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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.
its a copy currently from Asphodel
Race | Military | Magic Access | Priests | Buildings |
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Forest Survival Recuperation Stealthy | Male and female Centaur variants Single Sacred combat unit No 3 unit | 4(Rare5) 3(Rare4) 2(Rare3) 1 2 | Average Priests (2) Priests are also Mages with a single path Temples only 200 Gold in Forests | Forts can be summoned with nature magic Labs cost 250 in forests. |
The Grove of Gaia | Hidden Groto |
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Enables recruitment of White Centaurs Produces 5 per turn | Enables recruitment of Pandemoniac |
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 | 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 | 11100% 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 | 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 | ||
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) | 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 | 32010% 15 Resist Poison (5) Beastmaster (+1) Stealthy (40) Supply bonus (30) Forest Survival Recuperation Summon in Turmoil(Maenad) | Desc |
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 | 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. |
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Satyr 9 4 6 Can recruit in all forests | Undisciplined Stealthy (40) Forest Survival Recuperation |
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Satyr 9 4 int Can recruit in all forests | Undisciplined Stealthy (40) Forest Survival Recuperation |
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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. |
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War Minotaur 50 28 18 | Berserker (+4) Trample Forest Survival Recuperation |
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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. |
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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 | 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. |
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Centauride Cataphract 30 28 17 | Forest Survival Recuperation Female |
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Centaur Warrior 35 11 21 | Berserker (+2) Stealthy (40) Forest Survival Recuperation |
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Centaur Cataphract 35 32 21 | Forest Survival Recuperation |
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White Centaur 55 12 21 | Sacred Berserker (+3) Stealthy (40) Forest Survival Recuperation |
Sprite | Unit Name | Special_Attributes | Comments |
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Taurotyrannos - Black Bull | 133 19 resist poison (5) Stealthy (40) berserker (7) Supply Bonus (30) Forest Survival Recuperation | ||
Arcopythera - Harpy Queen | 22 13 Stealthy (40) Supply Bonus (20) mountain Survival Forest Survival Recuperation female flying Summon Harpy each month. | ||
White Minotaur Multi-hero | 2 Sacred Berserker (+5) insperational trample Forest Survival Recuperation | ||
Rams Head - White Satyr Multi-hero | Sacred awe (1) Berserker (+3) inspirational(1) Forest Survival Recuperation |
What magic path/mages define 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
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.
Grow Fortress: Alt 0, 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.
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.
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 | |
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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 |