User Tools

Site Tools


oceania-ma

MA Oceania, Mermidons

Lore

Everything on land has a correspondence underwater. 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 was pushed back by the Atlatinans until the Illithad Meteor destroyed their city. In the intermediate peace, the half-men discovered how to work bronze as the land dwellers had done in the past.

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. 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 have the ability to 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 now lowers order by 1 instead of 2 compared EA. This allows you to still make your high recruitment cost troops underwater and make your mages with are cheaper in turmoil on the coast.

Oceania is one of the few nations that only get additions to their roster instead of regression with the passing of the age. Adding new units with Bronze armour and big damage Tritons while keeping the EA mages.

Productivity scales Scales can be recommended to produce the new units to compete with the land dwellers' Iron.

National Features

FIXME

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

Capital Special Sites

FIXME add the site pics

The Grove of Aphros
Generates 2watergem3naturegem per turn.
Enables recruitment of:

Aphroi Lord

Aphroi

Units

Commanders

FIXME intro

Img Unit Name —-SpecialAttributes—- Comments
Ichtysatyr Scout
Ichtysatyr Scout
Gold 20
5
1
Stealthy(40)
Amphibious
Recuperation
Your usual Amphibious scout. Movement will seignifecenly slow donw on land with lack of Terrain Survival.
Ichtysatyr Commander
Ichtysatyr Commander
Gold 40
9
1
Stealthy(40)
Amphibious
Recuperation
Your 40Ld Troop shuffler and Small time Stealthy Raider.
Ichtycentaur Commander
Ichtycentaur Commander
Gold 90
28
1
+Coast Rec
Amphibious
Recuperation
A 80Ld Leader.
Siren
Siren
Gold 130
1
2
+Coast 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
Lure of the Deep(50%)
female
flying(land only)
Your cheapest Mage, especaly in your High Turmoil Coastal forts.
They are very mobile on land.
Like any Water, they are Strong in Water fights if spamed.
Thier Spelal suduction operates more like a safer instant assanation for commanders that are too close to water. (Helpfull to take the coast and thrones)
If you can get Storm up, They can be suprise 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 exspancions and Steathy raiders.
Having a Point of Nature and Water magic As thier are many good spell to clear hard Indies that require a gem.
They can move very fare with other Ichtycentaurs to protect your territory and jump ontop of raiders.
Aphroi Lord
Aphroi Lord
Gold 145
17
1
Capital Only
Amphibious
Inspirational(1)
Recuperation
A sacred Ichtycentaur Commander with Inperational.
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 then Capricorn, and are Lv2 priest.
They can leave the water without items, But your forts will produce more Reaserch and Mage turns then Capricorns.
Capricorn
Capricorn
Gold 360
1
4
+Coast Fort Rec
water 22nature 44(underwater)earth 11water 11nature 44(land) random1100%+10% 19
Stealthy(40)
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 the box.
Also, If Pangea is not in the game, He can Easly 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

FIXME intro

Img Unit Name —-SpecialAttributes—- Comments
Ichtysatyr
Ichtysatyr
Gold 9
2
6
Stealthy(40)
Amphibious
Recuperation
undisciplined
Your easest massable chaff.
A point less of recoreces can mean the diffence beteen 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 bet still not great Mor of 9.
Ichtysatyr Warrior
Ichtysatyr Warrior
Gold 10
7
14
Coast Fort Rec Only
Amphibious
Recuperation
The same unit but with different names
They Strike an early game balance of numbers and armour.
By late game, you can replace your bronze unit with these guys As Earth magic will provide them with Defence while Reducing their overall fatigue.
Ichtysatyr Soldier
Ichtysatyr Soldier
Gold 10
7
14
Ichtysatyr Soldier
Ichtysatyr Soldier
Gold 10
17
14
Amphibious
Recuperation
High body protection from its bronze Cuirass.
Can Replace Turtle shell armour if Reasources are greater then recrutment points.
Mermidon
Mermidon
Gold 15
28
26
Amphibious
Recuperation
Formation Fighter(2)
Your heavyest armoured Ichtysatyr, Bosting full bronze Hoplite armour and A high damage Trident.
They would requrie High Productivity scales scails to mass produce.
They Can mow through most infenty during the early to middle game, as squairs with 4 trident attacks that are easy point buff.
They fall of midde-late game when magic start wiping tightly packt squades and when the enmy starts exploiting thier High Encomprence of 9.
Ichtycentaur
Ichtycentaur
Gold 30
8
17
Amphibious
Recuperation
The Light cavalry of Oceania.
Fast but Light amrour and have only a singe Lance attack.
Still Strong rear attackers and monster killers as that lances inflicts a lot of Damage if that first attacks hits.
Ichtycentaur Cataphract
Ichtycentaur Cataphract
Gold 35
27
22
Amphibious
Recuperation
Ichtycentaur for a supstained rear attack.
lack the charge bonuse of other Ichtycentaur, but has better prot and a trident to infilct more damge over a longer engagment time.
Ichtytaur
Ichtytaur
Gold 40
5
12
berserker(2)
Amphibious
Recuperation
Trample(Land Form)
Glasscannon with it Reling and expecting to use its big HP to survive hits and go bezerk.
Don't infict as much damage as its land counterpart, but Still tramples over humans and uses a spear to bybass alot of enemy prot, while also having no pelaty underwater.
Ichtytaur Warrior
Ichtytaur Warrior
Gold 50
16
18
berserker(2)
Amphibious
Recuperation
Trample(Land Form)
Pay more to give a Ichtytaur so its less likly to die from body attacks from the normal infantrymen its trampling over.
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.).

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 compistion.

Capricorns do have a strong affinity with Transformation with always seemingly getting an additional path during testing. For 8 Nature Gems, you can get rid of sever 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

Strategy Guides

oceania-ma.txt · Last modified: 2021/10/24 04:40 by wigglefig