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oceania-ea

EA Oceania, Coming of the Capricorns

Lore

Everything on land has a correspondence under water. Just like kingdoms formed on Dry Land, so did kingdoms form in the Sea, and just like the Wild rebelled against the encroaching civilization, so did the first Triton kingdom suffer the wrath of the underwater wilds. Oceania is an underwater realm of wild half-men, animals and guardians of the Kelp Forests. But Oceania is also a realm of the shores, where the stormy seas meet stable land. It is a nation of borders and transition, change and adaptability. Most of it's inhabitants have the ability to change their shapes and cross the boundaries of the sea. Sirens, Capricorns and Ichtysatyrs all share the ability and affinity for change and adaptability. Sirens use it to change their shape and lure the unwary to a watery grave. Capricorns and Ichtysatyrs use it to raid and spread turmoil and chaos in coastal provinces. With the coming of the Awakening God the Capricorns lead the half-men in conquest above as well as below the waves.

Overview

Oceania is an interesting nation to play in. At heart, Oceania is Pangea that trade many strengths to be Underwater. You have some of the best nature access in the game with your Capricorns having as much nature as Pangea's Pans. To go alongside Oceania's similarities to Pangea, you also can grow forts in shallow sea provinces. This bypasses your primitive fort penalty as you can still get 2 Command point forts. You also have decent earth and water access, which allows you to buff up your high defense troops and give every underwater nation a hard time. The last special trait of Oceania is in all non-coastal provinces, you dominion boosts the scale order by 1, and in coastal provinces, it lowers Order by 2. This allows you to still make your high recruitment cost troops underwater and make your mages with chaos recruitment cheaper on the coast.

National Features

FIXME

Race Military Magic Access Priests Buildings
Mer-Halfmen
Superior magic resistance
Amphibious
Recuperation
Primitive equipment
Stealthy Units
nature 44 (Rare 5)
water 33 (Rare 4)
earth 22 (Rare 3)
air 11 (Rare 2)
Weak (holy 11)
(holy 22 underwater only)
temple cost 200Gold
Bramble Forts
Forts can be summoned with nature magic
+2 Turmoil scales in costal provinces
+1 Order scales in other provinces
Can build Underwater Forts

Capital Special Sites

FIXME add the site pics

The Grove of Aphros
Enables recruitment of:
Generates 2watergem4naturegem per turn.

Aphroi Lord

Aphroi

Units

Much of Oceania's good Troops are underwater, with the cheap wall chaff unit Being available on the coast.

Like Pangea, Your Units Sports Recuperation to Heal afflictions, Fast Map move, A MR of At least 13 to Reist enemy magic, plus many of your commanders and Ichtysatyrs have Stealth to hid the movements of smaller armies and to raid.

Commanders

Img Unit Name —-SpecialAttributes—- Comments
Ichtysatyr Scout
Ichtysatyr Scout
Gold 20
5
1
Stealthy(40)
Amphibious
Recuperation
Your usual Amphibious scout. Their Movement will significantly slow down on land with a lack of Terrain Survival.
Ichtysatyr Commander
Ichtysatyr Commander
Gold 40
9
1
+Coast Fort Rec
Stealthy(40)
Amphibious
Recuperation
Your 40Ld Troop shuffler and Small time Stealthy Raider.
Ichtycentaur Commander
Ichtycentaur Commander
Gold 90
9
1
+Coast Fort Rec
Amphibious
Recuperation
An 80Ld Leader. They can move very far with other Ichtycentaurs to protect your territory and jump ontop of raiders.
Siren
Siren
Gold 130
1
2
+Coast Fort Rec
50 GoldGold Cheaper when Lure of the Deep is active.
water 22(underwater) air 11water 11(On Land) 9
Stealthy(65)
Chaos Recruitment(10)
Amphibious
Recuperation
awe(+3)
Lure of the Deep(50%)
female
flying(land only)
Your cheapest Mage, especially in your High Turmoil Coastal forts.
They are very mobile on land.
Like any Water, they are Strong in Water fights if spammed.
Their Special seduction operates more like a safer instant assassination to use on commanders that get too close to water. (Helpful to take the coast and thrones)
If you can get Storm up, They can be surprised lighting casters.
Aphroi Hierophant
Aphroi Hierophant
Gold 135
1
2
holy 11random1100% 7
Sacred
Stealthy(40)
Amphibious
Inspirational(1)
Recuperation
A Sacred Mage that can lead Sacred expansions and Stealthy raiders.
Having a Point of Nature and Water magic is good as there are many good spells that require a gem that will clearout hard Indies.
Aphroi Lord
Aphroi Lord
Gold 145
17
1
Capital Only
Sacred
Amphibious
Inspirational(1)
Recuperation
A sacred Ichtycentaur Commander with Inspirational. Big army leader and a counter to strategies that prey on your troops' low morale.
Haliade
Gold 325
1
2
water 22nature 22holy 22random1100%+10% 15
Sacred
Awe(3)
Aquatic
Supply Bonus(20)
Recuperation
Weaker but comes out of forts faster than Capricorn, and are Lv2 priest. They can't leave the water without items, But making them will produce faster Research and a better Fort turns economy than Capricorns at a increased buying cost.
Capricorn
Capricorn
Gold 360
1
4
+Coast Fort Rec
water 22nature 44(underwater)earth 11water 11nature 44(land) random1100%+10% 19
Resist Poison(7)
chaos recruitment(15)
Water Breathing(50)
Animal Awe(3)
Supply Bonus(40)
beastmaster(2)
Pangea Pans, but Water instead of Blood.
Still One of the strongest Nature mages, but at an increased price (discounted in Terumoil)
Unlike the Pan of the EA, yours can cast Foul Vapors out of the box.
Also, If Pangea is not in the game, He can Easily cast Mother Oak.
They can also lead a lot of Land indies into your Underwater wars. (pay attention to if they have Iron gear)
When They cast Transformation, they gain a +1 to path as removing the -1 to eath or water inherent to the chassis in addition to the chances to gain path a path when casting the spell, which is also a useful spell to remove High upkeep.

Troops

Img Unit Name —-SpecialAttributes—- Comments
Ichtysatyr
Ichtysatyr
Gold 9
2
6
Stealthy(40)(Underwater only)
Amphibious
Recuperation
undisciplined
Your easest massive chaff.
A pointless of resources can mean the difference between 1-2 extra troops from a fort.
Can be used to raid if they last to mid-game.
Beware that they have the lowerest Ichtysatyr moral.
Ichtysatyr
Ichtysatyr
Gold 9
3
6
+Coast Fort Rec
Stealthy(40)
Amphibious
Recuperation
undisciplined
ichtysatyr with a shield means chaff that with some Prot so they don't die as much to Landdweller arrows.
They have better prot but still have a not great Mor of 9.
Ichtysatyr Warrior
Ichtysatyr Warrior
Gold 10
7
10
+Coast Fort Rec
Amphibious
Recuperation
Your heaviest land troop (less than indie Light infantry and no helmets).
The higher Prot does stack with Cappacorns Earth buffs and Your armour won't rust, unlike the land dwellers that don't use bronze.
Ichtycentaur
Ichtycentaur
Gold 30
8
17
Amphibious
Recuperation
The Light cavalry of Oceania.
Fast but Light armor and have only a single Lance attack.
Still Strong rear attackers and monster killers as those lances inflict a lot of Damage if that first attack hits.
Ichtytaur
Ichtytaur
Gold 40
5
12
berserker(+3)
Amphibious
Recuperation
Trample(Land Form)
Glass cannon with it Relying on and expecting to use its big HP to survive hits and go berzerk.
Don't inflict as much damage as its land counterpart, but Still tramples over humans when on land and uses a spear to bypass an enemy prot in addition to their high strength, while also having no penalties when used underwater.
Aphroi
Aphroi
Gold 55
15
30
Capital Only
Sacred
Amphibious
Recuperation
poison barbs
Sacred Ichtycentaur with slightly better stats and heavier body armor(No hat).
They will poison any enemy that hits it with a weapon of 1 or less length.
Are very expensive for what they are and Need a strong bless to use.

Magic

National spells

Grow Fortress Alteration 0 nature 44 35naturegem. For Nature gems, a Capricorn Can instantly make Forts in any Forest or non-deep or a deep Sea Kelp forest Provence. Very useful on bunkering important provinces and collecting resources (High gold, Rare indie Mages, and Troops.). For EA, it's more important as they are better than your normal bramble fort as they grant 2 Commander Recruitment points instead of 1.

Magic Access

Capricorns Are the primary magic of your faction. You can do most things with nature 44. Has strong Access to Water (while underwater) and Randoming into earth 22 (while on land) gives all the tools you need (can summon Troll King for earth 44 thug).

Nature is useful for additional access, Air is hard too climbed, but you only need some Fairy Queens for battle magic. Death is climbable with a Troll Shaman and booster up to Lamia Queen for better Death and blood.

Magic Items

Can Water, Air, Earth, and Nature can make many great Thug items and boosters, like Boots of Quickness

remember to remove Earth Boots on Capricorns, before they return to the water, else you will Destroy them.

Combat Magic

Generally, your magic goal in combat should be to minimize troop attrition while bringing hell on the opponent.

All of the Capricorn magic randoms can be useful.
Nature randoms: Use for high level or gem intensive nature spells.
Earth randoms: Can be used to thug, or Earth boost while on land via Summon Earthpower and cast Earth magic like Shatter or Maws of the Earth.
Water randoms: Can be used to thug and Use for high level or gem intensive Water spells. Can cast Contact Naiad and Naiad Warriors
Air randoms: Can be used to thug, can cast Freezing Mist and Healing Mists

Troop Buffs: Wooden Warriors, Army of Giants, Mass Protection, Fog Warriors, Gaia's Blessing, Wave Warriors

Chaff Summoning: Swarm, Creeping Doom, School of Sharks, Summon Water Elemental

Battlefield Globals: Foul Vapors, Howl, Relief, Shark Attack

Area Fatigue or Immobilization: Syllable of Sleep, Storm of Thorns, Wild Growth, Freezing Mist

Armor Destroying: Rust Mist, Destruction, Iron Bane.

Single Target Elimination: Curse of the Frog Prince, Charm, Bone Melter

Thug/SC Self Buffs: Earth random: Ironskin, Temper Flesh, Strength of Gaia, Summon Earthpower. Water random: Liquid Body, Quicken Self. Air random: Charge Body, Flight, Mirror Image.

Ritual Magic

Being an Offshoot of Pan, Your are a contender of the strong nature Enchantments assuming Pangea is also not there. Mother Oak, Gift of Health, Enchanted Forests.

Capricorns also have other utility spells like Faery Trod for army fast travel, Beckoning and Wild Hunt for raiding armies.

Voice of Tiamat will find all the elemental gems in the water. Scying Pool grants greater insight into army movements and composition.

Capricorns do have a strong affinity with Transformation with always gives an additional path. For 8naturegem Nature Gems, you can get rid of severe upkeep on a Capricorns and get an additional path out of it.

Troops are ok but your want to replace them. Naiad Warriors Are a-ok holding lines with them being medium armed troops with high awe.

Awaken Vine Men, Awaken Algae Men and Awaken Vine Ogres are a go-to for Nature nation spam troops. Clayman with their better melee stats and regen is also situationally viable despite costing more gems.

If you need Ranged attacks, Summon Yetis give Yetis glass cannon raining a lot of high strength rocks.

For magic variety, Faerie Court gives air 33, Troll Shamans give Death and Troll King let you climp Earth earth 44 with Earth Boots.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls, and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure.

Mid Game

FIXME What is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

Vengeful Water to protect your lands.

Will need to create your Endgame own a with your pretender.

Strategy Guides

FIXME Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides.

oceania-ea.txt · Last modified: 2021/04/08 16:52 by joste