Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as satyrs, centaurs and minotaurs serve the lords of the Sacred Groves deep in the forests. In ancient times, the woods covered much of the world, but that has changed. Man is no longer beast and animals are no longer wild. The world of the wild is disappearing. Centaurs have developed civilized societies and donned armor. The Panii, guardians of the Groves, have decided that it is time to act to preserve their dwindling habitat. – Nation Description
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's Dominions 5 Manual
Pangaea is a nation of centaurs, satyrs and minotaurs. Unlike their EA predecessors, MA Pangea isn't as reliant on the use of Forests and with four Sacred units, only one of which is a combat unit, they don't benefit as much from a heavy bless. They can still utilize forests to build inexpensive temples and produce units. Multiple Stealthy units and commanders allow MA Pangea to attack unprotected provinces behind your opponents front-line and they also have several hard-hitting combat units to provide a more traditional way to conquer territory.
Race | Military | Magic Access | Priests | Buildings |
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Forest Survival Recuperation Stealthy | Satyr and Minotaur infantry Centaur cataphracts and sacreds Harpies | 4 (Rare 5) 3 (Rare 4) 2 (Rare 3) 1 | 2 Priests | Forts can be summoned with nature magic Labs and temples cost 250 in forests. |
The Grove of Gaia
Enables recruitment of
White Centaur
Produces 5 per turn
Hidden Grove
Enables recruitment of
Pandemoniac
Provide a brief overview of commanders and units and what tools they provide you with. Outline any peculiarities across the roster (e.g. the animal tag, cold blooded). Highlight any particular strengths of the roster and describe their roles (e.g. high-quality infantry, thugs, powerful mages).
Sprite | Unit Name | Special Attributes | Comments |
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Black Harpy 25 1 1 Can recruit in all forests | Stealthy (60) Flying Forest Survival Recuperation Female | Highly mobile, very stealthy scouts. Excellent for the cost and recruitable outside of forts. | |
Satyr Commander 40 23 1 | Stealthy (40) Forest Survival Recuperation | Stealthy 40 leadership commander. | |
Minotaur Lord 70 37 1 | Berserker (+4) Trample Forest Survival Recuperation | 60 leadership commander. | |
Centaur Commander 75 32 1 | Inspirational (-1) Forest Survival Recuperation | 80 leadership commander, though it lacks the morale bonus due to negative Inspirational. | |
Centaur Hierophant 120 4 2 Can recruit in all forests | 11100% 7 Sacred Stealthy (40) Inspirational (+1) Forest Survival Recuperation | Inspirational 40 leadership mages and lesser priests. Their sacred upkeep somewhat makes up for their poor gold-to-research ratio, which is unfortunately still the best out of MA Pangaea's mage corps. They can also thug with some gear. | |
Centauride Hierophantide 120 3 2 Can recruit in all forests | 11100% 7 Sacred Stealthy (40) Inspirational (+1) Forest Survival Recuperation beastmaster (1) Female |
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Dryad 220 1 2 | 121100% 9 Sacred seduction (Moral Vs 9) Stealthy (65) Supply bonus (10) awe (4) Forest Survival Recuperation Female | The national seducer/assassin and priest with 40 leadership. Makes cracking Pangaean forts a dangerous business for enemy commanders. | |
Pan 305 1 4 | 231100% 10% 17 Resist Poison (5) Animal Awe (2) Beastmaster (+2) Stealthy (40) Supply bonus (30) Forest Survival Recuperation Summon in Turmoil (Maenad) | A powerful 80 leadership mage, bringing big earth and nature magic to support Pangaean armies and cast rituals. Can convert enemy commanders via Charm assassination when equipped with The Black Heart. | |
Pandemoniac 255 1 4 Capital Only | 32010% 15 Resist Poison (5) Beastmaster (+1) Stealthy (40) Supply bonus (30) Forest Survival Recuperation Summon in Turmoil (Maenad) | Cap-only, slow-to-recruit and expensive blood hunter. Gives MA Pangaea a more specialized blood hunting option than its Early Age predecessor. |
Sprite | Unit Name | Special Attributes | Comments |
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Harpy 7 1 3 Can recruit in all forests | Stealthy (40) Flying Forest Survival Recuperation Female | Flying patrol/siege chaff that can harass back lines in combat. | |
Satyr Sneak 9 3 6 Can recruit in all forests | Undisciplined Cause Unrest (+0.5) Stealthy (60) 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 Can recruit in all forests | Undisciplined Stealthy (40) Forest Survival Recuperation |
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Satyr (buckler) 9 4 6 Can recruit in all forests |
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Satyr Hoplite 14 24 24 | Formation Fighter (2) Forest Survival Recuperation | Medium-heavy infantry with formation fighter. Compares favorably to human hoplites in damage and magic resistance. | |
Reveler 16 3 14 | Undisciplined Berserker (+3) Increase Unrest (+0.5) Stealthy (40) Forest Survival Recuperation | Undisciplined light infantry that goes berserk. Fairly gold-expensive but has an extra attack and higher strength than other Satyr options. | |
Centauride 25 3 12 Can recruit in all forests | Stealthy (40) Forest Survival Recuperation Female | The only archer units that MA Pangaea can mass, which may be useful in certain circumstances. Centaurs have more range and damage, while Centaurides have improved precision and defence skill. | |
Centaur 25 4 12 Can recruit in all forests | Stealthy (40) Forest Survival Recuperation |
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Centauride Warrior 30 11 17 | Stealthy (40) Forest Survival Recuperation Female | Female light and medium cavalry. Centaurides are less durable than their male counterparts, deal less damage and do not go berserk, but have better Attack and Defense skill as well as a javelin. | |
Centauride Cataphract 30 28 17 | Forest Survival Recuperation Female |
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Centaur Cataphract 35 32 21 | Forest Survival Recuperation | Heavy cavalry. One of the most heavily armored cavalry of the Middle Ages and quite affordable compared to its contemporaries, though it deals only moderate damage. Does not go berserk, unlike the less armored Centaur Warrior. | |
Centaur Warrior 35 11 21 | Berserker (+2) Stealthy (40) Forest Survival Recuperation | Male light cavalry. Centaur Warriors are more durable than their female counterpart, deal more damage and go berserk, but lack the javelin. | |
Minotaur 40 8 6 Can recruit in all forests | Undisciplined Berserker (+4) Trample Forest Survival Recuperation | Very high-damage heavy infantry, but will trample instead if facing size 2 or lower units. Ordinary Minotaurs are undisciplined and have minimal protection, whereas War Minotaurs can be scripted and have body armor. |
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War Minotaur 50 28 18 | Berserker (+4) Trample Forest Survival Recuperation |
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White Centaur 55 12 29 Capital Only | Sacred Berserker (+3) Stealthy (40) Forest Survival Recuperation | Berserking, sacred light cavalry with high strength and stealthy. Can be made quite formidable with a good bless. |
Sprite | Unit Name | Special_Attributes | Comments |
---|---|---|---|
White Minotaur Multihero | 2 Sacred Berserker (+5) Trample Forest Survival Recuperation | 80 leadership commander and priest. Not as significant for MA Pangaea as 2 priests are readily available in the form of Dryads, but free commanders are always useful. | |
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 MA Pangaea access to higher blood magic with the earth crosspath. | |
Arcopythera - Harpy Queen | 22 13 Stealthy (40) Supply Bonus (20) Flying Mountain Survival Forest Survival Recuperation Female Summons 1×Harpy/month | Provides access to moderate air magic on a mobile chassis. | |
Rams Head - White Satyr | Sacred Stealthy (40) Awe (1) Berserker (+3) Inspirational (1) Forest Survival Recuperation | 120 leadership inspirational commander. |
Pangaea is still one of the best Nature nations in the game, though now it faces a bit of competition from Man. Compared to its previous form, the magic has gotten more specialized – you simply don't have as many crosspaths as you used to.
Nature is provided in high levels by the Panii, who reliably have 4. You simply need Construction 4 to get 5, or Construction 6 to get 6; the former is the benchmark for setting up Mother Oak, while the latter is the benchmark for setting up Gift of Health. Empowering a Pan or Pandemoniac in Astral will let you craft a missing booster for 7, while Empowering a Pandemoniac in Blood will let you craft the other missing booster for 8; either one will let you set up Gift of Nature's Bounty.
Earth is the Panii's second specialty, and they reliably get 3. With Construction 4, you can easily get 4, which is enough to cast most of the big Combat spells (though the two you'll really want, Army of Gold and Army of Lead, will require either an extra turn or an extra Gem). Unlike in the Early Ages, getting the missing Earth booster (for 5) requires more than one Empowerment; depending on how your Gem & Blood economies look, you can either do three Empowerments in Blood (two on your 3 Pan and one on a Pandemoniac) or two Earth Empowerments and one Blood Empowerment (all on a single Pandemoniac), with the former costing 125 and the latter costing 8045. Getting 5 isn't enough for a Gem Generator, but it does let you stimulate nonmagical productivity with Riches from Beneath.
Blood has become Pangaea's national shame; only the Pandemoniacs, delinquents holed up in the capital, will have 2. In the Early Ages, such magic would get you Illearths, Demon Knights, Blood Fecundity, and Cross Breeding; now it just gives you Blood Fecundity and Cross Breeding. Just one Empowerment in Blood is needed to reach 5, however, specifically 45 (or 55 if you dual-wield boosters). This gives you some nice Remote Attacks, Hell Power that doesn't Fatigue you out (if you use an extra Blood Slave), and the wonderful Three Red Seconds.
Water is found on your Dryads, sometimes; they might have 1, or 2 with your one available booster. An Empowerment in Water will get you the other booster (for 4), not to mention the wildly-expensive things you can do after that Empowerment to keep climbing the ladder. Other neat Items you can craft are the Frost Brand (an early Thug weapon) and the Bottle of Living Water (a good assistant for your active Dryads). Since your 1 comes with Nature, it can do a wide variety of extra things in combat; 11 grants Mossbody, and 21 grants Foul Vapors (though it costs an extra Gem).
You're missing Fire, Air, Astral, and Death. Amusingly, these paths let the humans of Ermor expand, to the point where their collapse now endangers all life. If you feel like rushing into Blood, beating others to the Bind Heliophagus Ritual will cover your lack of Death and Fire, and you can then get Astral through Summon Spectre. If Blood isn't your thing, you can still get just enough Death for Astral through a Forest Troll Tribe, though the Gem costs will slow you down a bit. Air is fortunately not as big of a hassle; one of your Heroes has 2, and you can always wait to summon a Faerie Court. On the other hand, Air takes much longer to get than Death, not counting the Hero.
Monster Boar Conjure 5, 3 10: an annoyance spell. forces the enemy to send forces to their money-making province to stop the unrest the boar is producing.
Fort of the Ancients: Alt 5, 35, 4. 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, 1. Inficts Fear on enemy.
Tune of Growth: Ench 0, 1. Inflict Entangle on an enemy.
Tune of Dancing Death: Ench 0, 1. Inflict a lot of Fatigue Damage
Awaken Hamadryad Enchantment 5, 4 25, (summon 1 Hamadryad) A immobile 3 mage. Sutuational as a defence implacment.
Pans are masters of Nature magics (being at least 5), and cast a good amount of earth buffs. They can also power up further if they form blood Sabbaths.
Mother Oak should be a guarantee for you. Mothers are also good spammers of Vine Men. Transformation can reduce the upkeep you pay on Pans (and may gain them 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 Awaken Vine Men giving how little effort it takes in comparison. Blood Fecundity Can make provinces more profitable.
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.
(How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure)
(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)
(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
Nations | |
---|---|
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 |