"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
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.
Race | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Average Humans | Heavy Infantry Chariots ![]() Engineers | ![]() ![]() ![]() ![]() ![]() ![]() Hero: ![]() ![]() ![]() ![]() Summons: requires ![]() ![]() * ![]() ![]() ![]() ![]() * ![]() ![]() ![]() | Weak (![]() ![]() Stealthy ![]() Scry: Dominion gives very accurate Scouting Reports. (Reports are also available to this nation's Disciples) | ![]() ( ![]() Labs cost ![]() |
Lykeion | Mount Cephalos | Akademeia |
---|---|---|
Recruit:![]() Produce 2 ![]() | Recruit:![]() ![]() ![]() Produce 2 ![]() ![]() | Recruit:![]() |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout ![]() ![]() ![]() | ![]() ![]() ![]() | A standard scout. Funny how all default scouts have Greek names. |
![]() | Engineer ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() | Flying 60 leadership commander. The cheapest thing you have that could serve as a counter-thug chassis. |
![]() | Philosopher ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Most Arcoscephale pretenders would prefer ![]() ![]() ![]() |
![]() | Myrmidon Champion ![]() ![]() ![]() | ![]() | Commander with 80 leadership. |
![]() | Chariot Commander ![]() ![]() ![]() | ![]() mounted | A trampling commander. Is very situational, could be used in a thugging tactic that requires trampling over size 3 or smaller enemies. |
![]() | Mystic ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | A primary Researcher and secondary mage. Can be lab rats, Communion Slaves and Communion Masters. |
![]() | Mage Engineer![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() mounted | Leader of the Wind Riders. Pegasi cavalry can fly to a distant province, get blessed, and then attack rear. |
![]() | Melissa ![]() ![]() ![]() + rec Foreign | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Slinger ![]() ![]() ![]() | 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 ![]() ![]() ![]() | Lighly infatry with a javlin. A flexable chaff unit. |
|
![]() | Cardaces ![]() ![]() ![]() | ![]() | A cheap line unit that you can fit 4 in a square. Takes point buffs well but suffers more casualtys from evocations. |
![]() | Icarid ![]() ![]() ![]() | ![]() ![]() | 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 ![]() ![]() ![]() | ![]() | 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 ![]() ![]() ![]() | ![]() mounted | Is a decent trampler. You can use them for expantion by running over indies. |
![]() | Chariot Archer ![]() ![]() ![]() | ![]() ![]() 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 ![]() ![]() ![]() ![]() | ![]() ![]() 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Pathos - Son of Titans | ![]() ![]() ![]() | 120ld hard to kill leader. |
![]() | Asterios - Monster in the Maze | ![]() ![]() ![]() ![]() ![]() | A much-appreciated thug in an otherwise thug-less nation. |
![]() | Daidalos - Maker of the Maze | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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. ![]() Are a stay at home mage can cast rituals. |
Monster Boar Conjure 5, 3 10
: 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, 3 13
, (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
1
2
1 to your communions.
Summon Hound of Twilight Conjure 5, 2
1 4
, (summon a
Hound of Twilight). Can't nativly cast. Decent patroler and Spirit-sight can catch elves.
Bind Keres Conjure 6, 2 12
, (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
1
1. Not look like much but you can still get useful spells and gear with only a
1 (do need to collect slaves and you can empower).
Craft Keledone Construction 7, 2
2 5
, (summon 1
Keledone) Situational, Summon a Hard to kill immobile communion slave in case a fort gets besieged.
Forge Brass Bull Construction 7, 3
3 30
, (summon a
Khalkotauros) A high prot trampler.
Awaken Hamadryad Enchantment 5, 4 25
, (summon 1
Hamadryad) A immobile
3 mage. Sutuational as a defence implacment.
Sow Dragon Teeth Enchantment 6, 2 1
, (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.
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 2.
Major Ritual power comes from Oreiad, EA Arcosephale a nature power (5 in combat with a Thistle Mace) to an extent, with strong Wind (can random
3, and has Earth/Air/Water/Nature Crosspaths.
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.
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.
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
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
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.