Reports. (Reports are also available to this nation's Disciples)
Standard Forts
(Can be upgraded into Castles by Engineers)
Labs cost Gold 250

Capital Sites

Lykeion Mount Cephalos Akademeia
Recruit:
Mage Engineer
Produce 2earthgem per turn
Recruit:
Oreiad
Wind Lord
Wind Rider
Produce 2airgem2astralpearl per turn
Recruit:
Philosopher

Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
25
5
1
Stealthy (50)
Mountain Survival
Forest Survival
A standard scout. Funny how all default scouts have Greek names.
Engineer
40
3
1
Siege Bonus (25)
Castle Defence Bonus (25)
Old Age (60/50)
Mason
For 40 gold each, you can produce a ludicrous amount of siege power that won't eat up supplies. Breaking into forts should never be a problem, and you can use spare engineers to build your own forts.
Sceptic
50
1
1
Heretic (3)
Old Age
Stealthy (40)
Not just a scout, but also a heretic.
Bunch a couple of them together to remove enemy Dominion from provinces. They can cause big setbacks for nations that rely on their scales or their Pretender, and you can push your Dominion and Pretender into the vacant spots.
Icarid Champion
50
21
1
Fire Vulnerability (5)
Flying
Flying 60 leadership commander.
The cheapest thing you have that could serve as a counter-thug chassis.
Philosopher
65
1
2
Capital Only
10
Old Age
Philosopher (2)
Most Arcoscephale pretenders would prefer Productivity scales for troops, making this Cap-only researcher a rare pick. If you do go with Sloth scales (and Magic scales), these guys will blitz through most of your research goals with ease.
Myrmidon Champion
70
29
1
Formation Fighter (2) Commander with 80 leadership.
Chariot Commander
70
29
1
Trample
Mounted
A trampling commander.
Is very situational, could be used in a thugging tactic that requires trampling over size 3 or smaller enemies.
Mystic
135
1
2
astral 11random3100%
50%
50%
50%
12
A primary Researcher and secondary mage.
Can be lab rats, Communion Slaves and Communion Masters.
Mystics Randoms:
Mage Engineer
125
3
2
Capital Only
air 11earth 11random1100% 11
Siege Bonus (30)
Castle Defence Bonus (30)
Old Age (60/50)
Mason
A leader that combines the traits of engineers and wizards.
If you're lucky you might get an Astral random so you can easily add Air to your communions, which Mystics can't do.

If you're even luckier with Luck2, they have a pool of events that can increase their magic paths in Air, Earth and Astral, or provide you with Stymphalian Wings.
Wind Lord
130
27
1
Capital Only
holy 11
Sacred
Combat Caster
Flying
Mounted
Leader of the Wind Riders. Pegasi cavalry can fly to a distant province, get blessed, and then attack rear.
Melissa
200
1
2
+ rec Foreign
nature 11holy 11random1100% 9
Sacred
Supply Bonus (10)
Healer (3)
Cheap Nature & Air Magic outside of the capital.
Their most important role, however, is being a true healer, able to remove any affliction from units. This is particularly helpful since most your commanders are old men.
Oreiad
395
1
4
Capital Only
air 22earth 11nature 33random1100%
10%
19
Sacred
Supply Bonus (30)
Awe (6)
Stealthy (60)
Seduction (9)
Mountain Survival
Recuperation
Female
Your big super-mage that grants high nature, some air and earth, and occasional water. Can cast big spells like Foul Vapors, Gaia's Blessing and Rain of Stones and stealthy lets them do it when the enemy isn't expecting it. Although expensive for the job, they can also steal enemy commanders if an opportune moment arises.
Do note that the Awe(6) is for emergencies, it doesn't make them survivable in protracted melee.

Troops

Sprite Unit Name Special Attributes Comments
Slinger
7
2
3
An inexpensive ranged weapons platform. Sadly not very useful, as slings are low damage and limited range. Can be deployed in great numbers swiftly as either siege chaff or in combination with Flaming Arrows.
Peltast
Gold 10
5
9
Light infantry with a javelin.
A flexible chaff unit.
Cardaces
Gold 10
8
9
Formation Fighter (2) A cheap line unit that can fit 4 to a square.
Takes point buffs well but will suffer heavy casualties from evocations.
Icarid
Gold 14
21
18
Fire Vulnerability (5)
Flying
Outclassed by Wind Riders but they are still flying infantry that can deal a decent amount of damage which can be recruited from any fort.
Myrmidon
Gold 15
29
21
Formation Fighter (2) Nearly a super-heavy infantry for EA with good stats, damage, and can fit 4 to a square.
Their weaknesses are their low speed (on and off the battlefield), high fatigue generation, and high cost of resources (especially in EA) and Rec points.
Chariot
Gold 40
29
46
Trample
Mounted
Is a decent trampler.
You can use them for expansion by running over indies.
Chariot Archer
Gold 50
20
46
Trample
Unsurroundable (1)
Mounted
Dying Shape: Archerless Chariot
Less Protection than the Chariot, but with slightly higher Defense, takes less harassment penalty, and has effectively double the HP before dying.
Wind Rider
55
27
46
Capital Only
Sacred
Flying
Mounted
A definite national strong suit.
Wind riders are like elf cavalry, but with flying instead of glamour.
Decent stats, high Protection and Defense (including the benefits of being Mounted), good Mobility, and able to deliver a powerful lance charge.
Cost a lot but will quickly expand your territory.
During war they are very good rear attackers and raiders.

Heroes

FIXME

Sprite Unit Name Special Attributes Comments
Pathos - Son of Titans Awe (1)
Inspirational (1)
Invulnerability (20)
120 leadership, hard to kill commander.
Asterios - Monster in the Maze Berserker (6)
Invulnerability (20)
Trample
Blunt Resistant
Slash Resistant
A much-appreciated thug in an otherwise thug-less nation.
Daidalos - Maker of the Maze fire 11air 11water 11earth 33 17
Siege Bonus (50)
Castle Defence Bonus (50)
Old Age (60/48)
Mason
Clockwork Lord (2)
An improved Mage Engineer with the highest national Earth access, and a spread of other paths.
He is especially efficient at summoning Clockwork troop. FIXME Specifics?.
Useful as a stay-at-home mage casting rituals.

Magic

Magic Access

Mystics grant cross paths of Astral, Fire, Water, and Earth. Mage Engineers can add Air to the mix (can forge a Crystal Matrix to add them into communions if they don't random Astral) but can't random above air 22. Most of its higher-level mage power will come from adding them to communions.

Melissa is an expensive way to have nature 22.

Major Ritual power comes from Oreiads, 25% of which will random nature 44 (and very rarely nature 55), which can be boosted even higher with a Thistle Mace. Also provide strong access to Wind (can random air 33) and has Earth/Air/Water/Nature crosspaths.

National Magic & Summons

Combat

  • Enchantment 6, earth 22 for 1earthgem: Sow Dragon Teeth ( Spartae×10). A troop summon that can be decently useful in battle. Can provide the same amount of value as a full-sized earth elemental without going too deep into Conjuration.

Ritual

  • Conjuration 5 nature 33 for 10naturegem: Monster Boar ( Monster Boar×1)
    Primarily serves as an annoyance spell. Use to force the enemy to send forces to their money-making provinces to stop the unrest the boar is producing.
  • Conjuration 5 death 33 for 13deathgem: Procession of the Underworld , ( Lampad×12)
    Can't be cast with native magic paths, but you get a lot of them for their price. A niche anti-thugging unit that inflicts decay. If Gift of Reasoned they add astral 11death 22nature 11 to your communions.
  • Conjuration 5 earth 22death 11 for 4earthgem: Summon Hound of Twilight ( Hound of Twilight×1)
    Can't be cast with native magic paths. Decent patroller and Spirit-sight can catch elves.
  • Conjuration 6 death 22 for 12deathgem: Bind Keres ( Ker×3)
    Can't be cast with native magic paths. Summons hard-to-hit flyers that can paralyze undead. Can be effective in conjunction with your flying units late game as many nations will have undead mages. If Gift of Reasoned they add death 11blood 11. They don't look like much but they can provide access to useful spells and gear with only a blood 11 (do need to collect slaves and you can empower).
  • Construction 7 earth 22astral 22 for 5earthgem: Craft Keledone ( Keledone×1)
    Summon a hard-to-kill immobile communion slave in case a fort gets besieged. Situationally useful. Late game Humans are super suseptable to board wipes, spend more resources to protect the masters instead of also the slaves. may make you think they only exist for that last hara when a future siage will mean you the game, but can be sallied forth with Stygian Paths.
  • Construction 7 fire 33earth 33 for 30firegem: Forge Brass Bull ( Khalkotauros×1)
    A high protection trampler.
  • Enchantment 5 nature 44 for 25naturegem: Awaken Hamadryad ( Hamadryad×1)
    An immobile nature 33 mage. Can be situationally useful as a defensive emplacement.

Notable Generic Magic

Mage power comes from Communions and Oreiads.

Communions can put out a large variety of buffs and evocations. (ex: Magma Eruption, Freezing Mist, Acid Rain, Gifts from Heaven, Mind Burn).

Oreiads are stealthy big casters, able to surprise the opponent.

Magic Items

FIXME

National Dicount

  • Stymphalian Wings: 20earthgem earth 44. Grants Fly, Trample, and Fear but at a significant penalty to Defense and Attack. Efficient compared to other options as normally you would have to use 3 item slots to achieve the same effects. Can allow for effective province raiding if put on a proper Thug chassis with other items.

Strategy

Power Curve

This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.

Expansion Strategies

List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.

Example Pretender Builds

List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.

Tlagnoj's Trinity fun
You ever felt you had too few Soul Drain or Bone Grinding casters as EA Arco? You ever felt one titan is not enough? You like expanding 5, 6 or 7 provinces per turn? Then this build is for you. Combine the wonders of trinity titan expansion with an excellent bless for wind riders during expansion and later raiding. Make sure to grab some body armor for the titans early and research atleast Personal Regeneration but if you are lucky Astral Shield as well before having a swing with them on unsuspecting indies.

Use cold scales if there are nations vulnerable to it in the game that you feel are a threat like Xibalba, Abysia, Ctis.

Mandarbmax Expansion Titans

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

See More

arcoscephale-ea.txt · Last modified: 2022/08/16 20:37 by tlagnoj