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arcoscephale-la

LA Arcoscephale Sibylline Guidance

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 rooster of ancient units, while Man and later on Ulm had troop roosters 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. Later ages boast Hellenic and Mesopotamian influences: elephants, mysteries and Chaldean astrologers. - Illwinter

Arcoscephale is an old kingdom. Although its glory days are long past, the ancient Astrologers who aided past kings in building Arcoscephale into a mighty empire have recently emerged from their centuries-old seclusion, to restore the Old Kingdom to world domination once more. Priestesses with great knowledge of healing are trained in ancient temples built during the peak of the Old Kingdom. The priestesses are able to scry upon enemy troops and provinces that are located within the God’s Dominion. The war machine of ancient Arcoscephale has not changed over the past centuries. Cumbersome plate hauberks and long spears are still used and the cavalry is primitive. Elephants and chariots, unpredictable but devastating, are still popular.

General Overview

LA Arcoscephale is a nation with formation fighter units and mages that make use of communions to improve their combat casting. They also have access to tramplers in their unit roster. The Arcoscephale dominion gives you a better understanding of the composition of enemy armies. FIXME

Decent B tier nation, Grate at expanding and strong mid-game with communions, but starts dropping like flies because of human limitation. Will have a hard time when stronger nations rush you without a awake pretender and they can have a decent death economy if they plan for it.

National Features

Race Military Magic Access Priests Buildings
Average Humans

Some Bandar Apes
Can stuff extra bois in a square Late Phalanx
(Heavy Infantry)

Cataphracts

Monke

Elephants

Blessable Sacred Hoplites
astral 33 (Rare 4)
nature 22 (Rare 3)
fire 11 (uncommon 2)¹
water 11 (uncommon 2)¹
earth 11 (uncommon 2)¹
death 11 (uncommon 2)
Heroes: air 11
Summons:
nature 33 (requires nature 44)
astral 11death 22nature 11 (requires death 33
death 11blood 11 (requires death 22
Average (holy 22) (can be empored in communions)
Cures up to a certain amount of afflictions in their province each turn Healers
Dominion Scouts its provinces.
Will automatically convert instead of Razing captured enemy temples if a priest is present.
3 Tiers, standard for the era Citadel
Labs cost moolah250

Your Sibyls have one 100% and one 10% waterastraldeathnature random, giving each one a 27.5% (11/40) chance of having astral 33 & a 0.625% (1/160) chance of having astral 44.
¹Your Mystics have one 100% firewaterearthastral random, but they also have 50% randoms for Fire, Water, and Earth; for example, each one has a 75% (3/4) chance of having fire 11, a 50% (1/8 + 1/8 + 1/4 = 1/2) chance of having fire 11earth 11, a 12.5% (1/8) chance of having fire 22, and a 6.25% (1/16) chance of having fire 22earth 11. You're technically not guaranteed to have Fire, Water, or Earth on a Mage, but the odds of having at least one level are decent.
²The Summons are not Commanders, so their paths are revealed with Gift of Reason (nature 44) or Divine Name (astral 55).

Capital Sites

The Sibylline Cabes The Cerulean Tower Gymnasium
* Enable recruitment of Sibyl
* Astral mage may enter to scry (range 6)
* Produce 3astralpearl1naturegem per turn
* Enable recruitment of Cerulean Warrior
* Enable recruitment of Cerulean Commander
* Enable recruitment of Heart Companion

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
25
5
1
Stealthy(50)
Mountain Survival
Forest Survival
A cheap scouting unit. Gets the job done.
Hypaspist Commander
70
25
1
Formation Fighter(2) An 80 leadership commander. Get simmilar commanders with minor differences in Cost, armour, encumbrance and map move. Pick by preference.
Hoplite Commander
75
31
1
Formation Fighter(2)
Phalangite Commander
75
20
1
Formation Fighter(2)
Cerulean Commander
75
25
1
animal
beastmaster(1)
forest survival
The leader of the Monkies. Cheapest recruitable means to give animals +2 Moral.
Also one of your better recruitable super light thug chassis given that Apes are a breed of Half-giants.
Agema Commander
100
40
1
inspirational(1)
Mounted
Mounted horse Commander, gets +2 to moral. has the fastest map move.x
Your best command as long your are not caped on resorces.
Strategos
110
30
2
Old Age(55/50) A 120 leadership commander for your big armies, but is old and take two fort turns.
Agema is better, only see him if your messing 10 more resources for that companion or elephant
Mystic
100
1
2
astral 11random3100%+50%+50%+50% (9-15) A good researcher for the price. Useful as a communion slave as well. All can do the usual S1 point buffs, especially body ethereal'd elephants, and with lucky randoms they can cast legions of steel after earthpower to turn hoplites into very durable line holders.
Orphic Mystic
100
1
2
death 11nature 11random150%+50% (9-13)
supply bonus(10)
Reincarnation(50)
spell singer
Your raider mage as both death and Nature along with the other cross paths he can learn are good at clearing out PD.
He is also a great use of Communion Matrix with his contribution of nature, death, and crosspaths.
It's interesting to note that, through Reincarnation, your Pretender might inherit a Magic level from a dead Orphic Mystic. This happens only if your Pretender's level in that path is lower than what the dead Mystic has, with a higher likelihood of happening if the gap in skill is wider. Pretty cool, huh?
Neokoros
110
1
2
nature 11holy 11random020% 7
Sacred
supply bonus(10)
Healer (1)
Female
Healers are great, even if you don't need them… right?
Panageis
200
1
2
nature 11holy 22random1100% 9
Sacred
supply bonus(10)
Healer (2)
Carcass Collector(3)
Female
Carcass Collector allows you to convert to at a one-for-one ratio, though this takes a mage turn. Since you'll have a death 22 Mage eventually but might not find a Death Gem Site, this is pretty neat!
Recrute only for use in the late game if you have Death pretender or rolling in gems despite it being the late age.
Sibyl
230
1
4
Capital Only
astral 22nature 11holy 22random1100%+10% 13
Sacred
Spirit Sight
Fortune Teller(20%)
supply bonus(10)
Your "big" Mage can stop bad events, at the very least. She also has respectable Astral straight out of the box, which scales decently with your Research. She's also your best crafter of Nature boosters!

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
Under-armored Light Infantry that are relatively inexpensive in terms of resources. They're not great, but they're better than Slingers at close-ranged missile combat for the one or two turns that that's relevant.
Phalangite
Gold 13
20
16
formation fighter(2) Dec
Hoplite
Gold 13
31
16
formation fighter(2) Over-armored Heavy Infantry that wields very long Spears. They are disgustingly slow on the battlefield, but that doesn't matter in some cases.
Hypaspist
Gold 16
25
23
formation fighter(2) Compared to Hoplites, Hypaspists are faster, and have higher Morale & Defense, but use a shorter Spear and have a bit less Protection. They also have a higher Recruitment Point cost to offset their lower Resource cost. I'd use Cardaces if I were you.
Heart Companion
20
31
23
Capital Only
sacred
formation fighter(4)
Your ONLY Sacred troop, unless you get lucky with your surrounding indies and pick up some Jade Maidens or Pegasus Knights. Even without taking Holy Points into consideration, they're rather expensive for their size, unless you've put a stellar combat Blessing together.
Cerulean Warrior
18
20
11
animal
forest survival
They exist to hit thing very hard. Your solution to all that platemail in this eara.
Agema Companion
Gold 35
40
46
mounted Many player understand how heavy calvers are great at expanding, with their 2 attacks plus lance charge, fast battle and map speeds, and high defense from armor and how mounted works.
War Elephant
Gold 100
62
33
trample
animal
Is elephant. It trample. What more you want? Make ethereal for extra fun. Also best elephant because of armor.
Use to expand during or before Agema Companions are recruited on mass.

Heroes

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.
Orokestes - Hierophant fire 11air 11water 11earth 11astral 22holy 22 17
Sacred
Holy 2 mage with a pile of magic paths.

Magic

National Magic & Summons

Curse Tablet Conjure 3, death 11 3deathgem.

Monster Boar Conjure 5, nature 33 10naturegem, ( Monster Boarx1) 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.

Procession of the Underworld Conjure 5, death 33 13deathgem, (summon 12 Lampad) Needs a Skull Staff, 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 buts Sibyls already exist.

Summon Hound of Twilight Conjure 5, earth 22death 11 4earthgem, (summon a Hound of Twilight) only Orphic Mystic with Earth Boots can cast. Decent patroller and Spirit-sight can catch elves.

Bind Keres Conjure 6, death 22 12deathgem, (summon 3 Ker) Can't natively cast. Summon hard-to-hit (invisible and etherial) flyers that can paralyze the undead. your answer to Scalaria as they stun lock shred their ghost mages and the super repell thug. 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 instead).

Craft Keledone Construction 7, earth 22astral 22 5earthgem, (summon 1 Keledone) Summon a hard-to-kill immobile communion slave in case a fort gets besieged. Situationally useful. Late game Humans are super susceptible 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 siege will mean you the game but can be sallied forth with Stygian Paths.

Forge Brass Bull Construction 7, fire 33earth 33 30firegem, (summon a Khalkotauros)

Awaken Hamadryad Enchantment 5, nature 44 25naturegem, (summon 1 Hamadryad)

Sow Dragon Teeth Enchantment 6, earth 22 1earthgem, (summon 10 Spartae during Combat)

From Death Comes Life Alteration 3, death 11nature 11 3deathgem. Panageis only. Cast Blood Fecundity with Death gems. need to spend precious gems to maintain the burst in the economy but taking Growth scales scales will earn your more.

Rhapsody of the Dead Thaumaturgy 3, death 11. Spellsinger only. situational spell for your death mages was they cast Fear a non-mindless undead. Ment to help deal with Scalaria.

Rhapsody of Life Thaumaturgy 3, nature 11. Spellsinger only. Cast Heal and Remove 10 figure from a single target. like heal it would be ok but the AI is terrible at choosing who to use it on.

Magic Access

Several paths you can climb if you roll on the Mystics enough.

Being late age you can collect blood slaves the hard way with scout and a big population.

chance to get a mystic with to get Earth boots to get Troll King, if a blood empowered earth guy makes Blood Stones, then have enough for Earth Kings.

Can get a big death economy but your death 33 with Orphic with Skull Staff. so still need a pretender to break you into Lichs, Wrieth lords, and vampires.

Syibles can go up to nature 44 with two booters then to Ivy King for nature 66 with Treelord staff and Moonvine Bracelet assuming your not converting most of it to Death gems.

make Orphic make two Water boosters for Sea Kings to then make water queens for water 77.

Mystics make Crystal Coin, for astral 44

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is their 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 their 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)?

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose 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

arcoscephale-la.txt · Last modified: 2021/10/24 04:41 by wigglefig