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pangaea-ma

MA Pangaea, Age of Bronze

Stub

Lore

From the Dominions 5 Manual:
"If you have walked in a forest with trees covered in ivy and stumbled across the carcass of a dead animal, partly covered by leaves and vines, your imagination might give life to the vines and the roots of the nearby plants. The carrion jerks and twitches as the roots gives life to the dead animal. It opens its jaws and lets out a silent hiss.

Asphodel is a nation of the vengeful wild. Panii and halfmen of Pangaea have revolted against their brethren and unleashed the powers of a dark and hungry god upon the living world. Vines and roots turn into slithering and growing entities strangling the living in their sleep and reanimating their corpses as marionettes of vines and bones. These marionettes are known as manikin.

The first carrion beasts appeared in one of my Ars Magica campaigns. There was a manikin in the bestiary that sparked my imagination and resulted in animal carcasses reanimated by vines. The concept has always been something I liked, and I suspect is has sneaked into other RPG campaigns of mine from time to time.

General Overview

Pangaea is a nation of halfmen, such as centaurs, satyrs and minotaurs.

National Features

FIXME its a copy currently from Asphodel

Race Military Magic Access Priests Buildings
Halfmen
superior magic resistance
Forest Survival
Recuperation
Primitive equipment
Stealthy Units
nature 44(Rare5)
earth 33(Rare4)
blood 22(Rare3)
water 11
Avrage Priests (holy 22)
Temples only 200 Gold in Forests
Bramble Forts
Forts can be summoned with nature magic
50% more expensive
Labs cost 250 in forests.
  • Mercenaries are 25% more expensive.

Capital Special Sites

Carrion Grove
Enables recruitment of Black Centaurs
Produce 6 per turn
Produce 1 per turn

Units

FIXME

Commanders

Sprite Unit Name Special Attributes Comments
Black Harpy
25
1
1
Can recruit in all forests
Stealthy (60)
Flying
Forest Survival
Recuperation
female
Black Harpies are probably the best recruitable scout in the game. They have a high stealth value, and flying combined with a high map move makes it very likely they will reach their intended destination in one turn, whether to scout or to transport gems. In most games you don't even need to rely on forts to recruit them, since they are available in every forest.
Satyr Commander
40
5
1
Stealthy (40)
Forest Survival
Recuperation
Minotaur Lord
70
37
1
Berserker (+4)
Trample
Forest Survival
Recuperation
Minotaur Lords are only good for commanding armies in the expansion phase. Be sure to set them to "Stay Behind Troops" or they will likely get themselves killed. Can be thug chasis later in the game.
Centaur Commander
75
32
1
Inspirational (-1)
Forest Survival
Recuperation
Centaur Hierophant
120
4
2
Can recruit in all forests
holy 11random1100% 7
Sacred
Stealthy (40)
Inspirational (+1)
Forest Survival
Recuperation
Centaur(ide) Hierophant(ide)s are not bad commanders for their cost. If you've built a temple and lab in a forest but don't yet have a fort, it can be worth it to recruit them as researchers. They have high precision and are good with ranged magic items.
Centauride Hierophantide
120
3
2
Can recruit in all forests
holy 11random1100% 7
Sacred
Stealthy (40)
Inspirational (+1)
Forest Survival
Recuperation
beastmaster (1)
Female
Dryad
220
1
2
nature 11holy 22random1100% 9
Sacred
seduction (Moral Vs 9)
Stealthy (65)
Supply bonus (10)
awe (4)
Forest Survival
Recuperation
Female
Pan
305
1
4
earth 22nature 33random1100%+10% 17
Resist Poison (5)
Animal Awe (2)
Beastmaster (+2)
Stealthy (40)
Supply bonus (30)
Forest Survival
Recuperation
Summon in Turmoil(Maenad)
The Pan is the workhorse of the nation (they are even named after them). They have the best magic paths and are given a slight chance to double their random, which can boost the nation into even higher levels of Nature, Earth, and Blood through items and summons. You'll want them to do everything but research - site searching, combat magic, rituals, leading troops, raiding, and later assassinations. Just having them sitting around Produce a lot of chaff to use.
Pandemoniac
305
1
4
Capital Only
nature 33blood 22random010% 15
Resist Poison (5)
Beastmaster (+1)
Stealthy (40)
Supply bonus (30)
Forest Survival
Recuperation
Summon in Turmoil(Maenad)
Desc

Recruited Troops

Sprite Unit Name Special Attributes Comments
Harpy
7
1
3
Can recruit in all forests
Stealthy (40)
Flying
Forest Survival
Recuperation
Female
Harpies are your only flying troop; they are cheap and easy to mass. Thus, these are your best units for siege defense, or for additional patrolling and sieging. In battle they can be used to harass the back line.
Satyr Sneak
9
3
6
Can recruit in all forests
Undisciplined
Increase Unrest (+0.5)
Stealthy (60)
Forest Survival
Recuperation
Satyrs are mainly front line troops that you can sneak past enemy lines.
Sneaks can be used to increase unrest in enemy territory, which might help complement a sabotage strategy.
the Satyr on the other hand has a javalin for a mass cheap range attack.
Satyr
9
4
6
Can recruit in all forests
Undisciplined
Stealthy (40)
Forest Survival
Recuperation
Satyr
9
4
int
Can recruit in all forests
Undisciplined
Stealthy (40)
Forest Survival
Recuperation
Reveler
16
3
14
Undisciplined
Berserker (+3)
Increase Unrest (+0.5)
Stealthy (40)
Forest Survival
Recuperation
Descpit
Satyr Hoplite
14
24
int
Formation Fighter (2)
Forest Survival
Recuperation
Descpit
Minotaur
40
8
6
Can recruit in all forests
Undisciplined
Berserker (+4)
Trample
Forest Survival
Recuperation
Minotaurs have a high damage attack that can punch through tougher opponents. Minotaurs also tend to get themselves killed by trampling too far afield. Undisciplined troops are better placed behind a line of disciplined ones, getting stuck there so that they can still receive buffs and not get too far ahead of the army.
Athough more expensive, War Minotaur can be scripted and have body armor.
War Minotaur
50
28
18
Berserker (+4)
Trample
Forest Survival
Recuperation
Centauride
25
3
12
Can recruit in all forests
Stealthy (40)
Forest Survival
Recuperation
Female
Naked Centaurs and Centaurides are the only archer units that pangaea can mass, which may be useful in certain circumstances. These are probably the most useful troops that can be recruited from forests without forts.
the choice between Centaurs and Centaurides is More range and damage or better Percition and Defence skill.
Centaur
25
4
12
Can recruit in all forests
Stealthy (40)
Forest Survival
Recuperation
Centauride Warrior
30
11
17
Stealthy (40)
Forest Survival
Recuperation
Female
Armored Centaurs and Centaurides are the best troops for expansion.
Centaurides use javelins and are better against lightly armored troops, like poking way at Baserker provines;
Centaurs berserk and are better at direct assaults.\\Centaur Cataphract Situatialy trade Beserker stats for to be a holding calvery, significant less killing but armour reduces how many die when hit.
White Centaurs Are one of the best units in game for thier price and will often be what takes your cap circle.
Centauride Cataphract
30
28
17
Forest Survival
Recuperation
Female
Centaur Warrior
35
11
21
Berserker (+2)
Stealthy (40)
Forest Survival
Recuperation
Centaur Cataphract
35
32
21
Forest Survival
Recuperation
White Centaur
55
12
21
Sacred
Berserker (+3)
Stealthy (40)
Forest Survival
Recuperation

Heroes

Sprite Unit Name Special_Attributes Comments
Taurotyrannos - Black Bull earth 11nature 33blood 33 19
resist poison (5)
Stealthy (40)
berserker (7)
Supply Bonus (30)
Forest Survival
Recuperation
Arcopythera - Harpy Queen air 22nature 22 13
Stealthy (40)
Supply Bonus (20)
mountain Survival
Forest Survival
Recuperation
female
flying
Summon Harpy each month.
White Minotaur
Multi-hero
holy 22 Sacred
Berserker (+5)
insperational
trample
Forest Survival
Recuperation
Rams Head - White Satyr
Multi-hero
Sacred
awe (1)
Berserker (+3)
inspirational(1)
Forest Survival
Recuperation

Magic

Magic Access

What magic path/mages definie your nation, what can you level, e.g. thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

The Panic Apostate can do everything Asphodel's other recruitable mages can do, except research efficiently. Though slow to recruit, they can be recruited in any fort with a lab and don't require a temple. These are what you want to use for rituals, site searching, and combat magic.

Apostates can normally get up to 4 paths in Nature, 3 in Death, 1 in Water, and 1 in Earth. They have a small chance due to their 10% random extra path to push each of these up by one, opening themselves up to further paths through boosting.

Lamia Queens can be summoned by a Nature random Apostate equipped with a Thistle Mace. These allow Asphodel to break into Blood magic. Similarly, Spectral Mages can be summoned by a Death random Apostate and can break Asphodel into Astral magic if there aren't other options to get it.

Air is a useful path for Asphodel because of the Fog Warriors spell. You should try to secure Crystal Sorceresses early on if you can, otherwise Faerie Court can get you an air mage somewhat late in the game. Air is also useful as a Death cross path, giving you Wailing Winds, Wind of Death, and Foul Air, so consider putting it on a pretender.

National Spells

Monster Boar Conjure 5, nature 33 10naturegem: an annoyance spell. forces the enemy to send forces to their money-making province to stop the unrest the boar is producing.

Grow Fortress: Alt 0, 35naturegem, nature 44. Only in Forests and non-deep Sea. Build a lab in a forest and make a new Bramble Fort. Should have plenty of Nature Gems to spam them and save gold.

Tune of Fear: Ench 0, nature 11. Inficts Fear on enemy.

Tune of Growth: Ench 0, nature 11. Inflict Entangle on an enemy.

Tune of Dancing Death: Ench 0, nature 11. Inflict a lot of Fatigue Damage

Awaken Hamadryad Enchantment 5, nature 44 25naturegem, (summon 1 Hamadryad) A immobile nature 33 mage. Sutuational as a defence implacment.

Combat Magic

Pans are masters of Nature magics (being at least nature 55), and cast a good amount of earth buffs. They can also power up further if they form blood Sabbaths.

Ritual Magic

If your Pangaea, Mother Oak should be a Garienty for you. Mothers are also good Spammer of Vine Men. Transformation can reduce the upkeep you pay on Pans (and may gain additional paths).

You have blood but not on the most cost-efficient hunters. They can summon Demons like Demon Knights. Crossbreeding is not as effective at making chaff as Vine Men giving how little effort it takes in comparison. Blood Fecundinty Can make provinces more profitable.

Magic Items

For thug gear, a Frost Brand and Kithaironic Lion Pelt is generally all you need to kit a Pan. Alternatively if you can get death magic, an Implementor Axe is useful if you want Fear instead of AoE damage, and a Shadow Brand, Vine Shield, and Boots of Quickness are all good options if you want to invest more gems.

To counter thugs and SCs, you have the Axe of Hate and Black Bow of Botulf.

Though expensive, Cornucopias can be a good investment for Midgame armies that constantly rely on nature gems.

Pan equipped with The Black Heart make excellent assassins, and can be a good investment in the mid to late game. Unfortunately, the Chest Wound affliction is tied to the item and is not healed through Recuperation.

Strategy

Early Game

(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

(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

(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)

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

pangaea-ma.txt · Last modified: 2020/11/26 00:32 by joste