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Phaeacia is an island queendom of dark-skinned men of great stature, the Colossi. Their fabled Dark Ships traverse the seas without oars or captains. Once a colony of Berytos, the island flourished and became rich and influential, known for its traders, craftsmen and marvelous shipwrights. When Berytos was destroyed by the armies of Arcoscephale the island of Phaeacia was able to stave off the conquerors thanks to ample tributes and its remote location. The queendom has since grown in power and influence. Their traders and explorers have traveled to the far reaches of the world and brought one of the world’s greatest marvels back to Phaeacia, a sapling of the golden tree of the blessed gardens of the Hesperides. Now most inhabitants of Phaeacia live unnaturally long and blissful lives detached from the strife of the world beyond their island. Phaeacia is also the home of giants descendant of Mekone. When the Gigantes’ futile war upon gods came to a disastrous end,the Gigantes that did not join the armies of the God-slayer fled to Black Korkyra, an inhospitable island of the Phaeacian archipelago. The king of the Gigantes married the Colossi queen of Phaeacia and their daughters have ruled the island ever since. Most nobles of the island trace a legacy to the Berytian Colossi as well as to the Gigantes of Mekone. There are also a few of the pure blooded Gigantes remaining on Black Korkyra. Upholding the old bargain they arrive each spring to pledge the queen their allegiance. They are not cursed as their Phlegran kin and retain some of their former glory
How the nation plays and what it is good at should go here, aka why would it be cool to play, whats good about it (in general terms) and where they falter possibily there could be a standard for nation classification (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based etc) National Features
Race | Military | Magic Access | Priests | Buildings |
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Colossi Size 3 units with 20HP and above human stats Phaeacian Humans +1 MR vs Humans Longer Lifespan | Mixture of Human and Colossi Units Strong Colossi Light Infantry Mediocre lineup otherwise Powerful Weaver Communions Strong elemental and astral magic | 4 (rare 5) 3 (rare 4) 2 (rare 3) 2 (rare 3) 1 (rare 2) 3 Summonable 2* 2 *Cannot summon natively need to turn a troop into Commander | Recruitable: 1 Capital only slow to recruit 2 Priests can sail | Standard Forts Coastal forts produce +10% Gold |
Dark Vessels
When this commander approaches a coast, dark vessels will soon appear ready to transport him and his men. The dark vessels are only able to exist inside friendly dominion and both coasts on the journey must be inside friendly dominion. The dark vessles have no limit on how many or large the people aboard them can be.
Dark Vessels is an ability unique to Phaeacia which all Phaeacian commanders have. It allows the commander to sail from province to province with all troops under their command, as long as both provinces have their dominion. The detailed requirements are:
The biggest benefit of the Dark Vessels are that they allow Phaeacia to move it's mages around, even those that can't ordinarily sail. It also allows Phaeacia to circumvent the usual sailing size limit of units to their commander size, though you can't completely ignore it since you'll want to sail outside of your dominion at times as well.
The Gigantes of Black Korkya
Upholding the ancient bargain the Gigantes of Black Korkyra have mustered their forces. A Lochos and his retinue has arrived to the Orichalcum Palace to pledge allegiance to the Queen.
Each year in early spring (save the first year) a Lochos and his retinue of Gigante will appear in your capital. The Lochos will bear the magical Golden and Gleaming weapons and armor of Mekone, but the Gigante that spawn with him will bear mundane arms.
The Orichalcum Palace | Black Korkya | Gold Apple Tree | Orichalcum Mine |
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Colossi Queen (Commander) Prince Consort (Commander) Orichalcum Guard 1 per turn 1 per turn | 1 per turn 1 per turn | -5 unrest per turn 1 per turn | 150 Per turn 100 Per turn *only spawns on a Island start positon |
*will Prioritize spawning the Capital on an island Provence(a Provence with no more than one connection to above water Provence, including rivers) and gives the Orichalcum Mine as an additional site.
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
All your national Commander can use the Black ships to cross water provinces, with many also having normal sailing. You can run into problems if you can't spread your dominion into a province you what your communion to make landfall on, as the Colossi you want for communions lack regular sailing, so rely on spreading your candles to even leave the capital.
Img | Unit Name | —-SpecialAttributes—- | Comments |
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Phaeacian Scout 30 3 1 | Stealthy(55) Sailing(2, Max 999) mountain survival forest survival | Scouts with more mobility with Sailing. Should be made your Prophet so he can Spread your dominion so you can use the blackships to make landfall. |
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Phaeacian Priest 50 1 1 | 1 sacred Sailing(2, Max 999) | The basic priest that can sail. Can bless your sacreds or spam against undead spam. |
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Phaeacian Captain 55 26 1 | Sailing(2, Max 999) | The cheaper Human commander. Quick to produce in a pinch from any fort without a lab to sail your humans to a Provence outside your dominion. After you have spread your dominion, you can lead the giants. |
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Mage Pilot 80 2 2 | 11 9 Sailing(2, Max 999) | Your cheapest Reasercher monkey. | |
Colossi Weaver 125 1 2 | 111100% 11 Forge Bonus(1) female | Comunion mages and forgers. You don't have a native way to forge Dwarven Hammers and more paths on other mages, but that Forge Bonus will make item creation more cost-effective (especially if you make a pretender or trade for Hammers). As communion mages they have the making of a turbo commion. Just give a few Girdle of Might, Coral Blade and Shroud of the Battle Saint with a Regain bless and a nature mage for Personal Regeneration then they will power all that magical madness. |
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Wind Caller 170 2 4 Coastal Fort Rec Only | 211100% 13 Sailing(3, Max 999) | Your masters of Air. not a mage you want to use cap turns on but fine pumping out of Costal forts. Powerful Air 3 or can go higher with Astral random. |
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Colossi Storm Captain 175 38 2 | 21 11 Sailing(3, Max 999) | The main thug of the nation. Very Cost-effective for any nation. His paths make him hard to hit, Give himself Flight, quickness plus other buffs, summon Air elementals, and Cloud Trapeze to anywhere. |
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Colossi Queen 335 1 4 Capital Only | 22121100% 10% 17 sacred female | Your Holy Communion Leader and are guaranteed to join communions. has offered less path diversity than Prince Consorts but are guaranteed to have Astral to so your forts can guarantee that your produce a high Air, Water, and Holy caster. |
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Prince Consort 370 1 4 Capital Only | 13211100% 10% 17 sacred resist shock(5) | An air booster Crafter(Prity rare for any nation) and can forge Rune Smashers. need a Crystal Matrix to join communions (easily made by Weavers) but then offer unique cross paths spells like… |
To offset the nation's strong mobility and mages, Phaeacia's troop option is mediocre or very resource-intensive for the Middle Age with the exception of the Colossi Light Infantry. All troops can find usefulness as mass production and buffs spell become accessible later game.
Img | Unit Name | —-SpecialAttributes—- | Comments |
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Phaeacian Militia 7 5 5 | Very cheap Light infantry. Only good as extra efficient siege chaff. | ||
Phaeacian Archer 11 7 11 | Unimpressive EA archers in MA. Like any archer unit, can be a threat in number and magically buffed when the enemy was not scripted to handle mass ranged fire. | ||
Phaeacian Light Infantry 10 9 11 | Literally Indie Light infantry with javelins | ||
Phaeacian Infantry 10 14 11 | Light infantry with slightly better helmet, Att, damage, and situational slashing damage. | ||
Phaeacian Heavy Infantry 12 26 16 | Human in very heavy armor. There are situations where they would be a more serviceable line than more cost-effective Colossi but that's not well documented. | ||
Colossi Light Infantry 20 13 13 | Your Cost-efficient infantry, as most light armored giants with a javelin are. Relatively cheap to produce and strong attack let them beat out indies and most player armies. |
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Colossi Heavy Infantry 20 38 13 | Often better than Heavy Infantry. Only produce when overloaded in resources. Can hold the line especially if you can get a Mass Regaentaion spell going. |
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Orichalcum Guard 40 53 27 Capital Only | sacred Bodyguard(2) | Decent but Expensive with limited recruitment of 4 to 5 a turn. Often see play as a situational unit, using their Heavy magic gear to deal with partially big threats with a minor bless being optional. They are Also very diligent bodyguards to protect your Royalty from any Demon or Elemental wither their magic sword. |
Img | Unit Name | —-SpecialAttributes—- | Comments |
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Melite - Aegaeide Hero turn arrival Limit:15 | 33 13 Resist Cold(5) Resist Poison(5) Stealthy(40) disease healer(1) waterbreathing(30) Awe(6) Supply Bonus(30) Homesickness(10%) amphibious recuperation female | A very useful hero when she shows up, givieng you nature mage (and more by summoning more Naiads) She is also usfule in claming the land around your island capital by leading a contingent of Colossi. |
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Nausicaa - Phaeacian Princess | 2111 13 sacred Stealthy(65) Sailing(3, Max 999) spy female | Not the strangth of of a Queen but will serve you beest on gathering infomation on your opponent. Only get one so be careful. Being able to cast Cloud Trapeeze and flight lets get in to place and running way realtivly safe. |
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
You are a Strong Air communion nation with decent access to Water and weak Astral, Fire, and Earth paths that can be improved with communions. With a Hero or empowerment into Fire and/or Astral you can summon Nature mages. With Gift of Reason you could then get Kers into communions to add Blood and Death.
Pride of Lions: Conj 3 10, 2( Great Lionx10+) fast animal chaff with two high damage attacks.
Summon Hound of Twilight Conjure 5, 21 4, (summon a Hound of Twilight) A big Fear monster with a Patrol bonus of 20. Cheap for an Empowered 2 in death to spam and remove your fort's unrest. Decent patroler and Spirit-sight can catch elves.
Contact Hesperide Conjure 6, 31 35, (summon Hesperide) A usfule mage not only removes a lot of Deaseases and Unrest but also breaks you into Nature for rituals and communions.
Call Ladon Conjure 6, 32 15, (summon Ladon - Drakon Hesperios) Summon a big unique monster with a Hesperide. He may be decent(by the standards of a big monster commander with only head and misc slots), the real purpose is to keep him alive so your can get an event in the spring that has a good chance to gives you a Golden Apple, a Decent morale booster and a way for important mages to remove 10 years when they get hold to increase their game relevance.
Bind Keres Conjure 6, 2 12, (summon 12 Ker) Similar points to Lampads, Have to break into Death, The are blood/Death mages when commanders(Also too out-of-the-way). Keres are Ethereal Invisible Two attack Fear flyers. Tears up Weak back units, Wspealy when they Paralyze enemy undead mages.
Dogs of Gold and Silver Construction 5, 1 7, (summon a Kuon Argyreos, Kuon Khryseos). Very resilient Patrolers and flanking hounds. Easly to cast but gem expensive to build a flank force.
Craft Keledone Construction 7, 22 5, (summon 1 Keledone) Situational, Summon a Hard to kill immobile communion slave in case a fort gets besieged.
Forge Brass Bull Construction 7, 33 30, (summon a Khalkotauros) A big Hard to kill Trample monster that breaths fire. Often a Skip as that Research and gems could be used for thugging.
Sow Dragon Teeth Enchantment 6, 2 1, (summon 12 Spartae during Combat) Only cost 1 Earth Gem for 10 decent stated undead with magic gear.
What is the best spell you can use in combat. What spells the best support for your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?
At heart, your main magic power comes from Colossi Weaver communions. When geared to turbo, they can efficiently output an unreasonable amount of Thunder Stikes. Weavers also are astral mages and may dable in fire, earth, and water for more variety.
Its helpful to add Body Ethereal, Temper Flesh, and other defense spells to protect your investments from army wiping spells your or opponent may cast. (Wrathful Skies, Meteor Shower, ??Heat from Hell?)
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?
Is one of the few nations that can forge air boosters. Colossi Weaver are very efficient when it comes to making gear, getting an outstanding -3 gem discount if my mange to secure Dwarven Hammers.
in addition to manufacturing thug gear for your Colossi and Gigantie thugs, forging is also important to your turbo communions, Creating Girdle of Might, Coral Blade, Shroud of the Battle Saint with a Regain bless and Ring of Regeneration
Phaeacia Island's start position makes it very difficult for other land nations to attack, while your own mobility allows for unexpected invasions. You raid to profit off coastal land, using highly mobile Air communions and thugs to take enemies by surprise.
Having an Island start does having many hard counters. Your army losses its mobility outside of casting a teleport spell in a labbed procence if Perpetual Storm or Sea of Ice is up to turn off all sailing (including Blackships). Will leave prevent your cap units from also leaving.
You also have to heavily negotiate with players if they play an amphibious nation. Phaeacia has great mobility going over water but no early game tools to fight someone under it. Having the power to constantly siege your capital with no repercussions, you have to keep them appeased if you want the chance to win.
Phaeacia is not at proper power until the midgame, so you will be gobbled by a rush nation if they can get too you and cannot negotiation some kind of treaty of protection.
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?
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