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pelagia-ea

EA Pelagia - Pearl Kings

Lore

"Oceania and Pelagia are nations inspired by medieval bestiaries abundant with creatures of the sea corresponding to beings living on land. As most of these creatures are half-men and fish-beasts, Oceania as a nation became quite similar to Pangaea. The development of the Triton Kings incorporated modern concepts and imagery of mermen, and in Dominions 4, Pelagia was made a nation of its own, less Pangaean in style. Knights armed in mother-of-pearl armor, Triton Kings on hippocampoii-drawn sea-shell chariots, and golden tridents are all part of the Pelagia setting.

"With the release of the Dominions 4 UW-patch the backstory of Pelagia was developed. It became intermingled with Berytos and my first ideas on later developments for the nation emerged. I prefer if nations are primarily culturally defined, and secondarily racially defined. Pelagia always felt more like a race thing and less like a kingdom with its own cultural setting. The changes in the patch was a step in this direction, although I find the new nation Erytheia more interesting."
–Illwinter

Pelagia is the first civilized realm underneath the sea. It's a Kingdom of the Tritons, the undersea equivalent to Mankind, with amphibious Mermen as middlemen between them and their counterparts. The Mermen don't seem to have a history (though they appear Oceanic in nature), but the Pelagian Tritons trace their origins back to the Lord of the Waves and the Old Man of the Sea. One ancient Triton, Thaumas "the Wondrous", grew to enormous proportions and taught his secrets to a small clan of his people; other Tritons from this clan eventually grew large as well, and styled themselves as Pearl Kings, founding a Kingdom by uniting with a clan of coral-using warriors. Thaumas's acolytes used his special Water Magic to cultivate shining Pearls, and the Kingdom began using Merman subjects to trade these beauties with coastal realms above the waves. Therodos and its successor were its major business partners. Pelagia enjoyed its hegemony; unfortunately, it would not last, as other organized and/or ambitious factions would soon join them under the sea.

The Tritons are still mostly tribal; the Kingdom was founded by a union of the militant Coral Clan with the small-but-blessed Pearl Clan, and its Tritons pride themselves on their "purity" and strength relative to the other Tribes, who only serve the Kingdom as allies. The ocean isn't a particularly-conducive environment for metalsmithing, so Tritons typically use whatever's easier for them to work with; The Shark Tribe uses armor made of stuff gathered from hunting Sharks, the Turtle Tribe uses armor made of stuff gathered from hunting Turtles, the Coral Clan uses armor made of cultivated Coral, and the Pearl Clan uses Magic armaments made of their cultivated Pearls (in addition to Coral armor). Most Pelagians use Coral armaments and not a ton of armor; their weapons deal a little Poison Damage on hit, as long as at least one point of non-Poison Damage is dealt, by the way.

Contrary to its old-looking flag and lore position, Pelagia is a Dominions 4 concoction; in Dominions 3 (when the series first had Ages), this nation was Oceania, and the Triton Kings were replaced with the Capricorns and other "Ichty" folk in the Middle Ages. Much of the nature-based stuff was kept with Oceania when the split happened.

General Overview

Early-Age Pelagia gets a lot of flak for being the least-effective land nation in the game… Which is fair, it's an Underwater nation. They probably weren't expecting most of the Thrones to be on-land, or perhaps they weren't prepared for the Ascension Wars at all. Trying to snag a coastal province before land nations claim it is hard enough; setting it up for churning out self-defense is harder (in a Multiplayer game), and don't get me started on trying to project force inland. You have a very interesting Magic game, however, since you can do a lot more with the sea's (hopefully) plentiful Water Gems than anyone else. The longer the game goes, the more likely you'll be able to pull something off.

National Features

Pearl-Farmers! Most of your Mages can convert watergem into astralpearl at a 1-for-1 ratio, but with a maximum rate per turn.

Race Military Magic Access Priests Buildings
Very Fast Underwater
+1 MOR vs. Humans
"Pure" Tritons:
Sea-bound Aquatic
Base 1 PROT
+2 HP, STR, & MR vs. Humans
+1 ATT vs. Humans
Tribal Tritons:
Sea-bound Aquatic
+1 MR vs. Humans
Mermen:
Breathes both air & water! Amphibious
Base 1 PROT
+2 MR vs. Humans
Poisonous Coral Gear
Some Primitive Armor
Strong Triton Infantry
(Light and Heavy)
Triton "Unicorn" Cavalry
Weaker Mermen
Heavy Infantry On Land
Blessable Sacred Triton Heavy Infantry
with Magic Pearl Equipment
water 44 (rare 5)
astral 22 (rare 3)
nature 22 (rare 3)
air 11 (rare 2)
earth 11
Hero:
air 33water 44astral 33nature 11
Powerful (holy 33)
Only holy 11 on-land
Two levels, standard for the era Fortresses
Coastal Mages & Warriors

Getting your highest-level stuff on land requires some investment, sadly.

Capital Special Sites

Palace of Pearls
Enables recruitment of:
* Pearl Kings
* Pearl Guards
* Ichtyid Pearl Mages
Produces 4watergem per turn
Produces 2naturegem per turn

Notable Units

FIXME General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around

Commanders

Sprite Unit Name Special Attributes Comments
Merman Scout
Merman Scout
25
4
1
Stealthy (50)
amphibious
Amphibious Scouts are neat.
Turtle Chief
Turtle Chief
40
10
1
+Costal Fort Rec
amphibious Yeah, land invasions will be rough.
Pelagian Captain
70
16
1
poison barbs(5)
aquatic
If you find yourself using the Poison Damage this guy's armor deals when he gets attacked, then that's neat.
Outside the Arena, though, you should be more careful.
Merman Priest
Merman Priest
40
30
1
holy 11
Sacred
amphibious
Temple-building boys.
Pearl Clan Priest
80
2
2
holy 22
Sacred
aquatic
Paying a premium for Sermon of Courage, I see.
R'lyeh's fish and Therodos's flash mobs might use Undead, and these guys will have the stronger Banishment for them. They're also better Preachers. Merman Priests are better for spreading your Temples, however.
Pelagian Explorer
Pelagian Explorer
75
3
2
Coastal Fort Rec Only
water 11random1100% 11
adept researcher(2) ​
amphibious
Extremely-gold-efficient Research Monkeys, a bit like the Sages among those carp guys who think they made underwater civilization first.
The lucky Astral randoms can serve in Communions.
Pelagian Mermage
Pelagian Mermage
95
1
2
water 11random1100% 9
amphibious
Your Underwater Research Monkey variant.
Should you happen upon Earth Boots, make sure to take them off before you go underwater, or else you'll lose them!
Ichtyid Pearl Mage
80
4
2
water 11astral 11 7
Inept Researcher (-2)
amphibious
This is supposed to be your Communion Mage.
These guys are NOT useless, don't get me wrong, but they share fort turns with your underwater gigachads.
They're certainly your cheapest and most-Amphibious Astral Mages.
Pelagian Shore Commander
Pelagian Shore Commander
40
19
1
Rec Costal Fort Only
amphibious Leads your land armies, and ideally only your land armies.
Pearl Mage
195
1
2
water 22astral 11nature 11random1100% 15
Pearl Cultivator(3)
supply Bonus(10)
Aquatic
Pearl Cultivation is a very strong ability, practically busted in utility once you have Maelstrom and/or Arcane Nexus. These guys are also respectable mid-tier battle Mages underwater.
Your Amphibious Mages are far-more-gold-efficient Research Monkeys, however.
Pearl King
485
7
4
Capital Only
water 44astral 11nature 11holy 33random1100%+10% 19
Sacred
Pearl Cultivator(5)
supply Bonus(10)
Resist Cold(7)
aquatic
Dominion Attraction/20 (Hippocampus).
Your super-expensive Kings.
They're a bit similar to Xibalba's Onaqui, as ultra-expensive and ultra-powerful Mages who can summon decent troops over time. Onaqui can go on-land, however.
The Amulet of the Fish and the Robe of the Sea are both enticing picks; if you don't have airgem income, they're actually priced the same due to Alchemy and Pearl Cultivation, so the Robe will be the better pick due to its path-boost.
They can wield the Ichtyids and other Pearl Mages as Communion Masters, but keep an eye out for Magic Duels on-land, especially when going alone. No one else has throwaway Astral Mages underwater (except for maybe R'lyeh), but the same is DEFINITELY not true outside your favorite element.

Troops

FIXME WHICH PAGE AM I READING?!!!1!

Sprite Unit Name Special Attributes Comments
Pelagian Militia
8
2
5
aquatic Dec
Pelagian Militia
8
1
5
aquatic Dec
Shark Tribe Triton
10
3
9
Berserker(2)
aquatic
Dec
Pelagian Soldier
10
3
9
aquatic Dec
Turtle Tribe Triton
10
7
9
aquatic Dec
Turtle Warrior
Turtle Warrior
11
3
12
+Costal Fort Rec
amphibious Dec
Merman Net Thrower
Merman Net Thrower
10
3
9
amphibious Dec
Coral Clan Soldier
13
15
16
formation fighter(2)
poison barbs(5)
aquatic
Dec
Pearl Guard
20
23
23
Capital Only
Sacred
formation fighter(2)
bodyguard(2)
poison barbs(5)
aquatic
Dec
Pelagian Shore Fighter
Pelagian Shore Fighter
11
9
12
Costal Fort Rec Only
amphibious Dec
Sideraspist
Sideraspist
13
19
16
Costal Fort Rec Only
amphibious Dec
Triton Rider
40
7
48
recuperation
aquatic
Mounted
Dec

Heroes

FIXME HELP I'M TOO LAZY TO ADD THIS

Sprite Unit Name Special Attributes Comments
Thaumas - Wondrous air 33water 44astral 33nature 11holy 33 31
Sacred
Pearl Cultivator(7)
adept researcher(4) ​
supply Bonus(10)
Resist Cold(7)
Resist Shock(5)
aquatic
Dominion Attraction/20 (Hippocampus).
Dec

Magic

National Spells

Magic Access

FIXME 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

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

  • Clam of Pearls Const 2, 4watergem4naturegem, water 11nature 11.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales does your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME 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

FIXME 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

FIXME 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

pelagia-ea.txt · Last modified: 2021/10/24 03:59 by wigglefig