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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() Summons ![]() ![]() (req. ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() | Heavy Infantry Chariots Flying infantry Sacred Pegasus Riders Engineers | ![]() ![]() ![]() ![]() | ![]() ( ![]() Labs cost ![]() |
GoR: Gift of Reason or Divine Name make a unit into a commander, rarely with magic paths.
Capitol Gems: 22
2
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.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout ![]() ![]() ![]() | ![]() ![]() ![]() | Basic scout. |
![]() | Engineer ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Can make fortresses into castles, although castles don't give more commander points. Can help with a lot with sieges. |
![]() | Sceptic ![]() ![]() ![]() | ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() | 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 ![]() ![]() ![]() | Not really useful because of low protection and Icarid Champion having the same leadership. | |
![]() | Chariot | ![]() ![]() |
|
![]() | Myrmidon Champion ![]() ![]() ![]() | ![]() | Commander with the highest leadership. |
![]() | Mystic ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 50% ![]() 50% ![]() 50% ![]() ![]() ![]() | Great researcher and a phenomenal mage. All can do communions, the potential paths and crosspaths are very useful. |
![]() | Melissa ![]() ![]() ![]() Recruit Anywhere | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Expensive for low paths. Healer (3) can be helpful for healing expensive armies and all those old-age commanders. |
![]() | Philosopher ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | The Philosopher trait gives +![]() ![]() ![]() ![]() |
![]() | Wind Lord ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Wind Riders are excellent, and this is their commander. Probably EA Arco's best thug. |
![]() | Armored Pegasus | ![]() ![]() ![]() ![]() |
|
![]() | Mage Engineer![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() |
![]() | Oreiad ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | A phenomenal mage, best use of cap-only command points. Biggest use is ![]() ![]() ![]() |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Slinger ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() | Good, inexpensive, line holders, with decent map move. |
![]() | Peltast ![]() ![]() ![]() | Cheap javelin throwers. Their shield helps against range. | |
![]() | Icarid ![]() ![]() ![]() | ![]() ![]() | Relatively expensive, flying infantry with medium protection. Good support unit for disrupting enemy lines but shouldn't be the bulk of the army. |
![]() | Myrmidon ![]() ![]() ![]() | ![]() | Excellent, but expensive, line holders. Encumbrance can become an issue if combat becomes too grindy. Benefit from Relief. |
![]() | Charioteer ![]() ![]() ![]() | Not really usable because of the low protection. | |
![]() | Chariot | ![]() ![]() |
|
![]() | Charioteer ![]() ![]() ![]() | 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 | ![]() |
|
![]() | Chariot | ![]() ![]() |
|
![]() | Wind Rider ![]() ![]() ![]() ![]() | ![]() ![]() | Good sacred unit. Flying, with high map move. A good all-around unit. Excellent expansion. |
![]() | Armored Pegasus | ![]() ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Pathos - Son of Titans | ![]() ![]() ![]() | Commentary here. |
![]() | Daidalos - Maker of the Maze | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Clockwork Lord (2) ![]() ![]() | Commentary here. |
![]() | Asterios - Monster in the Maze | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sow Dragon Teeth (Enchantment 6) ![]() ![]() | ![]() Spartae x 10 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | A lot of high protection fighters. Usually worth the 1![]() |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Hound of Twilight (Conjuration 5) ![]() ![]() ![]() | ![]() Hound of Twilight | ![]() ![]() ![]() ![]() Eyes (4) ![]() ![]() | 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 ![]() |
Procession of the Underworld (Conjuration 5) ![]() ![]() | ![]() Lampad x 15 | ![]() ![]() ![]() ![]() ![]() ![]() Female With Divine Name or Gift of Reason ( ![]() ![]() ![]() ![]() | EA Arco can't natively cast this summon, but it might be worth giving a pretender ![]() ![]() ![]() |
Monster Boar (Conjuration 5) ![]() ![]() | ![]() Monster Boar Event | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Causes unrest in a province until patrolled out. Not usually worth the gems. |
Bind Keres (Conjuration 6) ![]() ![]() | ![]() Ker x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female With Divine Name or Gift of Reason ( ![]() ![]() ![]() | EA Arco can't natively cast this summon, but it might be worth giving a pretender ![]() ![]() |
Forge Brass Bull (Construction 6) ![]() ![]() ![]() | ![]() Khalkotauros | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Has its strengths but can be countered. Probably not worth the gems. |
Craft Keledone (Construction 6) ![]() ![]() ![]() | ![]() Keledone | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Inanimate, Immovable, Communion Slave. Won't die to most battlefield wipes. Limited use cases. Can be moved with Stygian Paths. |
Awaken Hamadryad (Enchantment 5) ![]() ![]() In ![]() | ![]() Hamadryad | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Plant Female ![]() | Situationally useful. Can cast Regen on itself. |
Conjuration, Alteration, and Evocation 5 are important.
Bind Scorpion Beast (Conj. 3) 1
1 and 2
summons a unit with decent protection and hit-points, if in a pinch in the early game.
Summon Earthpower (Conj. 3) 2 can give the entire Communion Reinvigoration.
Strength of Gaia (Conj. 4)
EA Arco has access to every single Elemental type.
Howl (Conj. 5) 3 and 3
, should be spammed out.
Gifts from Heaven (Evo. 5) 3
1 is extremely useful for EA Arco. If fighting a Flying nation, not as useful because of the dangers of friendly fire.
EA Arcoscephale has good troops that take buffs well, especially if the troops have Formation Fighter.
Stone Skin (Alt. 4) 2
Group Ironskin (Alt. 6) 3
Wooden Warriors (Alt. 6) 3 and 1
can be helpful.
Giant Warriors (Alt. 6) 3 and 1
can also be helpful.
Marble Warriors (Alt. 7) 3 and 1
Maws of the Earth (Alt. 5) 3 and 1
Control (Alt. 6) 3 and 1
Foul Vapors (Ench. 6) 1
4 and 2
Communion Slave (Thau. 1) 1 and Communion Master (Thau. 1)
1 With Mystics all having
Astral, it's easy to build large Communions.
Gift of Reason (Thau. 5) 4 Not a high priority, but eventually useful for making Kers and Lampads into mages.
This guide supplements the general Magic Access guide.
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.
Highest starting: 2 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
1
2 Mystic (1 in 8) +
Requires Unique Astral boosters.
The Mystic can have the right crosspaths for the unique The Forbidden Light, but getting a 1
2 Mystic up to the required
5
5 is impractical.
Highest starting: 3 Oreiad (1 in 4)
Requires an expensive level of empowerment to get to 4 and the first
Air booster.
See Magic Access for path increase guide.
Tome of High Power Unique
1
1 Mage Engineer (1 in 5) +
Remember, getting the Air booster requires an expensive level of empowerment.
Highest starting: 2 Mystic (1 in 8)
See Magic Access for path increase guide.
Contact Naiad
1
3 Oreiad (1 in 4) +
Then give the Naiad the boosters, which brings it to 5.
Trident from Beyond Unique
1
2 Mystic (1 in 8) +
Orb of Atlantis Unique
1
1 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 30 empowerment can be used.
Highest starting: 2 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
4, which costs 60
.
See Magic Access for path increase guide.
Tome of Gaia Unique
2
3 Oreiad (1 in 4)
Highest starting: 2 Mystic (1 in 4)
See Magic Access for path increase guide.
Coin of Meteoritic Iron
1
2 Mystic (1 in 8) + Earth Boots
The Coin of Meteoritic Iron is necessary for getting the 2 Mystic to the first
Astral booster.
Golem Construction
1
2 Mystic (1 in 8) +
Golem with Coin of Meteoritic Iron and Starshine Skullcap bring it to 4.
Tome of High Power Unique
1
1 Mage Engineer (1 in 5) +
Remember, getting the Air booster requires an expensive level of empowerment.
No national access.
Contact Forest Troll Tribe
Oreiad
Troll Shaman has 1.
Highest starting: 4 Oreiad (1 in 4)
See Magic Access for path increase guide.
Tome of Gaia Unique
2
3 Oreiad (1 in 4)
The Copper Arm
1
1 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.
No national access.
Troll King's Court
2 Mystic (1 in 8), Mage Engineer (1 in 5), Oreiad (1 in 4) +
Troll King has 1.
Forest Troll Tribe
3 Oreiad
Troll Shaman has a one in four chance of 1.
No national access.
Awaken Treelord Limited Amount, Stationary
4 Oreiad (1 in 4) +
One in three chance of Treelord, who has 1.
Ker Mage
1) Bind Keres with 2 (Not available natively.)
2) Gift of Reason with 4 Oreiad (1 in 4)
The new commander Ker has 1. Kers are units, that, when made into commanders, have magic paths.
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.
Consider using:
Blood Surge
Defense x 5
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.
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."
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.
Consider using:
Blood Surge
Stygian Flesh
And other strong blesses.
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.
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.
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 100, 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.
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.
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.
Dominions 6: EA Arcoscephale Pre-game - Babel Builder
Dominions 6 - EA Arcoscephale - National Overview - Top Guides
Thanks to Top Guides for commentary.