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arcoscephale-ma

MA Arcoscephale The Old Kingdom

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

MA 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.

National Features

Race Military Magic Access Priests Buildings
Average Humans Heavy Hoplite Infantry

Chariots
Elephants
astral 44 (Rare 5)
fire 11 (uncommon 2)
water 11 (uncommon 2)
earth 11 (uncommon 2)
nature 11
Heroes: water 11nature 33
Summons:
nature 33 (requires nature 44)*
astral 11death 22nature 11 (requires death 33)* +
death 11blood 11 (requires death 22)* +
*cannot be summoned natively
+requires nature 44 or astral 55
Average Priests (holy 22)
Healer
Dominion Gives accurate Military Reports.
Standard Forts(castle)
Labs: Gold 250

Capital Sites

Tower of a Thousand Stars
* Enables recruitment of Astrologer
* Enable recruitment of Heart Companion
* Produce 4astralpearl1naturegem per turn

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.
Mounted Commander
50
8
1
mounted A mounted 60 leadership commander.
Hypaspist Commander
70
25
1
Formation Fighter(2) An 80 leadership commander.
Hoplite Commander
75
31
1
Formation Fighter(2) An 80 leadership commander. Costs more in resources than the Hypaspist Commander but has a longer spear and is better protected.
Strategos
110
30
2
Old Age(55/50) A 120 leadership commander for your big armies.
Mystic
100
1
2
astral 11random3100%+50%+50%+50% 12 A good researcher for the price. Useful as a communion slave as well.
Hiereia
135
1
2
+ rec Foreign
nature 11holy 11 7
Sacred
supply bonus(10)
Healer (1)
Female
A cheap healer with a single nature path.
Archousa
165
1
2
nature 11holy 22 7
Sacred
supply bonus(10)
Healer (3)
Female
A holy 2 healer with a single nature path. More efficient as a healer.
Astrologer
195
1
4
Capital Only
astral 33random1100%+10% 13
Fortune Teller(10%)
An important communion master. Uses communions to cast astral, fire, water and earth spells in battle. Can help you avoid bad events with his fortune teller ability. Not efficient as a researcher, his main focus is combat magic.

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.
Cardaces
Gold 10
8
9
formation fighter(2) Over-armored Light Infantry that are still relatively inexpensive in terms of Resources. Even without Javelins, they're the gold standard of chaff for MA Arcoscephale: cheap, and good at holding the front line.
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.
Chariot
Gold 40
18
46
trample
unsurroundable(1)
mounted
You have War Elephants… Unless you need to save on Gold (of all things), don't purchase these things.
War Elephant
Gold 100
20
33
trample
animal
SPROOT :DDDD

Heroes

FIXME

Sprite Unit Name Special Attributes Comments
Pathos - Son of Titans awe(1)
inspirational(1)
invulnerability(20)
120ld hard to kill leader.
Anthromachus - Hero inspirational(1) 160ld inspirational leader.
Axieros - Kabeiride water 11nature 33holy 33 13
inspirational(1)
resist poison(5)
healer(3)
awe(4)
Sailing(2, Max 999)
Supply Bonus(40)
sacred
poor amphibian
magic-being
recuperation
reduces unrest (5)
Female
Sailing crazy magic woman.
Orokestes - Hierophant fire 11air 11water 11earth 11astral 22holy 22 17
Sacred
Holy 2 mage with a pile of magic paths.

Magic

National Magic & Summons

Monster Boar Conjure 5, nature 33 10naturegem, (summon 1 Monster Boar)

Procession of the Underworld Conjure 5, death 33 13deathgem, (summon 12 Lampad)

Summon Hound of Twilight Conjure 5, earth 22death 11 4earthgem, (summon a Hound of Twilight)

Bind Keres Conjure 6, death 22 12deathgem, (summon 12 Ker)

Craft Keledone Construction 7, earth 22astral 22 5earthgem, (summon 1 Keledone)

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 12 Spartae during Combat)

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

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

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

arcoscephale-ma.txt · Last modified: 2021/03/08 22:17 by joste