This is an old revision of the document!
"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.
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.
Most of your Mages can convert into 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: Aquatic Base 1 PROT +2 HP, STR, & MR vs. Humans +1 ATT vs. Humans Tribal Tritons: Aquatic +1 MR vs. Humans Mermen: 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 Sacred Triton Heavy Infantry with Magic Pearl Equipment | 4 (rare 5) 2 (rare 3) 2 (rare 3) 1 (rare 2) 1 Hero: 3431 | 3 Capital-only Only 1 on-land | Fortresses Coastal Mages & Warriors |
Getting your highest-level stuff on land requires some investment, sadly.
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
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Merman Scout 25 4 1 | Stealthy (50) Land Shape ⇔ Merman Scout Amphibious | Amphibious scouts are neat. | |
Turtle Chief 40 10 1 + Coastal Fort Rec | Land Shape ⇔ Turtle Chief Amphibious | A 60 leadership, amphibious commander for when EA Pelagia must reach above the waves. Does not provide many advantages over standard amphibious indie commanders. | |
Pelagian Captain 70 16 1 | Poison Barbs (5) Aquatic | EA Pelagia's standard 80 leadership commander, enabling formations - but only underwater! Poison Barbs is neat but unlikely to dissuade the determined opponent. | |
Merman Priest 45 1 1 | 1 Sacred Land Shape ⇔ Merman Priest Amphibious | Temple-building boys. | |
Pearl Clan Priest 80 2 2 | 2 Sacred Aquatic | Pearl Clan Priests gain access to Sermon of Courage and better preaching abilities, though at nearly twice the price of their merman colleagues. They are also more proficient at banishing R'lyeh and Therodos's undead. Merman Priests are better for building temples, however. | |
Pelagian Mermage 95 1 2 | 11100% 9 Land Shape ⇔ Pelagian Mermage 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 | 11 7 Inept Researcher (-2) Amphibious | EA Pelagia's cheapest and only amphibious astral mages, but capital-only. A serviceable communion mage and much cheaper than Pearl Kings, but not particularly impressive for a capital-only recruit. | |
Pearl Mage 195 1 2 | 2111100% 15 Pearl Cultivator (3) Supply Bonus (10) Aquatic | Pearl Mages fulfil the absolutely necessary role of summoning Water Elementals for the underwater knife fight, should you have underwater neighbors. Pearl Cultivation is great utility, and can be a very powerful in combination with Maelstrom and especially Arcane Nexus. While these are the fastest way for Pelagia to turn CP into research, your amphibious mages are much more gold-efficient for the task. |
|
Pearl King 485 7 4 Capital Only | 41131100% 10% 19 Sacred Resist Cold (7) Pearl Cultivator (5) Supply Bonus (10) Dominion attracts units/20: Hippocampus Aquatic | Pearl Kings are somewhat similar to EA Xibalba's Onaqui, as ultra-expensive and ultra-powerful Mages who can summon troops over time. Onaqui can go on-land, however, and Hippocampoi are significantly worse freespawn than Beast Bats. 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. Among EA water nations, only R'lyeh shares massable astral mages, but they are not uncommon on land (see EA Ermor, EA Marverni, and EA KAilasa). |
The following commanders may be recruited on land.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Turtle Chief 40 10 1 + Underwater Fort Rec | Sea Shape ⇔ Turtle Chief Amphibious | A 60 leadership, amphibious commander for when EA Pelagia must reach above the waves. Does not provide many advantages over standard indie commanders. | |
Pelagian Shore Commander 40 19 1 | Sea Shape ⇔ Pelagian Shore Commander Amphibious | More resource-expensive than the Turtle Chief for the same amount of leadership. | |
Pelagian Explorer 75 3 2 | 11100% 11 Adept Researcher (2) Sea Shape ⇔ Pelagian Explorer Amphibious | Extremely gold-efficient research monkeys. The lucky astral randoms can serve in communions. |
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 + Coastal 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 Coastal Fort Rec Only | amphibious | Dec | |
Sideraspist Sideraspist 13 19 16 Coastal Fort Rec Only | amphibious | Dec | |
Triton Rider 40 7 48 | recuperation aquatic Mounted | Oh my god, it's a decent troop! |
EA Pelagia has one thing going for it over its Middle Age incarnation: it actually has a hero! Thaumas is pretty powerful too.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Thaumas - Wondrous | 34313 31 Sacred Resist Cold (7) Resist Shock (5) Adept Researcher (4) Pearl Cultivator (7) Supply Bonus (10) Dominion attracts units/20: Hippocampus Aquatic | A strong mage hero, providing moderate access to air and astral magic in addition to being a throne-claimer like other Pearl Kings. |
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
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?
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?
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)?
items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?
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.
Dominions 5 Nation Guide - MA Pelagia by Perun
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 |