Pangaea is a nation of wild half-men of Greek myth, as they could have developed if exposed to a vast and technologically superior humanity: Iron or skin. Adapt or die. As in most cultures exposed to so-called civilization, some inhabitants cling to traditions, or current perceptions of them; while others adapt to the circumstances, with loss or gain in influence. The loss of ancient magic and traditions over the ages is quite apparent in this nation, but in the late era the centaurs have found new paths of magic, giving hope to the nation. – Illwinter
Pangaea is one of the few nations to have been present in Dominions since the original Dominions: Priests, Prophets and Pretenders game. It has always been a very thematic and interesting nation to play. To this day, EA and MA Pangaea (which are the logical successors of the original) have preserved the original nations flavor and are normally played in a similar way.
Race | Military | Magic Access | Priests | Buildings |
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Halfmen Superior MR Forest Survival Recuperation | Stealthy Fast movement Forest Recruits Excellent light cavalry Poor leaders Cheap and effective stealthy thugs Dryad seducers/assassins | 4 (rare 5) 2 (rare 3) 2 (rare 3) 2 (rare 3) Heroes: 2, 2 Communions Reverse communions | 2 in all Forts Blood Sacrifice | Palisades 900 Forts 250 Labs in Forests 200 Temples in Forests Ritual 2 CP Forts in Forests for 35 |
The Grove of Gaia
Enables recruitment of
White Centaur
Produces 6 per turn
Early Pangaea lives off forests as many important commanders and units can be recruited in forests without a fort. Also, their only way to obtain a fort with 2 commander points is summoning it using the national spell Grow Fortress
Sprite | Unit Name | Special Attributes | Comments |
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Black Harpy 25 1 1 +Forest Rec | Stealthy (60) Flying Forest Survival Recuperation Female | Being able to recruit super mobile scouts in every forest is incredible valuable, especially in the scout-deficient Early Ages. | |
Satyr Commander 40 5 1 | Stealthy (40) Forest Survival Recuperation | 40 leadership stealthy commander. Able to lead stealth raids with EA Pangaea's other stealthy units. Rather strangely, EA Pangaea cannot recruit this stealthy commander in unforted forest provinces, while MA Pangaea can. |
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Minotaur Lord 70 10 1 +Forest Rec | Berserker (+5) Trample Forest Survival Recuperation | 60 leadership commander. Somewhat redundant as it does not enable formations and Pangaea's mages are perfectly capable of acting as leaders. | |
Centaur Hierophant 120 4 2 +Forest Rec | 11100% 7 Sacred Stealthy (40) Inspirational (+1) Forest Survival Recuperation | At 120 for base 7 RP, the Centaur(ide) Hierophant(ide) does not make a particularly efficient researcher. However, it is a competent minor priest for leading sacred parties and can act as a good thug (particularly the earth varieties) that can sneak away after battles. There is essentially no difference between the male and female versions, except that Centaurides can random water. | |
Centauride Hierophantide 120 3 2 +Forest Rec | 11100% 7 Sacred Stealthy (40) Inspirational (+1) Forest Survival Recuperation Female |
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Dryad 185 1 2 | 112 9 Sacred Seduction (Morale vs 9) Stealthy (65) Supply bonus (10) Awe (4) Forest Survival Recuperation Beastmaster (1) Female | A mainstay of the nation, Dryads make Pangaean forts a nightmare to crack as long as there is a friendly province for Dryads to sneak away to with their potential paramours. This is because their seduction ability effectively allows them to act as assassins; a few casts of Swarm is enough to kill most unprepared commanders. Furthermore, Dryads provide access to the dreaded Physmoss combo, extremely powerful both in armies and when operating solo/in small groups. | |
Dryad Mother 305 1 2 | 1221100% 10% 13 Sacred Seduction (Morale vs 9) Stealthy (65) Supply bonus (20) Forest Survival Recuperation Awe (5) Beastmaster (2) Ivy Lord (1) Female | Dryad Mothers are not notably stronger than their ordinary Dryad counterparts, except that they are able to cast Foul Vapors without Thistle Mace. This is a very powerful ability, but it does come at a premium! | |
Pan 325 1 4 | 1411100% 10% 19 Resist Poison (7) Animal Awe (3) Beastmaster (+3) Stealthy (40) Supply bonus (40) Forest Survival Recuperation Summon in Turmoil (Maenad) | Panii are 80 leadership mages that pack major nature power; in fact, they are so powerful that they can cast Mother Oak with just a Thistle Mace, which in combination with capital gem income makes this global a natural pick for EA Pangaea. This also allows Panii to cast major nature combat spells (Relief, Mass Regeneration, Serpent's Blessing) on their own. Combined with their ability to stealth around, Panii are tremendously flexible mages that can pop up unpredictably wherever needed. They even generate chaff, provide access to minor blood, and act as a good (if expensive) thug chassis. Conversely, the fact that only 52% of them will have at least 2 makes them somewhat unreliable earth casters, at least compared to their later age incarnations. They are also very expensive nonsacred mages, resulting in exorbitant upkeep. |
Sprite | Unit Name | Special Attributes | Comments |
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Harpy 7 1 3 +Forest Rec | Stealthy (40) Flying Forest Survival Recuperation Female | Harpies are your most effective patrollers, siege units (they are the most cost-effective siege units Pangaea has) and can defend walls pretty well too. You can use them as raiders but it's not very effective because attrition will be high. | |
Satyr Sneak 9 3 6 +Forest Rec | Undisciplined Cause Unrest (+0.5) Stealthy (60) Forest Survival Recuperation | Almost naked undisciplined troops with no shield and low morale, what else can be said. However, Satyr Sneaks cause unrest, are recruitable in all forests and easily massable, so you can deploy sneaky economy-disrupting squads in the enemy territory, and the enemy will have only to guess what is causing all that unrest. Just don't use them in combat. | |
Satyr 9 4 6 +Forest Rec | Undisciplined Stealthy (40) Forest Survival Recuperation |
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Satyr Warrior 13 5 21 | Forest Survival Recuperation | Warriors are the disciplined version of Satyr with a shield and better stats, however, they still have very little armor, are not recruitable in forests, not stealthy, expensive and not massable because their recruitment point cost is high. So, if you really need heavy infantry, better find some indies. | |
Reveler 16 3 14 | Undisciplined Increase Unrest (+0.5) Stealthy (40) Berserker (+3) Forest Survival Recuperation | Revelers are upgraded Sneaks that cost almost twice more in both gold and recruitment points and are not recruitable in forests. For the increased cost you get slightly better stats, 3 more HP and 2 attacks with berserk. I find it hard to justify the cost, because if you need sneaky unrest creators, Sneaks are better and if you want raiders, Centaurs are better. I can see Revelers used successfully, but just think they are not cost-effective. |
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Centaur 25 4 12 +Forest Rec | Stealthy (40) Forest Survival Recuperation | Centaurs and Centaurides are the only archer units that Pangaea can mass. Both can be recruited in all forests and both are stealthy. Centaurs have 1 less precision but use longbows, so, they are better in almost all situations. While Centaurs may be very deadly in the battle, 25 gold is pretty expensive for an archer, and Pangaea doesn't have good shielded troops to use as frontline. Also, being naked, Centaurs will succumb to the enemy archer fire quickly. The best use I'm seeing for them is stealthy raiding in Order builds. |
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Centauride 25 3 12 +Forest Rec | Stealthy (40) Forest Survival Recuperation Female |
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Centauride Warrior 30 11 17 | Stealthy (40) Forest Survival Recuperation Female | Again, very similar units, and again, Centaur Warriors are clearly better than Centaurides because they have 4 more HP, a Helm and Berserker +3 instead of a Javelin and better Defense. They are 5 gold more expensive but the difference is easily worth it These are very good fast light cavalry units that should probably be the core of your army at all times if you're not going for bless strategy. Good for expansion, good for sneaky attacks, good for flanking in combat. Also, they are good units to mix in with White Centaurs to disrupt archer fire. In a large-scale battle Centaur Warriors will be better against smaller troops or units with higher defense. |
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Centaur Warrior 35 11 21 | Berserker (+3) Stealthy (40) Forest Survival Recuperation |
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Minotaur 40 8 6 +Forest Rec | Undisciplined Berserker (+4) Trample Forest Survival Recuperation | As size 3 trampling bersekers, minotaurs are not very effective against human infantry, as they tend to run deep into the enemy ranks, become surrounded and die quickly, and the trample damage they are doing is not very high. However, against size 3 and larger troops with relatively low defense (like giants) minotaurs will be quite deadly. For this purpose, Minotaur warriors are much better since they can be scripted and have better stats, mainly 1 more attack and 1 more berserk value. So, when berserked they will be hitting for 34 slashing damage with 15 attack, which is very impressive. Minotaurs are your go-to units to deal with giants and awake pretenders or thugs. |
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Minotaur Warrior 50 10 18 | Berserker (+5) Trample Forest Survival Recuperation |
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White Centaur 55 12 29 | Sacred Berserker (+3) Stealthy (40) Forest Survival Recuperation | White Centaurs are almost the same as Centaur Warriors except they are sacred, cost 20 more gold and have a Javelin (which is often a downside). But since Centaur Warriors are very good units, White Centaurs are even more so since you can additionally buff them with your bless. We'll discuss this more in the Strategy section but overall White Centaurs should either be the centerpiece of your strategy or you should neglect them and employ Centaur Warriors instead |
Sprite | Unit Name | Special Attributes | Comments |
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Karya and Petraios - Blessed Couple | 1132 15 11232 Sacred Resist Poison (5) Stealthy (65) Awe (4) Berserker (+4) Innate Spellcaster (1) Supply Bonus (30) Forest Survival Recuperation Beastmaster (2) Dying Shape: Karya - Grieving Dryad | This hero has two forms: the first one has 1132 and innate spellcaster meaning he (and she) can cast two spells per turn at 100% casting speed no matter the spell complexity. This means that they can cast, for example, Howl in 1 turn while normally it would take 2,5 turns to do. This is a very powerful ability which is rarely encountered on non-pretender units. If the first form (the Centaur) dies, the Dryad will start grieving and gain 2. This is nice but in my opinion is not worth killing the first form intentionally especially taking into account that it will be hard not to kill the second one as well. |
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Arcopythera - Harpy Queen | 22 13 Stealthy (40) Supply Bonus (20) Mountain Survival Forest Survival Recuperation Female Flying Summon Harpy each month. | Harpy Queen is a very good hero allowing you to break into Air and Search for air magic sites. She also passively summons several Harpy units each turn which is equivalent to about 30 gold on average since Harpies are almost always useful. | |
White Minotaur Multi-hero | 2 Sacred Berserker (+5) Inspirational Trample Forest Survival Recuperation | If you take Luck scale, you're likely to end up having many of these white minotaurs. They're good leaders and blessers, nothing exceptional, however. Worthy Heroes mod makes White Minotaur H3 meaning he becomes the best Pangaean priest and can claim thrones, cast Divine Blessing and Smite. This one change makes this hero much much better. |
This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.
List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells. Nation-defining national spells (e.g. Bind Jaguar Fiends for EA Mictlan or Scapegoats for LA Gath) can be highlighted like important commanders or units.
Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, consider linking to Not-Lola's Basic Magic Use Guide.
This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.
List and describe any unique national items or discounts in this section, discuss and compare with similar generic items. Also discuss generic items that are useful and accessible for the nation. These may include:
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.
EA Pangaea: Olli!s Stiletto Usage Tips
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 |