Phlegra is a kingdom of giants who have enslaved the much more numerous human population. The Gigantes of Phlegra are the descendants of the Gigantes of Mekone, who made war upon the gods of men. Punished for their sins the descendants of Mekone no longer appear as proud hoplites in gleaming armor, instead they are deformed and cursed with a violent temper. Since the fall of Mekone, the Gigantes resent pretending gods and religious faiths, and only the human population of the kingdom devote themselves to the awakening God. Phlegra is also the home of the sheep-herding Cyclopes, another tribe of giants. Like their predecessors the Gigantes of Phlegra have enslaved their neighbors and formed a kingdom under the rule of their Tyrants. Unscrupulous human mages have developed ways to serve the Tyrants by dominating less fortunate magically adept humans. Now human taskmasters and oppressors cause more fear in the populace than the Tyrants themselves.
"Mekone and its successors are inspired by giants of Greek myth. Described either as strong and proud hoplites, or in later times, as monstrous beings with serpent legs, the idea of a nation of giants that doesn’t follow the development of most other giant nations, with smaller and smaller giants in the later ages, started to take form. … I also wanted to incorporate the hubris of the giants and the Gigantomachia—the war against the gods—into the nation, which in turn created the backstory for the middle and late age versions of the nation.
Phlegra in the middle age is a nation that has lost most of its proud legacy. The Gigantes of Mekone are cursed for their hubris and are becoming physically and mentally afflicted. I also wanted to add shepherding cyclopes to the Elder Cyclopes of earlier times. At first, the nation felt a bit bland, but when I started to think on the slaves and the Phlegran society the idea of the oppressors and slave mages appeared. The feel of the nation took a whole new turn and the slave mage mechanics made for entirely new tactics not available to other nations." -Illwinter
Middle Phlegra succeeds Mekone as a nation of small giant armies and huge human armies. There are no Sacred troops, and none of the giants are Sacred, but nothing stops you from naming one of your Phlegran Tyrants or Elder Cyclopses a Prophet. Making your elite commanders better is never a bad idea, but Phlegra primarily wants highly favorable Scales; if not for recruiting the regular troops and the mid-grade Cyclopes, then at least for both manufacturing more of those tyrannical elites and surviving their impact.
Phlegra's economy is rather fragile. The best troops and commanders drum up Unrest; not that you absolutely need the Gigante Warriors, but the commanders are what make Middle Phlegra stand out. Said Unrest can be tackled by the helot squads the Tyrants can seize for free, though a Patrolling unit is one on the defensive. Phlegra's Dominion does not tackle Unrest, and even works against Phlegra's economy due to the turn order – though, if you've taken Order, that will help as usual.
Magically, Phlegra is weird. As a mostly human nation it has access to Communions, specifically of the Astral variety; however, lacking Astral, these automatically assemble among the nation's Trophimos Oppressors and Shackled Mages instead. Like the Pythian Theurg Communicant, the Shackled Mage is largely pathetic outside of propping up these arrays. In contrast, the Shackled Mage is technically a mage who can typically attempt strategic mage tasks, but he therefore takes up Commander Points. It should be noted that Phlegra has a national Communion Master item, so it can assemble (taxing) Communions of Nature and Death alongside the Trophimoi's four Elements.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Master Smith Heroes ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() (req. ![]() ![]() ![]() ![]() (req. ![]() | Mostly Human Slave Soldiers Cyclops Warriors Few Gigante Warriors No Sacred Troops. | ![]() ![]() ![]() ![]() ![]() | ![]() |
Capitol Gems: 22
1
Turmoil Limit + 1
Unrest: "All provinces under the dominion of Phlegra will have their unrest increased every turn. Higher dominion strength in the province yields a greater increase in unrest. In a disciple game this will only have an effect if Phlegra is the Pretender God and then it will affect the disciples as well. Being a disciple of Phlegra will be difficult."
In Dominions 5, the Unrest added is roughly equal to the Unrest that friendly Dominion candles subtract, give-or-take one point if the local Dominion is an odd number. The only things that modify Unrest after this thing are the "Reduces Unrest" and "Causes Unrest" traits. Unrest can't be below zero at any point during the turn calculations, resulting in an Unrest "floor" for friendly provinces. Here are the effects of those "floors":
![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|
![]() | 0-1 | -1% | -0.5% | -0.5% |
![]() | 1 | -2% | -1% | -1% |
![]() | 1-2 | -2.9% | -1.5% | -1.5% |
![]() | 2 | -3.8% | -2% | -2% |
![]() | 2-3 | -4.8% | -2.5% | -2.4% |
![]() | 3 | -5.7% | -3% | -2.9% |
![]() | 3-4 | -6.5% | -3.5% | -3.4% |
![]() | 4 | -7.4% | -4% | -3.8% |
![]() | 4-5 | -8.3% | -4.5% | -4.3% |
![]() | 5 | -9.1% | -5% | -4.8% |
The Helotes make up most of Phlegra's manpower. These Size 3 humans are
Slaves of greater beings, possessing a miserable 7 Morale, or 6 for the archers. Generations of martial servitude have changed the average helot's character, giving them an enormous 14 Combat Speed naked; the archers do not share in this, possibly of a more-dignified ancestry.
Phlegra's human commanders (and mages, and priests) are mostly not of helot stock, but are rather Trophimoi imported from neighboring realms. They are not slaves, but free(-ish) men who pursue the ancient Mekonean arts. Still, the climate of Phlegra is nerve-wracking for this lot, and most of them have 9 Morale.
Younger Cyclopes have rallied to Phlegra's banner, at the behest of the unrelated Eldre Cyclops smiths. Grace-wise, they are a far cry from the Gigantes of Mekone, but they fill largely the same role. The average Younger Cyclops is Size 6, and possesses 42 HP and 5 Natural Protection. He has 22 Strength, but is not particularly good at using it; 10 Attack Skill is low by giant standards, to say nothing of his 9 Defence Skill naked, his 7 Precision, and his
lack of Discipline. He is soft but brave, showing 9 Magic Resistance but 13 Morale. Last but not least, he is energetic but a bit of a stumbler, possessing 2 Encumbrance, 16 Map Movement, and 17 Combat Speed naked.
Like Pythium, Phlegra has innate Communion Slaves. These fellows typically have a magic path, unlike the Pythian equivalents, but this has a decent chance to mismatch with what the Masters possess. Phlegra also has innate Communion Masters, who automatically command these Slaves without the need for casting Communion Master (a spell they cannot cast anyway), and the nation also has a national item for providing the trait to other mages.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Cyclops Chieftain ![]() ![]() ![]() | ![]() Eyes (1) ![]() 10 Gold Cheaper when active (Gigantomachia) | Commentary here. |
![]() | Trophimos Commander ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Shackled Mage ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Cyclops Shepherd Shaman ![]() ![]() ![]() | ![]() ![]() ![]() ![]() Eyes (1) ![]() ![]() 10 Gold Cheaper when active (Gigantomachia) | Commentary here. |
![]() | Trophimos Priest ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Trophimos Sage ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Trophimos Oppressor ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Phlegran Tyrant ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Capture Slaves (Helote Warrior) ![]() 10 Gold Cheaper when active (Gigantomachia) | Commentary here. |
![]() | Elder Cyclops ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Eyes (1) ![]() 10 Gold Cheaper when active (Gigantomachia) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Helote Archer ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Helote Warrior ![]() ![]() ![]() Non-fort Recruit Available | ![]() | Commentary here. |
![]() | Helote Soldier ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Cyclops Warrior ![]() ![]() ![]() | Eyes (1) ![]() ![]() 10 Gold Cheaper when active (Gigantomachia) | Commentary here. |
![]() | Cyclops Hurler ![]() ![]() ![]() | ![]() Eyes (1) ![]() ![]() 10 Gold Cheaper when active (Gigantomachia) | Commentary here. |
![]() | Gigante Warrior ![]() ![]() Limited Recruitment: (2 per turn) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10 Gold Cheaper when active (Gigantomachia) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Phlegyas - Theurg Tyrant Earliest Arrival Turn (10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sow Dragon Teeth (Enchantment 6) ![]() ![]() | ![]() Spartae x 10 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
![]() Cyclops Shepherd Shaman: ![]() | ![]() Great Mouflon x 2 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Procession of the Underworld (Conjuration 5) ![]() ![]() | ![]() Lampad x 15 | ![]() ![]() ![]() ![]() ![]() ![]() Female With Divine Name or Gift of Reason ( ![]() ![]() ![]() ![]() | Commentary here. |
Summon Hound of Twilight (Conjuration 5) ![]() ![]() ![]() | ![]() Hound of Twilight | ![]() ![]() ![]() ![]() Eyes (4) ![]() ![]() | Commentary here. |
Bind Keres (Conjuration 6) ![]() ![]() | ![]() Ker x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female With Divine Name or Gift of Reason ( ![]() ![]() ![]() | Commentary here. |
Forge Brass Bull (Construction 6) ![]() ![]() ![]() | ![]() Khalkotauros | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
An Elder Cyclops with 2 or
1 (1 in 4 for both) can make a Staff of Elemental Mastery or Staff of Elemental Mastery, which can be very helpful. Both versions are difficult to get to, though.
2
2 from the hero, Phlegyas - Theurg Tyrant, with boosters can create a Staff of Elemental Mastery.
4 Phlegran Tyrant (1 in 4) is the best recruitable and also has
1. It can create a Skull of Fire.
Both 2 Trophimos Sage and Elder Cyclops (1 in 4 for all) are the highest MA Phlegra has. They don't have an
Astral crosspath.
The hero, Phlegyas - Theurg Tyrant, has 2 and can create the unique Tome of High Power.
2 Trophimos Sage (1 in 4) is the highest recruitable mage but doesn't have crosspaths.
1 Elder Cyclops (1 in 4) and Trophimos Oppressor (1 in 2) have an
Earth crosspath. With enough
Water boosters, they can make a unique Orb of Atlantis.
Both 3 Elder Cyclops and Phlegran Tyrant (1 in 4 for both) are the highest recruitable mage but neither have helpful crosspaths.
No national access. The hero, Phlegyas - Theurg Tyrant, has 3, and can make a Coin of Meteoritic Iron, maybe a unique Tome of High Power, and with some boosters, the unique Atlas of Creation. Even more, a unique The Forbidden Light.
5
4, (hard to reach), can create The Magic Lamp for
3.
2 Phlegran Tyrant (1 in 4) is the strongest
Death mage.
1
3, (such as a Phlegran Tyrant), can forge The Copper Arm, which allows holding more
Death boosters. Also, it's not hard to get to
3
3 for the unique The Silver Arms.
1 Cyclops Shepherd Shaman is the only
Nature mage recruitable.
No national access. 4 can cast Troll King's Court for a
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of at least
1.
No national access. 2 can Bind Keres and
4 can Gift of Reason the Ker, the Ker will have
1.
5 can Awaken Treelord for a 1 in 3 chance of
1.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.