User Tools

Site Tools


pelagia-ma

MA Pelagia - Triton 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 was the first kingdom to form under the sea, though it's technically the fourth undersea faction added to the game (after Atlantis, R'lyeh, and technically Oceania). It's the nation of the Tritons, the undersea equivalent to Mankind, with amphibious Mermen as middlemen between them and men. Achieving civilization first (though some carp-men in Uruk hotly debate this) and/or over the most-valuable waters, Pelagia prospered as the only undersea trading partner for nations such as Therodos & later Berytos. The Early Ages brought rivals, but they were short-lived; living in shallower waters than Early Atlantis and Aboleth R’lyeh, Pelagia was less affected by the Fall of the Star, and was immensely relieved to hear that their enemies beneath them had been crushed by what must have seemed like divine intervention. Pelagia still had to evolve somewhat, but the coming changes were further away and far more manageable than before. The Triton Kings (formerly the Pearl Kings) were no longer viewed as divine, and relinquished their Priest-King responsibilities in favor of mastering their Water Magic. The Turtle & Shark Tribes became fully integrated with the greater Pelagian culture, while the once-secretive Amber Clans relinquished their sovereignty after what their wars with Atlantis did to them. Though Berytos was destroyed, the Mermen traders brought bronze down to the Tritons from other trading partners, and most Pelagians outside of the Amber Clans abandoned their primitive undersea armor for armor made out of that bronze. Speaking of the Mermen, their curiosity for the surface (known to them as the Closed Realm) grew with the final rest of Therodos, and a semi-heretical order of Fire Mages & iron-wearing fighters was born. Though not eager to sow the seeds for a possible rival or replacement for their power, the Triton rulers nurtured their own division of that order for the purpose of claiming the Closed Realm as theirs.

General Overview

FIXME How the nation plays and what it is good at should go here, aka why would it be cool to play, what's good about it (in general terms) and where they falter.
How does this nation compare to other similar nations with similar units or specialties (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based, etc.)

National Features

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

Race Military Magic Access Priests Buildings
Very Fast
Base 1 PRO
Base 12 MR
Tritons
Sea-bound Aquatic
Mermen
Breathes both air & water! Amphibious
Bronze
Some Magic Gear
Strong Triton Infantry
Weaker Mermen
Blessable Sacred Triton Cav
& Iron-clad Mermen
water 44 (rare 5)
air 22 (rare 3)
astral 22 (rare 3)
nature 22 (rare 3)
earth 22*
fire 11
Summons:
With nature 33water 11 & 30naturegem:
nature 44 (27.5%, rare 5)
With earth 33air 11 & 30earthgem:
earth 33 (22%, rare 4)
air 22 (22%, rare 3)†
fire 11 (22%, rare 2)
death 11 (22%, rare 2)
Average (holy 22)
Only holy 11 on-land
Fire Cultists
Three levels, standard for the era Castles
Coastal Mages & Warriors

*earth 22 is actually more common than nature 22 (25% chance per guy vs. 13.6%), but technically has a lower ceiling due to 10% randoms.
†You're a bit more likely to get air 33 from the Summon than from your Recruits (1/250 vs. 1/360). Hoping for either is a bit farfetched, but still.

Capital Special Sites

First one here second one here
* Enables recruitment of
*1earthgem
*2deathgem4firegem
* Enable recruitment of
* Produce ? per turn
* Produce ? per turn
* Produce ? 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

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts

Sprite Unit Name Special Attributes Comments
Merman Scout
Merman Scout
25
4
1
Stealthy (50)
amphibious
It's a Scout!
Wave Lord
Wave Lord
40
21
1
amphibious For whenever you have the compulsion to use Mermen underwater.
Pelagian Captain
40
26
1
aquatic Wave Lords move further for the same amount of Gold & Leadership, though these guys are a bit beefier.
Merman Commander
Merman Commander
40
30
1
Coastal Fort Rec Only
amphibious
formation fighter(2)
For putting your coastal Forts to use before you have Temples and/or Labs built. Did you know that bronze is typically harder than iron? Bronze is a lot pricier, though, and it's nothing compared to steel.
Amber Clan Noble
80
36
1
aquatic According to lore entries from Independent Amber Clans, these guys were a lot more rebellious in general before Atlantis came around.
80 Leadership is a lot better than 60, since it gives Morale boosts and special formations.
Merman Priest
Merman Priest
40
30
1
+Coastal Fort Rec
holy 11
Sacred
amphibious
Super-important Temple-builders.
Pearl Clan Priest
80
2
1
holy 22
Sacred
amphibious
Other than Sermon of Courage and the occasional Longdead wave from Ermor or R'lyeh, this guy doesn't have many incentives for using him.
Amber Clan Priest
65
2
1
holy 11
Sacred
aquatic
He can lead and bless a big blob of Knights without a Morale penalty, I suppose.
Daduchos
Daduchos
65
2
4
Coastal Fort Rec Only
Requires Temple
fire 11random1100% 11
adept researcher(2)
amphibious
Not every nation has harmless heretics who still need a Temple.
They're cost-effective Research Monkeys on the Gold scale (costing a little under 6 bucks per RP), and it's not like you can recruit other Mages from most of your coastal Forts, but they're slow-to-recruit.
Pelagian Mermage
Pelagian Mermage
95
1
2
water 11random1100% 9
amphibious
This guy strikes a balance between the other Merman Mages and your Triton Mages in terms of Research efficiency; the other Mermen favor gold-efficiency, of course, while the Tritons favor fort-turn-efficiency.
Pelagian Mystic
Pelagian Mystic
130
3
4
air 11water 11earth 11random1100% 15
adept researcher(2)
amphibious
Another gold-efficient Merman Research Monkey that's slow-to-recruit. Heck.
If you're not starved for Mages, you can queue in the hopes for an earth 22 that'll get you Earth Boots.
Conqueror of the Closed Realm
Conqueror of the Closed Realm
130
32
2
Capital Only
holy 11random1100% 7
Sacred
amphibious
Your 80-point Leader for the surface. He carries a random Magic level that's frankly a little wasted on his 13 HP, but that has a higher chance of being whatever you want it to be than with your off-cap randoms.
Amber Clan Mage
185
1
2
fire 11water 22random1100% 13
Aquatic
These guys are actually decent battle Mages, if only because Fire-&-Water spells such as Geyser and Acid Spray inexplicably work underwater.
You might consider dragging one on-land so he can Manifest Vitriol.
Pearl Mage
175
1
2
water 22astral 11random1100% 13
Aquatic
Pearl Cultivator(3)
Pearl Cultivation is still a neat ability, even if Water Gems are a bit tougher to find than they were before. The water 33's and astral 22's are neat battle Mages, too; other randoms are more valuable outside of battle.
Triton Prince
200
32
1
Capital Only
Sacred
recuperation
aquatic
Mounted
Your glorious big-army leader.
Triton King
390
7
4
Capital Only
water 44random2100%+100%+10% 17
Sacred
Resist Cold (7)
aquatic
Pearl Cultivator(4)
Dominion Attraction/20 (Hippocampus).
Your glorious big Mage.
Compared to his EA incarnation, he's missing a level of Arcane Magic (and all those Priest levels), but he's also cheaper and much-more-likely to have air 22. The air 22 guys have a surprising amount of Combat Magic at their disposal, even when stuck underwater. None of it compares to burning out on Living Water and resting for the remainder of the battle, but it's not like you start with that spell known.

Troops

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.

Sprite Unit Name Special Attributes Comments
Pelagian Militia
8
2
5
aquatic Dec
Pelagian Soldier
8
21
9
aquatic Dec
Coral Clan Hoplite
13
27
16
aquatic
formation fighter(2)
Dec
Amber Clan Guard
14
35
18
aquatic Dec
Merman
Merman
10
3
9
amphibious Dec
Wave Warrior
Wave Warrior
13
20
16
amphibious Dec
Merman Hoplite
Merman Hoplite
13
29
16
Costal Fort Rec Only
amphibious
formation fighter(2)
Dec
Apostate of the Closed Realm
Apostate of the Closed Realm
15
21
21
Costal Fort Rec Only
Requires Temple
amphibious Dec
Champion of the Closed Realm
Champion of the Closed Realm
23
30
27
Capital Only
Sacred
amphibious
Dec
Knight of the Deeps
70
25
48
Capital Only
Sacred
recuperation
aquatic
Mounted
Dec

Magic

National Spells

FIXMEnational spell or summon cost and usecase, judgment if it's good.

  • Summon Hekateride Conj5 nature 33water 11 30naturegem. ( Hekateridex1)
  • Summon Daktyl Conj6 earth 33air 11 30earthgem. ( Daktylx1)

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-ma.txt · Last modified: 2021/11/09 22:44 by fenrir