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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

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 wipes. 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(50)
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
21
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
100
1
2
astral 11random3100%+50%+50%+50% 12 A primary Researcher and secondary mage.
Can be lab rats, Communion Slaves and Communion Masters.
Mage Engineer
125
3
2
Capital Only
air 11earth 11random1100% 11
siege bonus(25)
castle defence bonus(25)
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 add Earth and Air to your communions.
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

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.
Very helpful since most your commanders are old men.
Oreiad
400
1
4
Capital Only
air 22earth 11nature 33random1100%+10% 19

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 a 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
Inexpensive ranged weapons. Sadly not very useful, as slings are low damage and limited range. Could be deployed as in great numbers swiftly as siege chaff or in combination with Flaming Arrows.
Peltast
Gold 10
5
9
Lighly infatry with a javlin.
A flexable chaff unit.
Cardaces
Gold 10
8
9
formation fighter(2) A cheap line unit that you can fit 4 in a square.
Takes point buffs well but suffers more casualtys from evocations.
Icarid
Gold 14
21
18
fire vulnerability(5)
Flying
out clased by Wind Riders but they are still flying infantry that can deal a decent amount of damage that can be recruited from any fort.
Myrmidon
Gold 15
29
21
formation fighter(2) Nearly a Super heavy infanty for the EA with good stats, damage, and you can have 4 in a square.
Thier weekness are thier speed (on and off the battlefield), Easy to fatigue out, and cost alot of Recorses and Rec points.
Chariot
Gold 40
29
46
trample
mounted
Is a decent trampler.
You can use them for expantion by running over indies.
Chariot Archer
Gold 50
20
46
trample
unsurroundable(1)
mounted
Dying Shape: Archerless Chariot
Less port, but slightly higher Defence, takes less harassment penalty, and has effectly double the HP before dying.
Wind Rider
55
27
46
Capital Only
sacred
Flying
mounted
a reson make EA Arco so good.
are like elf calvary, but have flying insead of glamour.
Decent stats, high prot, Defence(including benifits of being Mounted), mobility, and a powerful lance charge.
Cost Alot but will quicly 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)
120ld hard to kill leader.
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)
a Imporved Mage Engeneer with the highest national Eath path and has a spread of paths.
He is especaly efficent at summoning Clockwork troop. FIXME Specifcits?.
Are a stay at home mage can cast rituals.

Magic

Research Priorities

National Magic & Summons

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.

Procession of the Underworld Conjure 5, death 33 13deathgem, (summon 12 Lampad). Can't nativly cast. Get alot of them for thier price. A nicie anti-thugging unit that inficts decay. If Gift of Reasoned they add astral 11death 22nature 11 to your communions.

Summon Hound of Twilight Conjure 5, earth 22death 11 4earthgem, (summon a Hound of Twilight). Can't nativly cast. Decent patroler and Spirit-sight can catch elves.

Bind Keres Conjure 6, death 22 12deathgem, (summon Kerx3). Can't natively cast. Summon hard to hit flyers that can paralyze the 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. Not look like much but you can still get useful spells and gear with only a blood 11 (do need to collect slaves and you can empower).

Craft Keledone Construction 7, earth 22astral 22 5earthgem, (summon 1 Keledone) Situational, Summon a Hard to kill immobile communion slave in case a fort gets besieged.

Forge Brass Bull Construction 7, fire 33earth 33 30firegem, (summon a Khalkotauros) A high prot trampler.

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

Sow Dragon Teeth Enchantment 6, earth 22 1earthgem, (summon Spartaex12 during Combat). A Decent in battle troop summon. Can get the same amount of value as a full sized earth elemental without going too deep into Conjuration.

Magic Access

Mystics grant cross paths of Astral, Fire, Water, and earth. With Mage, engineers can add Air to the mix (can forge a Crystal Matrix if he doesn't random astral) Can't random above a level two. Most of its mass mage power comes from communions.

Melissa is an expensive way to have nature 22.

Major Ritual power comes from Oreiad, EA Arcosephale a nature power (nature 55 in combat with a Thistle Mace) to an extent, with strong Wind (can random air 33, and has Earth/Air/Water/Nature Crosspaths.

Combat 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.

Ritual Magic

FIXME

Magic Items

FIXME

National Dicount

  • Stymphalian Wings: 20earthgem earth 44. Grants Fly, Trample, and Fear but at a significant penalty in melee. Normally you would have to use 3 item slots for all three. If put on a proper Thug chassis with other items, he can clear out a lot of providences.

Strategy

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

Expand with Wind lords and chariots.

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

Strategy Guides

FIXME Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides.

arcoscephale-ea.txt · Last modified: 2021/04/08 13:14 by nuke