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pelagia-ma [2022/06/12 14:07]
wigglefig
pelagia-ma [2022/11/12 09:25] (current)
wigglefig removed expensive tag from magic boosting mini guide
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 {{:abilities:pearl_cultivator.png?nolink|Pearl-Farmers!}} Some of your Mages can convert {{gems>W}} into {{gems>S}} at a 1-for-1 ratio, but at a limited rate per turn. {{:abilities:pearl_cultivator.png?nolink|Pearl-Farmers!}} Some of your Mages can convert {{gems>W}} into {{gems>S}} at a 1-for-1 ratio, but at a limited rate per turn.
  
-^  Race                                                                                                                                               ^  Military                                                                                                                ^  Magic Access                                                                                                                                                                                                                                                 ^  Priests                     ^  Buildings                                                                                                              +^  Race                                                                                                                                                                                                                       ^  Military                                                                                                                                                                            ^  Magic Access                                                                                                                                                                                                                                                                                                                                                                          ^  Priests                                                                  ^  Buildings                                                                                                 
-| //Very// Fast \\ Base 1 PRO \\ Base 12 MR \\ **Tritons** \\ {{:abilities:aquatic.png?15&nolink|Sea-bound}} [[Aquatic]] \\  **Mermen** \\ {{:abilities:amphibious.png?15&nolink|Breathes both air & water!}} [[Amphibious]]  | Bronze \\ Some Magic Gear \\ Strong Triton Infantry \\ Weaker Mermen \\ {{:abilities:sacred.png?15&nolink|Blessable}} [[Sacred]] Triton Cav \\ & Iron-clad Mermen | {{path>W4}} (rare 5) \\ {{path>A2}} (rare 3) \\ {{path>S2}} (rare 3) \\ {{path>N2}} (rare 3) \\ {{path>E2}}* \\ {{path>F1}} \\ **__Summons:__**\\ **With {{path>N3W1}} & {{gems>30N}}:** \\ {{path>N4}} (27.5%, rare 5) \\ **With {{path>E3A1}} & {{gems>30E}}:**\\ {{path>E3}} (22%, rare 4) \\ {{path>A2}} (22%, rare 3)† \\ {{path>F1}} (22%, rare 2) \\ {{path>D1}} (22%, rare 2) | {{path>H2}} in UW Forts \\ {{path>H1}} in Coastal Forts \\ Fire Cultists  | {{:misc:gui:castle.png?24&nolink|Three levels, standard for the era}} Castles \\ Coastal Mages & Warriors  |+| //Very// Fast \\ Base 1 PRO \\ Base 12 MR \\ **Tritons** \\ {{:abilities:aquatic.png?15&nolink|Sea-bound}} [[Aquatic]] \\  **Mermen** \\ {{:abilities:amphibious.png?15&nolink|Breathes both air & water!}} [[Amphibious]]  | Bronze \\ Some [[Magic Weapons|Magic]] Gear \\ Strong Triton Infantry \\ Weaker Mermen \\ {{:abilities:sacred.png?15&nolink|Blessable}} [[Sacred]] Triton Cav \\ & Iron-clad Mermen  | {{path>W4}} (rare 5) \\ {{path>A2}} (rare 3) \\ {{path>S2}} (rare 3) \\ {{path>N2}} (rare 3) \\ {{path>E2}}* \\ {{path>F1}} \\ **__Summons:__**\\ **With {{path>N3W1}} & {{gems>30N}}:** \\ {{path>N4}} (27.5%, rare 5) \\ **With {{path>E3A1}} & {{gems>30E}}:**\\ {{path>E3}} (22%, rare 4) \\ {{path>A2}} (22%, rare 3)† \\ {{path>F1}} (22%, rare 2) \\ {{path>D1}} (22%, rare 2)  | {{path>H2}} in UW Forts \\ {{path>H1}} in Coastal Forts \\ Fire Cultists  | {{:misc:gui:castle.png?24&nolink|Three levels, standard for the era}} Castles \\ Coastal Mages & Warriors  |
  
 *{{path>E2}} is actually more common than {{path>N2}} (25% chance per guy vs. 13.6%), but technically has a lower ceiling due to 10% randoms.  *{{path>E2}} is actually more common than {{path>N2}} (25% chance per guy vs. 13.6%), but technically has a lower ceiling due to 10% randoms. 
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 The following commanders can be recruited underwater: The following commanders can be recruited underwater:
 ^ Sprite                                                               ^ Unit Name                                                                                                                                                                                                                                                                          ^ Special Attributes                                                                                                                                                                                                                                                                               ^ Comments  ^ ^ Sprite                                                               ^ Unit Name                                                                                                                                                                                                                                                                          ^ Special Attributes                                                                                                                                                                                                                                                                               ^ Comments  ^
-| {{:nations:ma:pelagia:Merman_scout.png?nolink}}                   | **??Merman Scout#1050??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                                           | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ Land Shape ⇔ ??Merman Scout#1051??                                                                                                                                                                                  | It's an amphibious scout! Since there are no indie scouts underwater, consider spending a fort turn or two making these if you have underwater neighbors.      |+| {{:nations:ma:pelagia:Merman_scout.png?nolink}}                   | **??Merman Scout#1050??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                                           | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ Land Shape ⇔ ??Merman Scout#1051??                                                                                                                                                                                  | It's an amphibious scout! Since there are no indie scouts underwater, consider spending a fort turn or two making these if you have underwater neighbors or are otherwise in need of scouting info    |
 | {{:nations:ma:pelagia:Wave_lord.png?nolink}}                      | **??Wave Lord#1052??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                                                | {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ Land Shape ⇔ ??Wave Lord#1053??                                                                                                                                                                                                                                            | An amphibious 60-leadership commander for when you need to move units onto land. This function can generally be fulfilled with indie leaders, however.      | | {{:nations:ma:pelagia:Wave_lord.png?nolink}}                      | **??Wave Lord#1052??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                                                | {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ Land Shape ⇔ ??Wave Lord#1053??                                                                                                                                                                                                                                            | An amphibious 60-leadership commander for when you need to move units onto land. This function can generally be fulfilled with indie leaders, however.      |
 | {{:nations:ma:pelagia:Pelagian_Captain.png?nolink}}               | **??Pelagian Captain#1069??** \\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 26 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                                                                 | {{:abilities:aquatic.png?15&nolink}} [[Aquatic]]                                                                                                                                                                                                                                                  | A slightly beefier (but purely aquatic) version of the Wave Lord. The Pelagian Captain's slightly lower map move does not actually amount to much, since move costs are generally higher underwater.       | | {{:nations:ma:pelagia:Pelagian_Captain.png?nolink}}               | **??Pelagian Captain#1069??** \\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 26 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                                                                 | {{:abilities:aquatic.png?15&nolink}} [[Aquatic]]                                                                                                                                                                                                                                                  | A slightly beefier (but purely aquatic) version of the Wave Lord. The Pelagian Captain's slightly lower map move does not actually amount to much, since move costs are generally higher underwater.       |
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   * {{path>F1}} on a variety of mages   * {{path>F1}} on a variety of mages
   * {{path>A2}} on Pelagian Mystics (and technically Triton Kings, though those are unreliable and very expensive)   * {{path>A2}} on Pelagian Mystics (and technically Triton Kings, though those are unreliable and very expensive)
-  * {{path>W4}} on Triton Kings, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and ??Queen of Elemental Water?? (expensive!) +  * {{path>W4}} on Triton Kings, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and ??Queen of Elemental Water??  
-  * {{path>E2}} on Pelagian Mystics, {{path>E4}} via ??Earth Boots??, ??Troll King's Court?? (expensive!)+  * {{path>E2}} on Pelagian Mystics, {{path>E4}} via ??Earth Boots??, ??Troll King's Court?? 
  
 **Sorcery** **Sorcery**
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 **Ritual** **Ritual**
   * Conjuration 5 {{path>N3W1}} for {{gems>30N}}: **??Summon Hekateride??** ( {{:nations:ma:pelagia:Hekateride.png?nolink}} ??Hekateride??×1)\\ Summons an [[awe|awesome]] {{path>W2N3H2,100%AWEN,10%AWEN}} mage. MA Pelagia doesn't have the magic to cast this spell unless it gets a lucky {{path>N2}} ??Triton King??, but this can be a good way to unlock more nature magic for battlefield casting. A more accessible alternative is the generic ??Contact Naiad??.   * Conjuration 5 {{path>N3W1}} for {{gems>30N}}: **??Summon Hekateride??** ( {{:nations:ma:pelagia:Hekateride.png?nolink}} ??Hekateride??×1)\\ Summons an [[awe|awesome]] {{path>W2N3H2,100%AWEN,10%AWEN}} mage. MA Pelagia doesn't have the magic to cast this spell unless it gets a lucky {{path>N2}} ??Triton King??, but this can be a good way to unlock more nature magic for battlefield casting. A more accessible alternative is the generic ??Contact Naiad??.
-  * Conjuration 6 {{path>E3A1}} for {{gems>30E}}: **??Summon Daktyl??** ( {{:nations:ma:pelagia:Daktyl.png?nolink}} ??Daktyl??×1)\\ Summons {{path>A1W1E2,100%FAWED,10%FAWED}} [[master smith]]. Can open up further diversity by building elemental boosters, though it might take some boosting itself to get to a ??Staff of Elemental Mastery#96??. Also a potential path into some minor death access; any {{misc:magic:death.png?14&nolink}}death random Daktyl can forge a ??Skull Staff?? due to their mastery smith ability. Decent in combat, though it doesn't have strong advantages on the battlefield over an {{misc:magic:earth.png?14&nolink}}earth-random ??Pelagian Mystic??+  * Conjuration 6 {{path>E3A1}} for {{gems>30E}}: **??Summon Daktyl??** ( {{:nations:ma:pelagia:Daktyl.png?nolink}} ??Daktyl??×1)\\ Summons {{path>A1W1E2,100%FAWED,10%FAWED}} [[master smith]]. Can open up further diversity by building elemental boosters, though it might take some boosting itself to get to a ??Staff of Elemental Mastery#96??. Also a potential path into some minor death access; any {{misc:magic:death.png?14&nolink}}death random Daktyl can forge a ??Skull Staff?? due to their master smith ability. Decent in combat, though it doesn't have strong advantages on the battlefield over an {{misc:magic:earth.png?14&nolink}}earth-random ??Pelagian Mystic??
  
 ==== Notable Generic Magic ==== ==== Notable Generic Magic ====
  
-??Summon Water Elemental?? at Conjuration 5 is as important to MA Pelagia as it is for any underwater nation. Full-size ??Water Elemental#408??s are monsters in underwater combat, gaining 20% regeneration on top of their physical resistances and quadruple AP attacks. If you can figure out how to buff them as they are summoned, they can be made even scarier with spells like ??Quickness?? and ??Body Ethereal?? at Alteration 4.+??Summon Water Elemental?? at Conjuration 5 is as important to MA Pelagia as it is for any underwater nation. Full-size ??Water Elemental#408??s are monsters in underwater combat, gaining 20% regeneration on top of their physical resistances and quadruple AP attacks. If you can figure out how to buff them as they are summoned, they can be made even scarier with spells like ??Quickness?? and ??Body Ethereal?? at Alteration 4. These buffs also work very well on Knights of the Deeps.
  
 While ??Wish??ing (Alteration 9) for gems usually produces only as many astral pearls (via alchemy) as it costs to cast, Pelagia's unique [[pearl cultivator]] ability allows it to generate a 12.5 astral pearl profit on each Wish casting. These extra pearls can be used to fuel further Wish casts or empower more mages into being able to cast Wish. This means that Pelagia can completely destroy the gem economy if the game goes late, eventually being limited only by the numbers of pearl cultivators it has produced and {{path>S9}} mages it has empowered into. Having infinite resources is, of course, a major advantage for winning the game. This potential for infinite pearls also makes Pelagia one of the nations more well-suited for casting the oppressive ??Arcane Nexus??. While ??Wish??ing (Alteration 9) for gems usually produces only as many astral pearls (via alchemy) as it costs to cast, Pelagia's unique [[pearl cultivator]] ability allows it to generate a 12.5 astral pearl profit on each Wish casting. These extra pearls can be used to fuel further Wish casts or empower more mages into being able to cast Wish. This means that Pelagia can completely destroy the gem economy if the game goes late, eventually being limited only by the numbers of pearl cultivators it has produced and {{path>S9}} mages it has empowered into. Having infinite resources is, of course, a major advantage for winning the game. This potential for infinite pearls also makes Pelagia one of the nations more well-suited for casting the oppressive ??Arcane Nexus??.
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 ===National Discount Items=== ===National Discount Items===
-  * Construction 2 {{path>W1N1}} for {{gems>4W4N}}: **??Clam of Pearls??** +  * Construction 2 {{path>W1N1}} for {{gems>4W4N}}: {{:items:clam_of_pearls.png?nolink}} **??Clam of Pearls??**: This clam provides {{gems>2S}} for battles, and ONLY for battles. It's very handy if you want to save Astral Pearls on, say, ??Power of the Spheres??; from there, the other Pearl can be used to help cast ??Soul Slay?? if the mage was {{path>S1}} at first, or one of the few neat {{path>S3}}-&-{{gems>1S}} army-buffs if they were an {{path>S2}}. It also pays for ??Light of the Northern Star??, if your mage is {{path>S3}}.
 =====Strategy===== =====Strategy=====
  
 ====Power Curve==== ====Power Curve====
-//This is probably the most difficult section to get consensus forDescribe how strong the nation is during expansion, the earlymid 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 alreadyand when to take advantage of a nation's strengths.//+ 
 +Although MA Pelagia's power curve varies a bit depending on the map and whether or not you have underwater neighbors, several elements remain common to most games 
 + 
 +MA Pelagia's powerful sacreds ensure fasteasy expansion underwater. Knights of the Deeps will rarely take attrition unless they are extremely outnumbered by independent troopsallowing expansion parties to simply keep going and combine when required. By contrastPelagia's on-land expansion is below average because recruiting amphibious troops competes with massing more Knights of the Deeps for faster expansion and/or early wars. 
 + 
 +This easy expansion phase provides Pelagia with an excellent foundation for early game aggression against underwater neighbors before magic comes online. The onus is on Pelagia's opponents to find an answer to its Knights rather than the other way around! Its ability to mass ??Water Elemental#408?? summoners means it retains its combat advantage even when research comes into play. 
 + 
 +Once Pelagia has finished its early UW wars (if any), it can make use of the underwater advantage to massively ramp up research into the mid game. However, the aquatic nature of the Knights of the Deeps means Pelagia loses its combat advantage once land opponents become relevant. At this stage, it is important to keep an eye on land affairs and diplo appropriately to ensure that no other player gains decisive advantage. 
 + 
 +In the late game, Pelagia has an unparalleled ability to scale using its pearl cultivation abilities in combination with ??Wish?? and ??Arcane Nexus??. Pelagia can abuse its near unlimited resources to grab land thrones with impunity, safe in its underwater stronghold. However, you have to pick your timing carefully to ensure that no one else wins first!
  
 ====Expansion Strategies==== ====Expansion Strategies====
-//List some example expansion strategies hereIf strong bless or pretender is required then leave the specifics for the pretender section.//+Pelagia'expansion is very straightforward due to the strength of its Knights of the DeepsIt only takes 5-6 Knights to conquer the majority of indie provinces, even with light bless; the real risk comes from opponents circling around the Knights to snipe your commander. Consider splitting up the starting army to provide later expansion parties with a small chaff squad to guard against flanking independents. 
 + 
 +A fast and reliable expansion party might consist of: 
 +  * 1×??Merman Priest#1696?? in a far back corner; bless a couple of times, then hold. 
 +  * 5×??Pelagian Militia#1056?? slightly in front of the commander; hold and attack 
 +  * 5×??Knight of the Deeps?? mid-forward, sitting in the middle of the second line on the right in the squad interface (this allows the priest to still be able to bless them from a distance); hold and attack 
 + 
 +Land expansion is less easy for MA Pelagia than it is for its competitors, since its primary expansion unit is aquatic (compare [[ys ma | Ys's]] ??Morvarc'h Knight??s or [[r lyeh ma | MA R'lyeh's]] ??Meteorite Guard??). This is especially true if you have underwater neighbors and want as many Knights as you can get. A quick expansion underwater can sometimes give you enough time to produce ??Wave Warrior??s to take land indies, but the viability of this strategy depends on the expansion of your land neighbors.
  
 ====Example Pretender Builds==== ====Example Pretender Builds====
pelagia-ma.1655042835.txt.gz · Last modified: 2022/06/12 14:07 by wigglefig