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MA Phaeacia, Isle of the Dark Ships

Lore

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

General Overview

FIXME 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

National Features

Race Military Magic Access Priests Buildings
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
air 44 (rare 5)
water 33 (rare 4)
astral 22 (rare 3)
fire 22 (rare 3)
earth 11 (rare 2)
nature 33
Summonable nature 22* death 22
*Cannot summon natively
need to turn a troop into Commander
Recruitable: holy 11
Capital only slow to recruit holy 22
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 commander must have enough map move to sail to their destination, dark vessels do not ignore map move
  • Both start and destination are within Phaeacian dominion
  • The commander can reach the destination by sailing (So you can't use this to jump from one body of water to another)

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.

Capital Special Sites

The Orichalcum Palace Black Korkya Gold Apple Tree Orichalcum Mine

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.

National 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

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
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.
Phaeacian Priest
50
1
1
holy 11
sacred
Sailing(2, Max 999)
The basic priest that can sail.
Can bless your sacreds or spam against undead spam.
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.
Mage Pilot
80
2
2
air 11water 11 9
Sailing(2, Max 999)
Your cheapest Reasercher monkey.
Colossi Weaver
125
1
2
air 11astral 11random1100% 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.
Wind Caller
170
2
4
Coastal Fort Rec Only
air 22water 11random1100% 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.
Colossi Storm Captain
175
38
2
air 22water 11 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.
Colossi Queen
335
1
4
Capital Only
air 22water 22astral 11holy 22random1100%
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.
Prince Consort
370
1
4
Capital Only
fire 11air 33water 22holy 11random1100%
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…

Troops

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
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.
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.
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 with their magic sword.

Heroes

Img Unit Name —-SpecialAttributes—- Comments
Melite - Aegaeide
Hero turn arrival Limit:15
water 33nature 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.
Nausicaa - Phaeacian Princess
air 22water 11astral 11holy 11 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.

Magic

Magic Access

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.

National Magic & Summons

Pride of Lions: Conj 3 10naturegem, nature 22( Great Lionx10+) fast animal chaff with two high damage attacks.

Summon Hound of Twilight Conjure 5, earth 22death 11 4earthgem, (summon a Hound of Twilight) A big Fear monster with a Patrol bonus of 20. Cheap for an Empowered earth 22 in death to spam and remove your fort's unrest. Decent patroler and Spirit-sight can catch elves.

Contact Hesperide Conjure 6, fire 33astral 11 35firegem, (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, fire 33nature 22 15firegem, (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, death 22 12deathgem, (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, earth 11 7earthgem, (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, earth 22astral 22 5earthgem, (summon 1 Keledone) Situational, Summon a Hard to kill immobile communion slave in case a fort gets besieged.

Forge Brass Bull Construction 7, fire 33earth 33 30firegem, (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, earth 22 1earthgem, (summon 12 Spartae during Combat) Only cost 1 Earth Gem for 10 decent stated undead with magic gear.

Combat Magic

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 dabble in fire, earth, and water for more variety.

It's helpful to add Body Ethereal, Temper Flesh, and other defense spells to protect your investments from army wiping spells your or opponent may cast. (ie. Wrathful Skies, Meteor Shower, Heat from Hell).

Colossi Queens are your battlefield wide and holy communion spell casters.

Storm captains are your thugs, mix of water and air for all the good hard to hit, mobility, quickness, and Air Elementals.

Princes can also thug if they random earth, but their main role in combat is powerful air spell and other evocation crosspaths, especially if given a Crystal Matrix. Acid Storm.

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

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

National Items

  • Purple Silk Garments Constr 2 3astralpearl2watergem astral 11water 11: Simple and easy to make robes that give minor protection, Defence,+1 MR for mages, and twist-fate .
  • Silver Silk Garments Constr 6 3astralpearl2airgem astral 11air 11: like Purple Silk but +2 MR and +2 Reivgeration rather then Defence. Great on communions if not using a blessing in the turbo.
  • Windcatcher Sail Constr 4 10airgem air 22: Let a commander with Sailing to move one province further over water. One tile can mean a lot in a game with limited turns and players constantly making moves.

Strategy

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.

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

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

phaeacia-ma.1606059195.txt.gz · Last modified: 2020/11/22 15:33 by joste