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What we will cover here are the following topics(if you are interested in a specific topic then there are links in the table of contents):
Pretender Design : I will review what I consider some of the best pretender designs. Explain in detail why I choose those pretenders and hopefully convince you that they can be worthwhile choices. This will not include too much detail when it comes to the execution of strats but I will try to cover it to a certain degree.
Early Expansion : In this section I will cover what expansions I find to be the best. I will not go into every single kind of expansion but will instead talk exclusively about non-awake expansions. Awake expanders simply make expanding trivial and should therefore not be included in a detailed overview of various expansion options(in my opinion).
Research Goals : Here I will talk about what you want to research early, and why. This will be pretty in depth so if you are not a fan of theory and execution I would recommend skipping this part till a later date. I will also cover some situations and matchups where your starting research changes, explain why it changes and some situations where your pretender design also changes heavily due to matchups.
Magic : In this section I will talk in detail about the combat magic you have access to, talking a bit about what your communions give you access to. This section will go into more detail than the research goal part about the spells you will be casting in the mid game.
It will be split into rituals and combat spells talking in detail about the spells I think are worth casting, why they are worth casting and then talking in less detail about spells I do not believe are worth casting and why they are not worth casting…
Macro : This is how I look at your kingdom management. This is overall coordinated army creations, thinking ahead a few turns and having items ready when a thug pops out, thoughts behind site searching, when to stop and when to start recruitments and how much recruitment you have to do. Research economy, gem economy, gold economy, trading, diplomacy… are all aspects of macro in dominions. NEED TO REVIEW THIS HEAVILY AND ACTUALLY DEFINE MACRO
Micro : This is how I look at the execution of your overall strategy. How you script your mages, how you position your armies, how you move your armies, etc… This is by far the most complex aspect and there is no way of writing a definitive guide on how to do this correctly. All I can do is share my thoughts, to help you as a player maybe add said ideas to your set of skills. NEED TO REVIEW THIS HEAVILY AND ACTUALLY DEFINE MICRO
TODO: Add to macro - Item creation, communions, thugging, expanding. TODO: Add to micro - Army movements, raiding, unit commands. These are very important aspects when it comes to exploring Pythium as a nation and deserve to be looked at in detail.
NOTE: If you disagree with any of these, then feel free to message me on discord. It should be easy to find me and I am always willing to adapt my views if the reasoning is good enough.
Pythium is a very powerful nation in the midgame. They have very good researchers and early game troops, allowing them to handily fend off rushes by several nations. However they do have their weaknesses so ultimate pretender design is of course up to personal preference.
Here are some of the designs I like using and others that I consider viable given certain situations.
Note: The following segment needs work since I am doing this without access to the game or pretender design it is based mostly around memory… I will not go into too much detail yet.
An option mostly for blitzes, this will prevent several early game rush nations(mostly elf nations) from being very annoying in the early game, as well as give you really good earth and nature site searching. The big flaws for this design is that you will probably have to empower in earth to get matrixes or empower lars in astral for the access. Since I do believe crystal matrix access is very important for MA Pythium. Use this if you are in a match with few players and you don't feel confident about your understanding of the nation.
Magic Paths: 33334141
Scales: …..
My preferred pretender is dormant relative rainbow. I will post gyazo links to the design and then explain the resoning behind said design.
https://gyazo.com/864202048ab6a472ac856f1bc4496153
The reasoning behind the bless is mostly mage related. It prevents mass aoe spells from killing your mages and communion slaves to a large degree. Will make you immune to several spells such as fire storm, fv(assuming you either go 10-15 pr or cast resist poison with N1 mages), most of the cloud spells, and reducing the effectiveness of air elementals vs your mages. The penetration can be replaced with far caster depending on preference. Unaging can also be removed for higher poison resist and some hp to regen 2 hp on communion slaves instead of 1.
I will talk about base expanding strategies with this pretender and these scales in mind.
Very interesting approach in that you can get into relatively good blood. It does sacrifice some aspects but does open up high blood by itself. If you are fine with slowly gathering blood slaves over the course of the game this pretender can break you into heliophagi, vampires, arch devils, and demon lords.
Lack of hand slot makes this pretender relatively bad at getting to air boosters. However the 4 misc slots make him the best design for casting arcane nexus from a low level of astral. A very solid approach but not quite a frost father in regards to pure design bless on an elemental rainbow.
TODO : Add a video showing off expansion.
At this point you want to aim at starting your first palisade as soon as possible.
NOTE: Keep an eye out for fort completion, you want to have 1 Theurg acolyte move to the fort when there is 1 turn until it is completed in order to make a temple and then a lab to start pumping out more mages.
These turns are your buildup as you prepare for the mid game, you want to aim for at least 5 forts which will give you a very solid point to grow from, if you successfully got 20 provinces then you can easily afford to go 6-7 forts. Get up scouts from indie provinces to get a grasp of your surroundings and find a target that you can take on in the early-mid game.
This might be the most important section to understanding why we do what we do and how to discover your powerspikes in relation to your neighbors. Nothing here is set in stone, but these are your early research goals with situations when you want to go for them.
Here you have two main approaches which are both very strong, depending on whether they have cold resist or not.
A list of giant nations in the Middle Ages
This is usually a very swingy type of matchup. Pythium usually struggles vs giant nations in the early game while that turns around very quickly in the mid game. As such diplomacy and raiding can be very good ways of delaying a giant nation until you have your core research up.
Depending on the which nation you are facing it drastically changes your starting research though soul slay is always a very important early research rush. *Approach 1: This is where you will do early raiding, knowing that if you attack him before he attacks you it will get you several extra turns of research most of the time. *Get early alteration 3, then start rushing up thaumaturgy 5. *Once you get thaumaturgy 5, group up your s1 mages with 8-10 communion slaves, luck buff your frontline and spam soul slay. Protect your backline from attack rear commands and you should be very good. *Evocation 3 for magic duel if the giant nation has astral magic and might be going up to antimagic.