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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.
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.
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.
Race | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Average Humans Some Bandar Apes | ![]() (Heavy Infantry) Cataphracts Monke Elephants ![]() | ![]() ![]() ![]() ![]() ![]() ![]() Heroes: ![]() Summons: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Average (![]() ![]() Dominion Scouts its provinces. Will automatically convert instead of Razing captured enemy temples if a priest is present. | ![]() Labs cost ![]() |
Your Sibyls have one 100% and one 10% random, giving each one a 26.25% (21/80) chance of having
3 & a 0.625% (1/160) chance of having
4.
¹Your Mystics have one 100% random, but they also have 50% randoms for Fire, Water, and Earth; for example, each one has a 75% (3/4) chance of having
1, a 50% (1/8 + 1/8 + 1/4 = 1/2) chance of having
1
1, a 12.5% (1/8) chance of having
2, and a 6.25% (1/16) chance of having
2
1. 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 (4) or Divine Name (
5).
The Sibylline Cabes | The Cerulean Tower | Gymnasium |
---|---|---|
* Enable recruitment of Sibyl ![]() * Astral mage may enter to scry (range 6) * Produce 3 ![]() ![]() | * Enable recruitment of Cerulean Warrior ![]() * Enable recruitment of Cerulean Commander ![]() | * Enable recruitment of Heart Companion ![]() |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout ![]() ![]() ![]() | ![]() ![]() ![]() | A cheap scouting unit. Gets the job done. |
![]() | Hypaspist Commander ![]() ![]() ![]() | ![]() | An 80 leadership commander. Get simmilar commanders with minor differences in Cost, armour, encumbrance and map move. Pick by preference. |
![]() | Hoplite Commander ![]() ![]() ![]() | ![]() |
|
![]() | Phalangite Commander ![]() ![]() ![]() | ![]() |
|
![]() | Cerulean Commander ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | The leader of the Monkies. Cheapest recruitable means to give animals +2 morale. Also one of your better recruitable super light thug chassis given that Apes are a breed of Half-giants. |
![]() | Agema Commander ![]() ![]() ![]() | ![]() Mounted | Mounted horse Commander, gets +2 to morale. has the fastest map move. The best commander as long your are not capped on resources. |
![]() | Strategos ![]() ![]() ![]() | ![]() | A 120 leadership commander for your big armies, but is slow, old and takes two commander points. Agema is often better, unless you want to lead a bigger army with more squads. |
![]() | Mystic ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 50% ![]() 50% ![]() 50% ![]() ![]() | A good researcher for the price. Useful as a communion mage 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 Summon Earthpower to turn hoplites into very durable line holders. Mystics Randoms: |
![]() | Orphic Mystic ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 50% ![]() ![]() ![]() ![]() ![]() ![]() ![]() | A light raider mage with both death and Nature. With randoms, can get other crosspaths to be even better at clearing out PD and giving new forging and ritual opportunities. He is also a great use of Crystal 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Cheapest healer, priest and nature mage. Having one in every army is the most efficient way to get more Temples via the automatic national conversion. Can also stop an old mystic from dying. |
![]() | Panageis ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Efficient healer but expensive if used just as a mage. Carcass Collector allows you to convert ![]() ![]() ![]() Can be used in the late game if you have Death pretender or rolling in gems despite it being the late age. |
![]() | Sibyl ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The big mage, at least by the standards of the late age. Can bring holy magic, nature and death to communions, possibly alongside Orphic Mystics if a few of them rolled astral. Can stop bad events. She also has respectable Astral straight out of the box, and can be up to ![]() |
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 ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() | Dec |
![]() | Hoplite ![]() ![]() ![]() | ![]() | 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 ![]() ![]() ![]() | ![]() | 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. |
![]() | Heart Companion ![]() ![]() ![]() ![]() | ![]() ![]() | The only Sacred troop, unless you get lucky with your surrounding indies and pick up some Jade Maidens or Pegasus Knights. Fits 5 to a square, making them very efficient at taking buffs from mystics and other mages, and more vulnerable to area of effect damage. Cheaper upkeep than their non-sacred counterparts. |
![]() | Cerulean Warrior ![]() ![]() ![]() ![]() | ![]() ![]() | They exist to hit thing very hard. The solution to all that platemail in this era. |
![]() | Agema Companion ![]() ![]() ![]() | mounted | Heavy cavalry 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 ![]() ![]() ![]() | ![]() ![]() | Is an elephant. It tramples. What more you want? Make it ethereal for extra fun. Also best elephant because of armor, and morale can be cheaply improved with Cerulean Commanders. Use to expand during or before Agema Companions are recruited on mass. |
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. |
![]() | Orokestes - Hierophant | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Holy 2 mage with a pile of magic paths. |
![]() ![]() | Hydrophoros of the East Hydrophoros of the West | East: ![]() ![]() ![]() West: ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The Celebration of Hydrophoria happens during the height of Summer (turn 4 and every 12 turns after that). This guarantees unrest during the first year, as there haven't been any appointments yet. The Hydrophoros of the West appears in Fall (turn 7) and the Hydrophoros of the East during Spring (turn 13), and they come again if you lose them. Both of them will cost a bit of gold when they are automatically hired, and also upkeep (slightly more than a Neokoros). In return they both generate a water gem every turn and, should they be in the capital, perform the Hydrophoria next year for a reduction in unrest and +2 Growth for the province. While they aren't stellar combat mages, they can still do small jobs at the laboratory, and the Hydrophoros of the East can defend around the capital with a Thistle Mace and Foul Vapours. |
Curse Tablet Conjure 3, 1 3
.
Monster Boar Conjure 5, 3 10
, (
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, 3 13
, (summon 12
Lampad) Needs a Skull Staff, but you get a lot of them for their price. Fragile but has AP area of effect magic damage. A niche anti-thugging unit that inflicts decay. If Gift of Reasoned they add
1
2
1 to your communions buts Sibyls already exist.
Summon Hound of Twilight Conjure 5, 2
1 4
, (summon a
Hound of Twilight) only Orphic Mystic with Earth Boots can cast. Decent patroller and Spirit-sight with Magic Weapons.
Bind Keres Conjure 6, 2 12
, (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
1
1. Doesn't 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 instead).
Craft Keledone Construction 7, 2
2 5
, (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, 3
3 30
, (summon a
Khalkotauros)
Awaken Hamadryad Enchantment 5, 4 25
, (summon 1
Hamadryad)
Sow Dragon Teeth Enchantment 6, 2 1
, (summon 10
Spartae during Combat)
From Death Comes Life Alteration 3, 1
1 3
. Panageis only. Cast Blood Fecundity with Death gems. need to spend precious gems to maintain the burst in the economy but taking
scales will earn your more.
Rhapsody of the Dead Thaumaturgy 3, 1. Spell singer only (Orphic Mystics). 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, 1. Spell singer only (Orphic Mystics). Cast Heal and Remove 10 fatigue from a single target. As a heal it would be ok but the AI is terrible at choosing who to use it on.
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 2 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 3 with Orphic Mystic with Skull Staff. so still need a pretender to break you into Lichs, Wrieth lords, and vampires.
Syibles can go up to 4 with two boosters then to Ivy King for
6 with Treelord staff and Moonvine Bracelet assuming you're not converting most of it to Death gems.
Mystics can make two Water boosters for Sea Kings to then make water queens for 7.
Skull of Fire from the right Orphic Mystic can climb fire with an 2 Mystic summoning a Flame Spirit for a Flame Helmet to go up to Elemental Royalty.
Mystics make Crystal Coin and Starshine Skullcap, for 5 on Sibyls.
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?
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?
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)?
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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
From Life Comes Death by Kalkyrie
Dominions 5 Nation Intro: Late Age Arco by Perun(2021)
Nations | |
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Early Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Middle Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |