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.
| Human Slaves|
| Light Slaves Infantry|
| 3 (rare 4) |
3 (rare 4)
2 (rare 3)
2 (rare 3)
4 (rare 5)
3 (rare 4)
2 (rare 3)
| Average but Expensive (2) |
Dominion causes Unrest (see above)
add the site pics
LA Phlegra has an event where The Burning Mountain site explodes and is replaced with The Shattered Volcano site. 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 , , and . |
Produces 1 per turn.
| Increases Heat |
Produces 3 per turn.
| Enables recruitment of Laestrygonian Tyrant
May enable recruitment of
Produces 11 per turn..
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
| taskmaster(2) |
| taskmaster(3) |
| 1100% 5|
| 111100% 11 |
| 11100% 9 |
| gluttony(1) |
| 111100%+10% 11|
| 1111122100%+100%+10% 19 |
| Laestrygonian Tyrant|
| 432010% 13|
Cause Unrest (+10 Per Month)
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.
any breakout hits that might sway someone towards luck or away from it ?
3 13, (summon 12 121. They are humanoids with only invulnerability for protection. Despite this, they can ruin thugs they hit with Decay when buffed. ) There is a way to make them into Commanders for thatConjure 5,
21 4, (summon a 2 in death to spam and remove your fort's unrest. How good are monsters like this is in Combat? ) A big Fear monster with a Patrol bonus of 20. Cheap for an EmpoweredConjure 5,
2 12, (summon 12 Ethereal Invisible Two attack Fear flyers. Tears up Weak back units, Wspealy when they Paralyze enemy undead mages. ) Similar points to Lampads, Have to break into Death, The are blood/Death mages when commanders(Also too out-of-the-way). Keres areConjure 6,
33 30, (summon a ) A big Hard to kill Trample monster that breaths fire.Construction 7,
2 1, (summon 12 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.Enchantment 6,
54 60. An expensive late-game Global enchantment that boosts your Giant production, and outmuscles enemy dominion.Thaumaturgy 7,
11. Let your smiths join communions but more importantly your indie mages. An excellent way to cast High-level Nature on the battlefield.A That can be made the first turn and don't Need
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
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.