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 Atlantians until the Illithid 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.
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.
Scales can be recommended to produce the new units to compete with the land dwellers' Iron.
Race | Military | Magic Access | Priests | Buildings |
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Mer-Halfmen Superior magic resistance Amphibious Recuperation | Primitive & Bronze equipment Few Stealthy Units Halfmen in bronze Armor. | 4 (Rare 5) 3 (Rare 4) 2 (Rare 3) 1 (Rare 2) | (2 underwater only) temple cost 200 | Bramble Forts Can build Underwater Forts Forts can be summoned with nature magic +1 in costal provinces +1 in other provinces |
add the site pics
The Grove of Aphros |
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Generates 23 per turn. Enables recruitment of: Aphroi Lord Aphroi |
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Img | Unit Name | —-SpecialAttributes—- | Comments |
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Ichtysatyr Scout Ichtysatyr Scout 20 5 1 | Stealthy(40) Amphibious Recuperation | Your usual Amphibious scout. Movement will slow down on land with lack of Terrain Survival. | |
Ichtysatyr Commander Ichtysatyr Commander 40 9 1 | Stealthy(40) Amphibious Recuperation | Your 40Ld Troop shuffler and Small time Stealthy Raider. | |
Ichtycentaur Commander Ichtycentaur Commander 90 28 1 +Coast Rec | Amphibious Recuperation | A 80Ld Leader. | |
Siren Siren 130 1 2 +Coast Rec 50 Gold Cheaper when Lure of the Deep is active. | 2(underwater) 11(On Land) 9 Stealthy(65) Chaos Recruitment(10) Amphibious Recuperation awe 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 surprise lighting casters. |
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Aphroi Hierophant Aphroi Hierophant 135 1 2 | 11100% 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 far with other Ichtycentaurs to protect your territory and jump on top of raiders. |
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Aphroi Lord Aphroi Lord 145 17 1 Capital Only | Sacred Amphibious Inspirational(1) Recuperation | A sacred Ichtycentaur Commander with Inspirational. | |
Haliade 325 1 2 | 2221100% 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't leave the water without items (Shambler Skin Armor), But your forts will produce more Research and Mage turns then Capricorns. |
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Capricorn Capricorn 355 7 4 +Coast Fort Rec | 24(underwater)114(land) 1100% 10% 19 Stealthy(40) Resist Poison(7) chaos recruitment(15) Water Breathing(50) Animal Awe(3) Supply Bonus(40) beastmaster(2) | Pangaea Pans, but Water instead of Blood. Still One of the strongest Nature mages, but at an increased price (discounted in Turmoil). Unlike the Pan of the EA, yours can cast Foul Vapors out the box. Also, If Pangaea 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 earth 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. |
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Img | Unit Name | —-SpecialAttributes—- | Comments |
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Ichtysatyr Ichtysatyr 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 . |
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Ichtysatyr Ichtysatyr 9 3 6 +Coast Fort Rec | Stealthy(40) Amphibious Recuperation undisciplined | ichtysatyr with a shield means chaff that with some protection so they don't die as much to arrowfire. They have better but still not great morale of 9. |
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Ichtysatyr Warrior Ichtysatyr Warrior 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. |
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Ichtysatyr Soldier Ichtysatyr Soldier 10 7 14 |
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Ichtysatyr Soldier Ichtysatyr Soldier 10 17 14 | Amphibious Recuperation | High body protection from its bronze Cuirass. Can Replace Turtle shell armour if resources are greater then recrutment points. |
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Mermidon Mermidon 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 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 enemy starts exploiting their high encumbrance of 9. |
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Ichtycentaur Ichtycentaur 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. |
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Ichtycentaur Cataphract Ichtycentaur Cataphract 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. |
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Ichtytaur Ichtytaur 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. |
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Ichtytaur Warrior Ichtytaur Warrior 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 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. |
Grow Fortress Alteration 0 4 35. 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.).
Capricorns Are the primary magic of your faction. You can do most things with 4. Has strong Access to Water (while underwater) and Randoming into 2 (while on land) gives all the tools you need (can summon Troll King for 4 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.
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.
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.
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 3, Troll Shamans give Death and Troll King let you climp Earth 4 with Earth Boots.
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
* Dominions 5 Nation Guide: MA Oceania(the new units, MA context, more on Sirens and thugging) by Perun
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |