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. – Dominions 5 Manual
The process of modernization begun during the Middle Ages has borne fruit in the New Era of Pangaea. The centaurs have totally eclipsed the Panii as the ruling class of halfmen, learning the arts and crafts of men to bring new knowledge of metalworking and writing to the ancient woods. Pangaean armies are now dominated by satyrs, centaurs and minotaurs clad in steel, marching in disciplined formations without the violent revelry of ages past. Yet, much has been lost. The Sacred Groves are withering, the Panii's influence is dwindling and, most distressingly, they can no longer make human females go wild with lust using their intense pan flute licks. The Panii still go to war alongside their halfman brethren, but the days of the wild will soon be over for good.
In the Late Age Pangaea changes significantly from its earlier iterations of the Early and Middle Age. Gone are the White Centaurs as the centerpiece of the Pangaean army. Gone is access to the Nature/Water crosspath, closing the door to powerful spells like Foul Vapors and Mossbody. Gone is also the access to Blood.
Instead the Centaur Sages have transformed Late Age Pangaea into an Astral nation with a sprinkle of Air magic to complement the Earth and Nature magic of the Panii. The untamed berserking White Centaurs have been replaced with well-drilled and awe-inspiring Dryad Hoplites, and several high Protection units have found their way into the roster like the Centaur Cataphract and Grove Guard.
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Likes Forests Recovers from Injuries Satyrs & Dryads (Size 2) Base 1 PROT +2-4 HP vs Humans +2-3 MR vs. Humans +2 DEF & CS vs. Humans +1 STR vs. Humans -1 MOR vs. Humans Beautiful Women Harpies (Size 2) -3 HP vs. Humans Weak Fighters, Excellent Flyers Stealthy Centaurs (Size 3) Like Knights, Weapon-wise Base 3 PROT +8-10 HP vs. Humans Minotaurs (Size 3) Base 4 PROT +13 HP vs. Humans High Strength, Low Skill Prefer to Trample the small | Rowdy stealthy mobs Keen crossbows Centaur cataphracts Minotaur infantry (and some Berserkers) Satyr hoplites (4/square) Sacred dryad hoplites Resilient Mages Seducers | 3 (rare 4) 2 (rare 3) 1 1 (uncommon) 1 (uncommon) 1 (rare) 1 (rare) Heroes (one each): 22 133 (turn 5) | 1 Priests 2 Heroes | Castles (Primitive Forts) Temples cost 200 |
"Rare" is 2.5%, on a Mage that requires 4 Commander Points to recruit. "Uncommon" is 25%, on a Mage that requires 2 Commander Points each.
Grove of Gaia
Enables recruitment of
Dryad Hoplite
Produces 13 per turn
Continuing where MA Pangaea left off, LA Pangaea places an even greater emphasis on durable troops supported by a very capable mage corps. Their troops compete with the best of the age: the Satyr Hoplite is well-protected and benefits from better-than-human stats, while the Centaur Cataphract is very affordable for the quality of heavy cavalry. The new Dryad Hoplite sacred is an interesting change of pace from the formidable White Centaur, switching from light cavalry to high defense infantry with awe.
The new and improved Pangaean mage corps now boasts a strong research mage in the Centaur Sage, who also brings durable communions and air magic to the battlefield. The Panii remain powerful earth and nature casters and the dryads' seductive powers are as oppressive as ever, if not more so due to their reduced cost. These provide strong options for midgame magic, though the chance for the crosspath is no longer available and sorely missed.
Sprite | Unit Name | Special Attributes | Description |
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Black Harpy 25 1 1 | Stealthy (65) Flying Forest Survival Recuperation Female | A very mobile scout. Unfortunately no longer recruitable in all forests. | |
Satyr Commander 40 24 1 | Stealthy (40) Forest Survival Recuperation | Stealthy 40 leadership commander. | |
Minotaur Commander 70 38 1 | Trample Forest Survival Recuperation | 60 leadership commander and size 3 trampler. | |
Cataphract Commander 85 35 1 | Forest Survival Recuperation | 80 leadership commander for formations. | |
Keeper of Traditions 155 38 1 | 1 Sacred Berserker (+3) Trample Forest Survival Recuperation | Horrifically expensive for a minor priest, but comes with a fairly beefy chassis and high protection. Still has the cheapest upkeep for an 80 leadership commander. Can bless himself and hit things if needed. | |
Centaur Sage 90 1 2 | 11100% 11 Adept Researcher (+2) Forest Survival Recuperation | Compared with the Centaur Hierophant/Centauride Hierophantide of old, the Centaur Sage can't hold a bless but is a gold-efficient researcher, communion mage and remains a decent light thug chassis. Can support more masters as a communion slave due to its relatively large hitpoint pool. The astral magic adds Body Ethereal and Luck to Pangaea's suite of buffs, and the air magic access is welcome path diversity. | |
Dryad 160 1 2 | 11 7 Sacred Stealthy (65) Awe (4) Supply bonus (10) Seduction (Morale vs 9) Forest Survival Recuperation Female | Seducer/assassin. Fewer magic paths than in earlier ages but also cheaper. Notably lacking the chance for the crosspath, so LA Pangaea cannot natively cast Foul Vapors or fluff with Mossbody. | |
Pan 255 1 4 | 23010% 15 Resist Poison (5) Animal Awe (2) Beastmaster (+1) Stealthy (40) Supply bonus (30) Forest Survival Recuperation | LA Pangaea's centerpiece caster for big earth and nature spells. The Pan is an excellent caster chassis: it has enough hitpoints to survive some punishment and is able to sneakily reinforce armies using its stealth. The LA version is less expensive but also weaker than its earlier incarnations, lacking the random 3 or 4. They are still capable of strong battlefield magic, but big rituals may be a bit out of reach for the weakened Panii. |
Sprite | Unit Name | Special Attributes | Description |
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Harpy 7 1 3 | Stealthy (40) Flying Forest Survival Recuperation Female | Cheap flying chaff that can patrol or harass backlines. The Stymphalian Bird is better suited for the latter role due to improved equipment, but neither will scratch even moderately well-protected troops. | |
Stymphalian Bird 8 11 3 | Flying Forest Survival Recuperation Female |
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Satyr Sneak 9 3 6 | Stealthy (60) Cause Unrest (+0.5/month) Undisciplined Forest Survival Recuperation | Undisciplined stealthy chaff. Can run stealth raids if in sufficient numbers and led by a stealthy commander. The Satyr Sneak has neither javelin nor buckler but has additional utility as a way to cause unrest in enemy lands. | |
Satyr (javelin) 9 4 6 | Stealthy (40) Undisciplined Forest Survival Recuperation |
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Satyr (buckler) 9 4 6 |
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Satyr Sniper 12 24 19 | Forest Survival Recuperation | High-precision crossbow with medium-heavy armor. | |
Satyr Hoplite 14 25 24 | Formation Fighter (2) Forest Survival Recuperation | Medium-heavy formation fighter infantry. Has generally higher stats than human hoplites, particularly defence skill, magic resistance and map move, but is significantly more recruitment point-intensive. Compare with LA Arcoscephale's Hoplite and LA Erytheia's Erytheian Hoplite. | |
Dryad Hoplite 30 21 12 Capital Only | Sacred Awe (2) Formation Fighter (2) Forest Survival Recuperation | Dryad Hoplites have less protection and damage than the Satyr Hoplites, but their Awe ability and very high defense skill make them a good deal more robust (especially against low-morale opponents). | |
Centauride Crossbow 30 34 17 | Forest Survival Recuperation | A Centaur Cataphract with lower protection, no helmet, a slightly higher damage melee attack, and a crossbow. | |
Centaur Cataphract 35 35 21 | Forest Survival Recuperation | Centaur Cataphracts are unusual heavy cavalry. They are more heavily armored than most cavalry at 20 protection and are relatively inexpensive compared with their peers; however, their damage output is somewhat low with only a light lance and hoof attack. They have more hitpoints than human cavalry but miss out on the +3 defense and reduced harassment from being a mounted unit. For comparison, see LA Arcoscephale's Agema Companion, LA Ragha's Savaran Guard, and LA T'ien Ch'i's Barbarian Heavy Horseman. |
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Minotaur Soldier 40 31 12 | Trample Forest Survival Recuperation | Medium/heavy infantry with a high-damage battleaxe, but will trample instead if facing size 2 or lower units. Expensive for a size 3 unit with very mediocre melee skills, but the trample can be useful if they are properly fluffed and their battleaxes do a lot of damage. | |
Grove Guard 50 38 18 | Berserker (+3) Trample Forest Survival Recuperation |
LA Pangaea's only 2s are its multihero White Minotaurs. The hero lineup can also provide some blood magic if the Black Bull shows up, but is otherwise unremarkable.
Sprite | Unit Name | Special Attributes | Comments |
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White Minotaur Multihero | 2 Sacred Berserker (+5) Trample Forest Survival Recuperation | The highest level of holy magic available to LA Pangaea and an 80 leadership commander. | |
Taurotyrannos - Black Bull Minimum hero arrival turn: 5 | 133 19 Poison Resistance (5) Stealthy (40) Berserker (+7) Supply Bonus (30) Forest Survival Recuperation | A strong mage that gives LA Pangaea access to blood magic with the earth and nature crosspaths. | |
Arcopythera - Harpy Queen | 22 13 Stealthy (40) Supply Bonus (20) Flying Mountain Survival Forest Survival Recuperation Female Summons 1×Harpy/month | Somewhat redundant in LA Pangaea due to the centaurs' newfound access to air magic in communions. | |
Rams Head - White Satyr | Sacred Stealthy (40) Awe (1) Berserker (+3) Inspirational (1) Forest Survival Recuperation | 120 leadership inspirational commander. |
Aside from the Pan's moderate access to earth and nature, air and water magic can be brought into communions courtesy of the Centaur Sage. Their crosspath also makes it possible for Pangaea to artificially raise magic levels using the Crystal Matrix.
For rituals, LA Pangaea has access to the following paths:
Elemental
Sorceries
Combat
All of the Pangaea line's 'Tune' spells have no listed range, meaning they can only be cast at point-blank. They are thus very difficult to use without getting the caster killed, despite the large area-of-effect. Of these, the Tune of Growth provides perhaps the most useful effect for a mage that is casting on the front line.
Ritual
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, link 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.
Aside from the lack of 11 for Mossbody and Foul Vapors, LA Pangaea's biggest departure from its previous iterations is its lack of 4, making Mother Oak just out of reach without remarkable luck on a 10% random or (more likely) a 45 Empowerment. Fortunately your Mages are all rather hardy and long-lived, making such investments in them a lot safer than those in humans.
There's also Communions, of course; Blood has been lost, but you now have a supply of 1's, so you can now build up to buffing spells like Battle Fortune or point-buff blocks of Dryad Hoplites with Body Ethereal. Alternatively you can assemble batteries of Soul Slay or Enslave Mind casters if you tune your ratio of slaves-to-masters properly, or bring one caster up to Light of the Northern Star and have a larger force of Mind Burn users. You also have 11's and 11's, so you can forge a Crystal Matrix and boost your Panii; the Panii can support the Slaves with Summon Earthpower's Reinvigoration, at least.
Communions with LA Pangaea have some complications, though. For starters, while your 1's are on the cheaper end by Late-Age standards, you're still matched or outmatched by quite a few (Ulm, Patala, Gath, R'lyeh, and Erytheia), and all of those except for R'lyeh will outdo you in Mage production due to having 3-CP Citadels. This makes Magic Duel a legitimate concern for you, especially if they add to their starting Pearl income. On top of that, each of your 1's has a random path (either 1, 1, 1, or 1); this is great when you can account for the mismatching, but it results in your mismatched Communion Slaves gaining a lot of Fatigue when non-Astral spells are used, typically off-script.
Without Communions, your Panii can still cast wondrous buffs for your tougher troops (such as Haste, Mass Regeneration, Strength of Giants, Legions of Steel, Marble Warriors, and Gaia's Blessing), and strong offensive spells for harrying foes (such as Charm, Wild Growth, Poison Cloud, and Polymorph).
If you need higher Earth, Empowerment is cheaper than summoning a Troll King's Court (45 vs. 55), but you might want to try that anyway since your Panii are slow to recruit. If you want reliable 1 with a chance of 2, summon a Forest Troll Tribe for 37; just don't count on getting that extra level of Death.
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.
Add links to guides or other overviews for this nation here.
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 |