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dom6:arcoscephale-ea

EA Arcoscephale, Golden Era

Lore

The kingdom of Arcoscephale is yet to be founded and in its place is a loose collection of city states. Bronze is more common than iron and hoplites have yet to see the light of day. Instead, myrmidons and chariots compose the core of the armies. In this time, slaves are commonly used and most free men have plenty of time to spend on fine arts and good living. Philosophers gather in the cities to discuss esoteric truths and engineers manufacture clever contraptions for civil or military use. At the heart of Arcoscephale lies Mount Cephalos, abode of the Awakening God. At the foot of the mountain is a great temple where sacred Pegasus Riders are trained. Icarids, men with mechanical wings, are also used in warfare. The philosophers are better at magical research in a slothful Dominion.

"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

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
nature 44 (rare 5)
air 33 (rare 4)
fire 22
water 22
earth 22 (rare 3)
astral 22
holy 11
Hero
fire 11air 11water 11earth 33
Summons
death 11blood 11
(req. death 22 & GoR)
nature 33 (req. nature 44)
astral 11death 22nature 11
(req. death 33 & GoR)
Heavy Infantry
Chariots
Flying infantry
Sacred Pegasus Riders
Engineers
Formation Fighter
Mason
Old Age
Healer
Standard Forts
( Can be upgraded into Castles by Engineers)
Labs cost Gold 250

GoR: Gift of Reason or Divine Name make a unit into a commander, rarely with magic paths.
Capitol Gems: 2airgem2earthgem2astralpearl

Scry: Arcoscephale will scry on all provinces under its dominion. This scrying is very accurate and will also reveal enemy units that are using the glamour ability to hide. The information gained from this will be available to disciple players as well.

The Arcoscephalians are Size 3 beings (three-to-a-square) also known as humans. The average Arcoscephalian has stats considered the average for Dominions: 14 Map Movement, 12 Combat Speed, and 3 Melee Encumbrance naked, zero Natural Protection, and 10 in everything else. The Arcoscephalian mages generally have less Combat Speed, however, which may impact their spellcasting order.

Engineers can upgrade Forts into Castles. But, while it does increase other stats such as Recruitment Point Percentage, it does not increase Commander Points. This means the build cost of 600 might not be worth it.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
5
1
Stealthy (+50)
Mountain Survival
Forest Survival
Basic scout.
Engineer
55
3
1
Siege Bonus (+25)
Castle Defense (+25)
Old Age (60/50)
Mason
Can make fortresses into castles, although castles don't give more commander points. Can help with a lot with sieges.
Sceptic
70
1
1
Stealthy (+40)
Heretic (3)
Old Age (60/50)
Sneak into enemy dominion to reduce it. If you have awful scales that you do not want to have spread, can help slow the spread, although this does restrict the effect of your Dominion Scrying ability.
Icarid Champion
70
21
1
Fire Vulnerability (5)
Flying
Potentially an amazing thug because giving it armor improves protection, defense, map move, and encumbrance, without losing the flying ability. Usually outclassed as a thug by a Wind Lord.
Chariot Commander
75
30
1
Not really useful because of low protection and Icarid Champion having the same leadership.
Chariot Animal
Trample
Myrmidon Champion
95
29
1
Formation Fighter (2) Commander with the highest leadership.
Mystic
190
1
2
astral 11random3100%
50%
50%
50%
rp 1212
Prophet Shape (Mystic)
Great researcher and a phenomenal mage. All can do communions, the potential paths and crosspaths are very useful.
Melissa
285
1
2
Recruit Anywhere
nature 11holy 11random1100%rp 99
Sacred
Healer (3)
Supply Bonus (+10)
Female
Expensive for low paths. Healer (3) can be helpful for healing expensive armies and all those old-age commanders.
Philosopher
90
1
2
Capital Only
rp 1010
Old Age (60/50)
Philosopher (2)
The Philosopher trait gives +rp 22 per point of Sloth and -rp 22 per Productivity point. EA Arco tends to be a high Productivity nation, limiting their usefulness. Generally not as useful as the other cap-only commanders.
Wind Lord
205
38
1
Capital Only
holy 11
Sacred
Skilled Rider (3)
Combat Caster
Wind Riders are excellent, and this is their commander. Probably EA Arco's best thug.
Armored Pegasus Sacred
Smart Mount (100)
Animal
Flying
Mage Engineer
175
3
2
Capital Only
air 11earth 11random1100%rp 1111
Siege Bonus (+30)
Castle Defense (+30)
Old Age (60/50)
Mason
Engineers can do the engineer side of the job better, Mystics can do the magic side of the job better, and Mage Engineers are expensive and competer with other cap-only commanders for command points. The Astral randoms can add Air to your communions, if Air communions become necessary.
Oreiad
555
1
4
Capital Only
air 22earth 11nature 33random1100%
10%
rp 1919
Sacred
Poison Resistance (5)
Stealthy (+60)
Awe (+6)
Supply Bonus (+30)
Seduction (Morale vs. 9)
Mountain Survival
Recuperation
Female
A phenomenal mage, best use of cap-only command points. Biggest use is Air and Nature casting. Probably not worth risking them to seduce too much, but with elemental spam and Awe they tend to survive. They have no Holy magic and so can't self-bless.

Troops

Sprite Unit Name Special Attributes Comments
Slinger
7
2
3
Not really useful unless buffed. Easy to amass though, and sometimes having a lot of ranged attacks can be useful, such as against glamoured units.
Cardaces
10
8
9
Formation Fighter (2) Good, inexpensive, line holders, with decent map move.
Peltast
10
5
9
Cheap javelin throwers. Their shield helps against range.
Icarid
14
21
18
Fire Vulnerability (5)
Flying
Relatively expensive, flying infantry with medium protection. Good support unit for disrupting enemy lines but shouldn't be the bulk of the army.
Myrmidon
15
29
21
Formation Fighter (2) Excellent, but expensive, line holders. Encumbrance can become an issue if combat becomes too grindy. Benefit from Relief.
Charioteer
30
30
24
Not really usable because of the low protection.
Chariot Animal
Trample
Charioteer
40
22
24
Not really usable because of the low protection. Can't even script it to fire but keep distance because the driver doesn't have a ranged weapon.
Chariot Archer Mobile Archer
Chariot Animal
Trample
Wind Rider
70
38
56
Capital Only
Sacred
Skilled Rider (2)
Good sacred unit. Flying, with high map move. A good all-around unit. Excellent expansion.
Armored Pegasus Sacred
Smart Mount (100)
Animal
Flying
Has lower protection and defense than the rider and no lance to help repel units, making the pegasus itself a little vulnerable. Really benefits from a defense oriented bless.

Heroes

Sprite Unit Name Special Attributes Comments
Pathos - Son of Titans Awe (+1)
Inspirational (1)
Invulnerability (20)
Commentary here.
Daidalos - Maker of the Maze fire 11air 11water 11earth 33rp 1717
Siege Bonus (+50)
Castle Defense (+50)
Clockwork Lord (2)
Old Age (60/48)
Mason
Commentary here.
Asterios - Monster in the Maze Berserker (+6)
Invulnerability (20)
Slash Resistant
Blunt Resistant
Trample
Commentary here.

Spells and Item

National Summons

Combat
Summon Spell Unit Special Attributes Comments
Sow Dragon Teeth
(Enchantment 6)
earth 22 and 1earthgem

Spartae x 10
Cold Resistance (15)
Poison Resistance (25)
Formation Fighter (2)
Old Age (540/500)
Poor Amphibian
Pierce Resistant
Magic Being
Inanimate
Need Not Eat
Never Heals
Spirit Sight
A lot of high protection fighters. Usually worth the 1earthgem cost.
Ritual
Summon Spell Unit Special Attributes Comments
Summon Hound of Twilight
(Conjuration 5)
earth 22death 11 and 3earthgem

Hound of Twilight
Poison Resistance (15)
Darkvision (100%)
Fear (+5)
Patrol Bonus (+20)
Eyes (4)
Unsurroundable (2)
Spirit Sight
EA Arco can't natively cast this summon. Not a commander, so hard to buff up. Theoretically, if there were a lot of mages who could cast it and a lot of Earth gems, it might be worth it, especially against enemy elites. It's not likely, though.
Procession of the Underworld
(Conjuration 5)
death 33 and 13deathgem

Lampad x 15
Invulnerability (15)
Supply Bonus (+10)
Patrol Bonus (+5)
Stygian Guide (75%)
Recuperation
Spirit Sight
Female
With Divine Name or Gift of Reason
(astral 11death 22nature 11rp 1313)
EA Arco can't natively cast this summon, but it might be worth giving a pretender Death so it can. Niche anti-thug. Mostly, it is worth using Divine Name or Gift of Reason on Lampads to get the astral 11death 22, especially since they can join communions.
Monster Boar
(Conjuration 5)
nature 33 and 10naturegem

Monster Boar Event
Stealthy (+40)
Cause Unrest (+15 per Month)
Bonus Nature Magic (50%)
Undisciplined
Animal
Trample
Forest Survival
Causes unrest in a province until patrolled out. Not usually worth the gems.
Bind Keres
(Conjuration 6)
death 22 and 12deathgem

Ker x 3
Cold Resistance (15)
Poison Resistance (15)
Stealthy (+40)
Fear (+6)
Increases Unrest (+1 per Month)
Ethereal
Flying
Storm Immunity
Need Not Eat
Demon
Spirit Sight
Invisible
Female
With Divine Name or Gift of Reason
(death 11blood 11rp 99)
EA Arco can't natively cast this summon, but it might be worth giving a pretender Death so it can in order to use Divine Name or Gift of Reason to make them commanders. They can start getting a Blood economy started. Without the magic paths, they're probably not worth the gems.
Forge Brass Bull
(Construction 6)
fire 33earth 33 and 25firegem

Khalkotauros
Fire Resistance (25)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Heat Aura (3)
Trample
Never Heals
Poor Amphibian Slash Resistance Blunt Resistance Pierce Resistance Magic Being Inanimate Need Not Eat Mindless Spirit Sight
Has its strengths but can be countered. Probably not worth the gems.
Craft Keledone
(Construction 6)
earth 22astral 22 and 5earthgem

Keledone
Fire Resistance (15)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Blind Fighter (1)
Immobile
Never Heals
Spell Singer
Communion Slave
Slash Resistance Blunt Resistance Pierce Resistance Amphibious Magic Being Inanimate Need Not Eat Spirit Sight
Inanimate, Immovable, Communion Slave. Won't die to most battlefield wipes. Limited use cases. Can be moved with Stygian Paths.
Awaken Hamadryad
(Enchantment 5)
nature 44 and 25naturegem
In Forest

Hamadryad
nature 33rp 77
Fire Vulnerability (5)
Poison Resistance (5)
Innate Spellcaster (1)
Supply Bonus (+30)
Immobile
Blunt Resistant
Pierce Resistant
Magic Being
Need Not Eat
Forest Survival
Plant
Female
Summons in battle (Harpy x 3d6)
Situationally useful. Can cast Regen on itself.

Discounted Item

  • Stymphalian Wings (Construction 7)
    earth 44 and 20earthgem
    Commentary here.

Generic Spells

Conjuration, Alteration, and Evocation 5 are important.

Conjuration

Bind Scorpion Beast (Conj. 3) fire 11earth 11 and 2firegem summons a unit with decent protection and hit-points, if in a pinch in the early game.
Summon Earthpower (Conj. 3) earth 22 can give the entire Communion Reinvigoration.
Strength of Gaia (Conj. 4)
EA Arco has access to every single Elemental type.
Howl (Conj. 5) nature 33 and 3naturegem, should be spammed out.

Evocation

Gifts from Heaven (Evo. 5) earth 33astral 11 is extremely useful for EA Arco. If fighting a Flying nation, not as useful because of the dangers of friendly fire.

Alteration

EA Arcoscephale has good troops that take buffs well, especially if the troops have Formation Fighter.

Stone Skin (Alt. 4) earth 22
Group Ironskin (Alt. 6) earth 33
Wooden Warriors (Alt. 6) nature 33 and 1naturegem can be helpful.
Giant Warriors (Alt. 6) nature 33 and 1naturegem can also be helpful.
Marble Warriors (Alt. 7) earth 33 and 1earthgem

Maws of the Earth (Alt. 5) earth 33 and 1earthgem
Control (Alt. 6) astral 33 and 1astralpearl

Enchantment

Foul Vapors (Ench. 6) water 11nature 44 and 2naturegem

Thaumaturgy

Communion Slave (Thau. 1) astral 11 and Communion Master (Thau. 1) astral 11 With Mystics all having Astral, it's easy to build large Communions.
Gift of Reason (Thau. 5) nature 44 Not a high priority, but eventually useful for making Kers and Lampads into mages.

Magic Access

This guide supplements the general Magic Access guide.

Multi-Path Boosters

EA Arcoscephale has the right paths and crosspaths for most of the major Multi-path boosters, (except Robe of the Magi,) but the levels of its mages are so low it makes it difficult to get any of them.

Fire

Highest starting: fire 22 Mystic (1 in 8)
A difficult and expensive climb.
See Magic Access for path increase guide.

Skull of Fire
Empower any Fire mage in Death. Cheaper than empowering multiple Fire mages.

The Staff from the Sun Unique
fire 11astral 22 Mystic (1 in 8) +
Requires Unique Astral boosters.

The Mystic can have the right crosspaths for the unique The Forbidden Light, but getting a fire 11astral 22 Mystic up to the required fire 55astral 55 is impractical.

Air

Highest starting: air 33 Oreiad (1 in 4)
Requires an expensive level of empowerment to get to air 44 and the first Air booster.
See Magic Access for path increase guide.

Tome of High Power Unique
air 11astral 11 Mage Engineer (1 in 5) +
Remember, getting the Air booster requires an expensive level of empowerment.

Water

Highest starting: water 22 Mystic (1 in 8)
See Magic Access for path increase guide.

Contact Naiad
water 11nature 33 Oreiad (1 in 4) +
Then give the Naiad the boosters, which brings it to water 55.

Trident from Beyond Unique
water 11astral 22 Mystic (1 in 8) +

Orb of Atlantis Unique
water 11earth 11 Mystic (4 in 16), Mage Engineer (1 in 5), Oreiad (1 in 4) +
The third booster needs to be either the unique Orb of Elemental Water or the unique Trident from Beyond. Or, a 30watergem empowerment can be used.

Earth

Highest starting: earth 22 Mystic (1 in 8), Mage Engineer (1 in 5), Oreiad (1 in 4)
The difficult part in climbing Earth is the second Earth booster for the Troll King. There are two options, both uniques, the Orb of Elemental Earth or The Tome of Gaia. Without at least one, the Troll King needs to be empowered to earth 44, which costs 60earthgem.
See Magic Access for path increase guide.

Tome of Gaia Unique
earth 22nature 33 Oreiad (1 in 4)

Astral

Highest starting: astral 22 Mystic (1 in 4)
See Magic Access for path increase guide.

Coin of Meteoritic Iron
earth 11astral 22 Mystic (1 in 8) + Earth Boots
The Coin of Meteoritic Iron is necessary for getting the astral 22 Mystic to the first Astral booster.

Golem Construction
earth 11astral 22 Mystic (1 in 8) +
Golem with Coin of Meteoritic Iron and Starshine Skullcap bring it to astral 44.

Tome of High Power Unique
air 11astral 11 Mage Engineer (1 in 5) +
Remember, getting the Air booster requires an expensive level of empowerment.

Death

No national access.

Contact Forest Troll Tribe
Oreiad
Troll Shaman has death 11.

Nature

Highest starting: nature 44 Oreiad (1 in 4)
See Magic Access for path increase guide.

Tome of Gaia Unique
earth 22nature 33 Oreiad (1 in 4)

The Copper Arm
fire 11earth 11 Mystic (1 in 4), Mage Engineer (1 in 5) +
With The Copper Arm, the Oreiad can hold both the Thistle Mace and Treelord's Staff at the same time.

Glamour

No national access.

Troll King's Court
earth 22 Mystic (1 in 8), Mage Engineer (1 in 5), Oreiad (1 in 4) +
Troll King has glamour 11.

Forest Troll Tribe
nature 33 Oreiad
Troll Shaman has a one in four chance of glamour 11.

Blood

No national access.

Awaken Treelord Limited Amount, Stationary
nature 44 Oreiad (1 in 4) +
One in three chance of Treelord, who has blood 11.

Ker Mage
1) Bind Keres with death 22 (Not available natively.)
2) Gift of Reason with nature 44 Oreiad (1 in 4)
The new commander Ker has blood 11. Kers are units, that, when made into commanders, have magic paths.

Strategy

Primary Strategy

It's F'n Windy
Choose an imprisoned pretender, great scales, and a decent bless for Wind Riders. Usually defense focused bless to help the Armored Pegasus. Great scales allow recruiting other expensive troops and ton of mystics. Research up early. Use Wind Riders and Wind Lords for excellent expansion. Early game, a big power spike because of Wind Riders and mid game, a power spike because of Mystics and Gifts from Heaven. Late game, humans are weak to battlefield wipes, but hopefully the research advantage will compensate for that. Seduction in the later mid-game to deal with certain problems.

Bless

Consider using:
Blood Surge
Defense x 5

Research Path

Conj. 3
Evo. 5
Conj. 5
Alt. 7
Ench. 6
Con. 5
Thaum. 5

If fighting a Flying nation, postpone Evo. 5 and prioritze Conj. 5 for Howl.

Alternate #1

Scales Mages
Choose a dormant pretender who is good at research, great scales and a weak bless. This sacrifices amazing expansion (20 provinces by Turn 12), for decent expansion (14 provinces by Turn 12). But, it increases research speed, accelerating into the mid-game, hopefully getting Gifts from Heaven halfway through the first war. Use Cardaces to hold enemy troops while Mystics spam Gifts from Heaven. This strategy isn't as good as the primary strategy, but is still viable. (Probably a more viable strategy with other EA nations that have better troops.)

Research Path is the same as "It's F'n Windy."

Alternate #2

Thugopolis
Choose an Awake pretender, trash scales, and a strong bless. Through the game, using some Philosophers and some Oreiads is probably worthwhile, unlike in the other strategies. Send expansion parties of two Wind Lords, two Wind Riders. Just like with the first strategy, expansion will probably go really well. Get Con. 3 and Alt 3. early to equip and point-buff the Wind Lords. Point buffing the Wind Lords with Ethereal, Quickness, Temper Flesh, etc. can make them pretty tanky. Engineers and Peltasts can be used to siege down forts. Still not as effective as the primary strategy, but viable and also fun. See EA Arco Thug Expansion for an example of thug expansion.

Bless

Consider using:
Blood Surge
Stygian Flesh
And other strong blesses.

Research Path

Con. 3
Alt. 3
Then follow the same path as "It's F'n Windy", occasionally increasing Construction and Alteration in order to keep up with equipping and point buffing thugs.

Example Pretender Builds

Likes Ponies the Grey One
Because pegasi deserve to fly.

Good for the It's F'n Windy strategy. Grey Ones are phenomenal. Being a Trinity, they have great research when they wake up. Having three powerful mages with a lot of crosspaths is always useful. Be aware, they split the magic paths you initially assign them between themselves, and then each one gets different bonus magic. When creating, Glamour, Blood, and Death, are all going to be four instead of three, because EA Arco does can't recruit mages with those paths.

The Bless is primarily defensive in order to keep the horsies alive. With the scales, you can drop dominion by one increase a different scale, like Growth, by one.


Chassis: Imprisoned Grey One
Paths: fire 33air 33water 33earth 33astral 33death 44nature 33glamour 44blood 44
Bless: Awareness, Defence Skill x 5, Heroism, Blur, Blood Surge
Scales: Dominion strength7Order1Productivity2Heat1Growth0Misfortune2Magic2

Hermoine the Grey One
Book learning for the win.

Good for the Scales Mages strategy. Grey Ones are still phenomenal. Being a Trinity, they have great research, almost rp 100100, when they wake up. Having three powerful mages with a lot of crosspaths is always useful. Be aware, they split the magic paths you initially assign them between themselves, and then each one gets different bonus magic. When creating, Glamour, Blood, and Death, are priority, because EA Arco does can't recruit mages with those paths.

The Bless is decent for expansion. Because EA Arco has Healers, the units will live longer and benefit more from the additional experience. With a Dominion of four, regular troops will need to be used in addition to the Sacred ones.

Not an optimal build, but gets research boosted while not sacrificing Scales or Bless too much.


Chassis: Dormant Grey One
Paths: water 44death 44glamour 44blood 44
Bless: Heroism x 4, Enchanted Blood, Blood Surge
Scales: Dominion strength4Order2Productivity2Heat1Growth2Misfortune2Magic2

Lossless the Lich
For the god afraid of dying and losing sacreds.

Good for the Thugopolis strategy. Solves all magic problems because it has Death, Glamour, and Blood. (Eventually, needs to be empowered in Blood, which is not that difficult.) Fear works especially well on mounted units because Fear emanates from both the rider and the mount. Landing sacreds right into your enemy's backline can cause commanders to rout.

Not the best pretender in the world, but if you want your cavalry to expand next to lossless, this is the best. Increases tempo in the early game and provides scaling for the late game. Does miss out on the scales for troops.


Chassis: Awake Demilich
Paths: astral 44death 88glamour 44blood 11rp 3939
Bless: Stygian Flesh, Fear
Scales: Dominion strength6Order0Productivity0Heat1Growth0Misfortune2Magic2

Weaknesses

EA Arcoscephale can be countered with small groups of mages with elite bodyguards. Wind Riders are hard to buff and have difficulty with elites. Ironically, flying troops are quite good against EA Arco as they make it difficult for Mystics to cast Gifts from Heaven, the Mystics’ bread-and-butter.

EA Arco’s biggest weakness overall is their reliance on human mages. The mages need forts and time for research, and are susceptible to battlefield clears.

See More

dom6/arcoscephale-ea.txt · Last modified: 2024/07/20 06:12 by johnnydown