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dom6:arcoscephale-ma

MA Arcoscpehale, Old Kingdom

Lore

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.

"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
astral 44 (Rare 5)
fire 22
water 22
earth 22
nature 11
holy 22
Heroes
fire 11air 11water 11earth 11astral 22holy 22
water 11nature 33holy 22
Summons
nature 33
(req. nature 44)
death 11blood 11
(req. death 22 & GoR)
astral 11death 22nature 11
(req. death 33 & GoR)
Heavy, Spear-Armed Infantry
Chariots
Elephants
Formation Fighter
Healer (1)
Fortune Teller
Trample
Standard Forts
Labs cost 300

Capitol Gems: 1naturegem4astralpearl

National Special Features

Order Limit + 1

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.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
5
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Mounted Commander
70
10
1
Commentary here.
Riding Horse
Animal Commentary here.
Hypaspist Commander
95
25
1
Formation Fighter (2) Commentary here.
Hoplite Commander
105
31
1
Formation Fighter (2) Commentary here.
Strategos
150
30
2
Old Age (55/50) Commentary here.
Hiereia
155
1
2
nature 11holy 11rp 77
Sacred
Supply Bonus (10)
Healer (1)
Commentary here.
Mystic
190
1
2
astral 11random3100%
50%
50%
50%
rp 1212
Adept Researcher (+1)
Commentary here.
Archousa
235
1
2
nature 11holy 22rp 77
Sacred
Supply Bonus (10)
Healer (3)
Commentary here.
Astrologer
270
1
4
astral 33random1100%
10%
rp 1313
Fortune Teller (10)
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Slinger
7
2
3
Commentary here.
Cardaces
10
8
9
Formation Fighter (2) Commentary here.
Peltast
10
5
9
Commentary here.
Hoplite
13
31
16
Formation Fighter (2) Commentary here.
Hypaspist
16
25
23
Formation Fighter (2) Commentary here.
Charioteer
40
26
24
Commentary here.
Chariot Archer Mobile Archer Commentary here.
Chariot Animal
Trample
Commentary here.
Elephant Rider
100
31
34
Commentary here.
Elephant Archer x 2 Mobile Archer Commentary here.
War Elephant Animal
Trample
Commentary here.
Heart Companion
20
31
23
Capital Only
Sacred
Formation Fighter (5)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Anthromachus - Hero Inspirational (1) Commentary here.
Orokestes - Hierophant fire 11air 11water 11earth 11astral 22holy 22rp 1717
Sacred
Commentary here.
Pathos - Son of Titans Awe (+1)
Inspirational (1)
Invulnerability (20)
Commentary here.
Axieros - Kabeiride water 11nature 33holy 22rp 1313
Sacred
Poison Resistance (5)
Healer (3)
Awe (+4)
Inspirational (1)
Sailing (Max Size 3, Ship Size 999)
Supply Bonus (+45)
Reduces Unrest (5 per month)
Poor Amphibian
Magic Being
Recuperation
Female
Commentary here.

National Spells

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
Poor Amphibian
Pierce Resistant
Magic Being
Inanimate
Need Not Eat
Does Not Heal Naturally
Spirit Sight
Commentary here.

Ritual

Summon Spell Unit Special Attributes Comments
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
astral 11death 22nature 11rp 1313 with Divine Name or Gift of Reason
Commentary here.
Summon Hound of Twilight
(Conjuration 5)
earth 22death 11 and 3earthgem

Hound of Twilight
Poison Resistance (15)
Darkvision (100%)
Fear (5)
Patrol Bonus (20)
Unsurroundable (2)
Spirit Sight
Eyes (4)
Commentary here.
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
Commentary here.
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
death 11blood 11rp 99 with Divine Name or Gift of Reason
Commentary here.
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
Does Not Heal Naturally
Spell Singer
Communion Slave
Slash Resistance Blunt Resistance Pierce Resistance Amphibious Magic Being Inanimate Need Not Eat Spirit Sight
Commentary here.
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
Does Not Heal Naturally
Poor Amphibian Inanimate Slash Resistance Blunt Resistance Pierce Resistance Magic Being Need Not Eat Mindless Spirit Sight
Commentary here.
Awaken Hamadryad
(Enchantment 5)
nature 44 and 25naturegem
In Forest

Hamadryad
Fire Vulnerability (5)
Poison Resistance (5)
Inept Researcher (-4)
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)
Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

The hero, Orokestes - Hierophant, has low levels in many paths. It can help in many places but might require a lot of boosters to do it. And, often, you can find a random of one of your own mages that can forge the same booster.

Fire

fire 22 Mystic (1 in 8) is the highest Fire mage recruitable. It has no helpful crosspaths.

Air

No national access. Orokestes - Hierophant has air 11. With one level of empowerment, it might make the unique Tome of High Power.

Water

water 22 Mystic (1 in 8) is the highest Water mage recruitable. (1 in 16) Mystics, with two Water boosters, can create the unique Orb of Atlantis. (1 in 8) Mystics can do it with three Water boosters.

Earth

earth 22 Mystic (1 in 8) is the highest Earth mage recruitable. The Astral crosspath it has requires many, many boosters to be useful. Same for a earth 11 Mystic (1 in 4).

Astral

astral 44 Astrologer (1 in 4) is the highest Astral mage recruitable but a earth 11 Astrologer (1 in 4) with an Earth booster, can forge a Coin of Meteoritic Iron. Same with a earth 22 Mystic (1 in 8) and an Astral booster.

Technically, a fire 11 Astrologer (1 in 4) or a fire 22 Mystic (1 in 8), with many boosters, can create the unique The Forbidden Light. It's a lot of boosters.

Death

No national access. nature 33 can cast Forest Troll Tribe for at least death 11.

Nature

nature 11 with no crosspaths is the best MA Arco can recruit. The hero, Axieros - Kabeiride, has nature 33.

fire 11earth 33, (from a Mystic with the right paths), can forge The Copper Arm to hold multiple Nature boosters.

Glamour

No national access. earth 44 can cast Troll King's Court for glamour 11.

nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of glamour 11.

Blood

No national access. nature 55 can Awaken Treelord for a 1 in 3 chance of a stationary blood 11.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/arcoscephale-ma.txt · Last modified: 2024/04/22 03:29 by johnnydown