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dom6:oceania-ma

MA Oceania, Mermidons

Lore

Oceania is an underwater realm of half-men. Since the Atlantians emerged from the deeps, the half-men have lost more and more of their former domains. Ravenous Deep Ones have consumed fish and kelp alike. The kelp groves have been desecrated and murky water has spread in the kelp. Only with the Fall of the Star was the Atlantian onslaught halted. The Starspawns of the Sunken City enslaved the Atlantians and consumed their will. During the war between Atlantis and R'lyeh, a new God emerged from the depths and the Capricorns were able to muster their forces. Now it is time to reclaim the deeps and conquer the world. The Capricorns, wild mages of the sea and the shores lead the nation in the conquest of a sea once theirs. Sirens, mermaids with shapeshifting powers who lure men to watery graves with their beautiful songs, aid them in conquering the shores.

"Oceania and Pelagia are nations inspired by medieval bestiaries abundant with creatures of the sea corresponding to beings living on land. As most of these creatures are half-men and fish-beasts, Oceania as a nation became quite similar to Pangaea." -Illwinter

General Overview

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

National Features

AQUATIC

Magic Access Alt. Access Unit Summary Core Abilities Buildings
nature 44 (Rare 5)
water 33 (Rare 4)
earth 22 (Rare 3)
glamour 22
air 11 (Rare 2)
holy 22 in Sea
holy 11
None. Amphibious Half-men
Ichtysatyr Light and Medium Infantry
Ichtycentaur Heavy Infantry
Ichtytaurs
Sacred Amphibious Cavalry
Aquatic
Amphibious
Recuperation
Poison Barbs
Land Shape / Sea Shape
Primitive Forts
Temples Cost 300

Capitol Gems: 1watergem3naturegem1glamourgem

Turmoil Limit + 1
Growth Limit + 1

Dominion: + 1 Turmoil in Coastal Provinces and + 1 Order in Other Provinces

National Units

Commanders

Image Unit Name Special Attributes Comments
Ichtysatyr Scout
30
5
1
Stealthy (40)
Amphibious
Recuperation
Land Shape (Ichtysatyr Scout)
Commentary here.
Ichtysatyr Commander
60
9
1
Coastal Fort Recruit
Stealthy (40)
Amphibious
Recuperation
Land Shape (Ichtysatyr Commander)
Commentary here.
Ichtycentaur Commander
125
28
1
Amphibious
Recuperation
Land Shape (Ichtycentaur Commander)
Commentary here.
Siren
265
215 with Lure of the Deep
1
2
Coastal Fort Recruit
water 22glamour 22rp 1313
Stealthy (65)
Chaos Recruitment (20)
Awe (+3)
Amphibious
Recuperation
Female
Land Shape (Siren)
Commentary here.
Siren air 11water 11glamour 22rp 1313
Adds
Lure Into Sea (Morale vs. 11)
Flying
Sea Shape (Siren)
Commentary here.
Aphroi Hierophant
190
1
2
holy 11random1100%rp 77
Sacred
Stealthy (40)
Inspirational (1)
Amphibious
Recuperation
Land Shape (Aphroi Hierophant)
Commentary here.
Haliade
480
2
2
water 22nature 22holy 22random1100%
10%
rp 1515
Sacred
Awe (+3)
Supply Bonus (+20)
Aquatic
Recuperation
Commentary here.
Sacred Hippocampus Sacred
Smart Mount (100)
Animal
Aquatic
Recuperation
Commentary here.
Capricorn
500
6
4
Coastal Fort Recruit
water 22nature 44random1100%
10%
rp 1919
water 11earth 11nature 44random1100%
10%
rp 1919 on Land
Poison Resistance (7)
Stealthy (40)
Chaos Recruitment (30)
Waterbreathing (250)
Animal Awe (+3)
Supply Bonus (+40)
Beastmaster (2)
Amphibious
Recuperation
Land Shape (Capricorn)
Commentary here.
Aphroi Lord
205
17
1
Capital Only
Sacred
Inspirational (1)
Poison Barbs (5)
Amphibious
Recuperation
Land Shape (Aphroi Lord)
Commentary here.

Troops

Image Unit Name Special Attributes Comments
Ichtysatyr
9
2
6
Stealthy (40)
Undisciplined
Amphibious
Recuperation
Land Shape (Ichtysatyr)
Commentary here.
Ichtysatyr
9
3
6
Stealthy (40)
Undisciplined
Amphibious
Recuperation
Land Shape (Ichtysatyr)
Commentary here.
Ichtysatyr Soldier
10
17
14
Amphibious
Recuperation
Land Shape (Ichtysatyr Soldier)
Commentary here.
Ichtysatyr Soldier
10
7
14
Coastal Fort Recruit
Amphibious
Recuperation
Land Shape (Ichtysatyr Soldier)
Commentary here.
Mermidon
15
28
26
Formation Fighter (2)
Amphibious
Recuperation
Land Shape (Mermidon)
Commentary here.
Ichtycentaur
30
8
17
Amphibious
Recuperation
Land Shape (Ichtycentaur)
Commentary here.
Ichtycentaur Cataphract
35
27
22
Amphibious
Recuperation
Land Shape (Ichtycentaur Cataphract)
Commentary here.
Ichtytaur
40
6
12
Berserker (+2)
Amphibious
Recuperation
Land Shape (Ichtytaur)
Commentary here.
Ichtytaur Warrior
50
21
18
Berserker (+2)
Amphibious
Recuperation
Land Shape
(Ichtytaur Warrior, adds Trample)
Commentary here.
Aphroi
55
15
30
Capital Only
Sacred
Poison Barbs (5)
Amphibious
Recuperation
Land Shape (Aphroi)
Commentary here.

Other Spells

Ritual

  • Grow Fortress (Alteration 0)
    nature 44 and 35naturegem in Sea or Forest
    Commentary here.

Magic Access

General Access

The Elements

  • No Fire magic.
  • air 11 Multiple mages.
  • water 33 Haliade one-in-four and Capricorn one-in-three (in water), water 22 Capricorn one-in-three (on land)
  • earth 22 Capricorn one-in-three (on land), earth 11 Haliade one-in-four and Capricorn one-in-three (in water)

The Sorceries

  • No Astral magic.
  • No Death magic.
  • nature 44 Capricorn
  • glamour 22 Siren

The Rites

  • No Blood magic.
  • holy 22 Haliade (in water), holy 11 Aphroi Hierophant (on land)

Crosspaths

Magic Boosting

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

Fire

No National Access.

Air

Many mages have air 11 but no useful crosspaths.

Water

water 33 Haliade (1 in 4) and Capricorn (1 in 3) (in water), can Contact Naiad . On land, the now water 22earth 11 Capricorn, with two Water boosters, can attempt the unique Orb of Atlantis.

Earth

earth 22 Capricorn (1 in 3) (on land), can attempt the unique The Tome of Gaia. air 11 Capricorn (1 in 3) (on land) has the paths for a Staff of Elemental Mastery, but those are difficult boosters to get.

Astral

No National Access.

Death

No National Access.

Nature

nature 44 Capricorn, (on land), can attempt the unique The Tome of Gaia.

Glamour

glamour 22 Siren is the only Glamour mage recruitable but has no useful crosspaths.

Blood

No National Access. nature 44 can Awaken Treelord for a 1 in 3 chance of 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/oceania-ma.txt · Last modified: 2024/05/11 17:10 by johnnydown