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phlegra-la

LA Phlegra, Sleeping Giants

Lore

General Overview

Unlike nations with Supercombatants, LA Phlegra is a Supercombatant with a nation attached to it. It is the culmination of a slow descent into madness and despair that begins with the Spartan inspired Gigantes of Mekone and by the late age has become quite possibly one of the least pleasant places to be a normal human in the entire dominions universe. Sure the blood nations might sacrifice your daughters, and Lemuria might raise you as a ghost, but the Oppressors of Phlegra will literally rip your free will away and you might get eaten by an insane giant.

The Laestrygonians are the keystone of the nation and I would strongly encourage a player to begin preparations for their arrival from before the end of year one while at the same time creating a situation where your slave soldiers and elemental based communions can survive through the early and midgame. Unlike EA and MA, Phlegra’s basic (non giant) units are very resource intensive, particularly their cap only Iron Guard but, like the others they remain very gold (and upkeep) cheap. With high productivity scales you can mass armies very quickly and comfortably take casualties with very little consequence.

National Features

  • Dominion increases unrest by (Dominion score/2, rounding randomized) in Turn Order Step 40. In essence, and accounting for rounding bias in the income formula, this means Dominion 10 Phlegran empires suffer 6% penalty to Resources and 10% Penalty to Income.
  • Mercenaries are 25% more expensive.

FIXME

Race Military Magic Access Priests Buildings
Human Slaves
Cyclopes
Super Giants
Light Slaves Infantry
Cyclopes brutes

Cyclopes Smiths

Gigante Supercombatants

Auto-Communion Mages
fire 33 (rare 4)
earth 33 (rare 4)
air 22 (rare 3)
astral 22 (rare 3)
water 11 (rare 2)
The Tyrants:
fire 44 (rare 5)
earth 33 (rare 4)
death 22 (rare 3)
air 11 (rare)
Average but Expensive (holy 22)
Dominion causes Unrest (see above)
Giant Forts.

Capital Special Sites

FIXME add the site pics

LA Phlegra has an event where The Burning Mountain site explodes and is replaced with The Shattered Volcano site. FIXME Add info about the various events related to the capital site such ad minimum turn, unrest increase etc.

Telepylos The Burning Mountain Shattered Volcano
Enables recruitment of Cyclope Smith, Oppressor Archon, and Iron Guard.
Produces 1earthgem per turn.
Increases Heat
Produces 3firegem per turn.
Enables recruitment of Laestrygonian Tyrant
May enable recruitment of Laestrygonian
Produces 1firegem1deathgem per turn..

Units

General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis to plan around

Commanders

FIXME intro

Img Unit Name —-SpecialAttributes—- Comments
Phlegran Commander
Gold 45
26
1
taskmaster(2)
slave
Phlegran Priest
Gold 65
1
1
holy 11
sacred
slave
taskmaster(1)
reduces unrest(2)
Phlegran Cataphract Commander
Gold 90
47
1
taskmaster(3)
supply bonus(3)
slave
mounted
mountain survival
Shackled Mage
Gold 70
1
2
random1100% 5
slave
communion-slave
start affliction(50)
Phlegran Oppressor
Gold 115
1
2
fire 11earth 11random1100% 11
communion-master
taskmaster(2)
Oppressor General
Gold 135
21
2
earth 11random1100% 9
communion-master
taskmaster(2)
Cyclope Commander
Gold 75
83
1
gluttony(1)
taskmaster(2)
eyes(1)
Cyclope Smith
Gold 240
3
4
Capital Only
fire 11earth 11random1100%+10% 11
Resist Fire(15)
Resource Bonus(20)
Master Smith(1)
Eyes(1)
Mountain Survival
Oppressor Archon
Gold 335
1
4
Capital Only
fire 11air 11water 11earth 11astral 11holy 22random2100%+100%+10% 19
sacred
communion-master
taskmaster(2)
Laestrygonian Tyrant
Gold 600
8
6
Capital Only
fire 44earth 33death 22random010% 13
Resist Fire(17)
Resist Poison(10)
berserker(4)
gluttony(10)
Cause Unrest (+10 Per Month)
taskmaster(4)
combat caster
fear(8)
Siege Bonus(15)
heretic(1)
population killer(70)
unsurroundable(2)
shattered soul(5%)
poor amphibian
Recuperation

Troops

Cheap. That’s the word to describe Phlegra’s troops. All of your basic units apart from the Cyclopes are slaves. This makes them incredibly cheap when it comes to gold and upkeep, but it does cause moral problems particularly in the early game. It is important to note that you have exactly zero sacred troops, though the Iron Guard fill a similar role in some respects being cap only and useful for dealing with Phlegra's perpetual moral problems. You lack the resource cheap Helote Peltasts or Helote Warriors of Early and Middle age respectively in exchange for the increased durability of your Helote Soldiers.

Img Unit Name —-SpecialAttributes—- Comments
Helote Archer
Gold 8
5
4
slave
Helote Crossbowman
Gold 8
26
4
slave
Helote Soldier
Gold 8
26
4
slave
Iron Guard
Gold 15
35
16
Capital Only
slave
bodyguard(2)
magic-being
Mouflon Cataphract
Gold 30
47
39
slave
mounted
mountain survival
supply bonus
Cyclope Soldier
Gold 40
67
int
Limited Recrutment: 3
gluttony(1)
Minimum leader size(4)
eyes(1)

Heroes

any breakout hits that might sway someone towards luck or away from it ?

Magic

National Spells & Summons

FIXME

Procession of the Underworld Conjure 5, death 33 13deathgem, (summon 12 Lampad) There is a way to make them into Commanders for that astral 11death 22nature 11. They are humanoids with only invulnerability for protection. Despite this, they can ruin thugs they hit with Decay when buffed.

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. FIXME How good are monsters like this is in Combat?

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.

Forge Brass Bull Construction 7, fire 33earth 33 30firegem, (summon a Khalkotauros) A big Hard to kill Trample monster that breaths fire.

Sow Dragon Teeth Enchantment 6, earth 22 1earthgem, (summon 12 Spartae during Combat) Likely to replace as Lines by late game as Helotes die to quick and can't replace Gigante fast enough. Only cost 1 Earth Gem for 10 ok stated undead with magic gear.

Gigantomachia Thaumaturgy 7, earth 55fire 44 60earthgem. An expensive late-game Global enchantment that boosts your Giant production, and outmuscles enemy dominion.

Magic Access

FIXME

Magic Items

Oppressors Headband A Crystal Matrix That can be made the first turn and don't Need earth 11astral 11. Let your smiths join communions but more importantly your indie mages. An excellent way to cast High-level Nature on the battlefield.

Combat Magic

Ritual Magic

Strategy

Early Game

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

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

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

Strategy Guides

FIXME Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides.

phlegra-la.txt · Last modified: 2021/08/28 21:27 by fenrir