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sauromatia-ea

EA Sauromatia, Amazon Queens

Lore

Sauromatia is a nation based on Herodotus' accounts of the Scythian peoples in The Histories. Here Scythians, Amazons, Sarmatians, and Androphags are described with their strange traditions and unsavory practices, and the book is a splendid source for any modder seeking inspiration for a new nation. Grave goods, archaeological findings, and Osprey military books have given the nation further life. Finally, Witch Kings and elements of the Pythian predecession (serpents, swamps, and hydras) were added to the Androphags to make the nation more sinister and Dominion-esque. -Illwinter

Sauromatia is a nation of nomadic warrior tribes ruled by women. Men and women fight side by side and all prominent tribes are ruled by warrior queens. This is a legacy of the Sauromatians merging with the Amazon tribes in times past. The Amazons leaders were not accepted, because they were not warriors, but they influenced the Sauromatians, and women warriors gained power and prestige. Only the tribe of the Androphags has totally rejected the notion of female leadership. The Androphags are ruled by ancient Witch Kings who introduced cannibalism and man flaying to the Sauromatians. The Androphags also use hydras from the Marshes of Pythia in warfare.

General Overview

Sauromatia is a nation of cavalry. Its incredibly-good early-game troops are offset by its incredibly-weird Magic paths and nonexistent infantry. There is no cheap filler in Sauromatia: your core playstyle will revolve around doomstacks of a few dozen horseys (more over time), quickly sweeping over poorly-defended provinces, dine-n'-dashing off the pillaged wealth, and rushing the heck back to lose as few horseys as possible. Your life revolves around the horse. Other than that, Soothsayers (the 90% that have astral 11) can sustain their Communion Master Enaries or their (much more expensive) Sabbath Master Witch Kings, and Hydras are always an option for the memes.

National Features

Race Military Magic Access Priests Buildings
Magicly tattooed Humans.
Hydras
Mounted Horse Raiders
Poison-using Archers
Relatively-cheap Heavy Cavalry
Sacred Serpent Riders
death 44 (rare 5)
nature 22 (rare 3)
blood 22 (rare 3)
astral 11
water 11 (uncommon, rare 2)
Hero
air 22astral 22death 44nature 44
air 33water 22death 44
death 44nature 11blood 33
Weak (holy 11)
Blood Sacrifice
Standard Forts(Fortress)
Light Cavalry w/o Forts

Capital Special Sites

FIXME add the site pics

Swamps of Pythia The Bitter Stream The Enchanted Isle The Great Cauldron
Enables recruitment of Hydra Tamer, Hydra, and Hydra Hatchling Enables recruitment of Oiorpata.
Generates 1watergem3deathgem per turn.
Generates 1naturegem per turn. Enables recruitment of Manflayer, Witch King, Androphag, and Androphag Archer
Generates 2bloodslave per turn.

Units

the nation is mostly comprised of mounted warriors, being fast on the world and battle map with naturally high defense skill.

Get magic tattoos: most units have which give bonus combat speed and defense skill in addition to invulnerability on already tough and fast units. Your foot troops and most of your sacred lizard riders get the which grants better MR.

Commanders

FIXME intro

Img Unit Name —-SpecialAttributes—- Comments
Scout
Gold25
4
1
Stealthy(50)
Mountain Survival
Forest Survival
Good for foreign recruitment and while you have palisades and are building up to forts, they have niche strategic uses for sieging vs assassins but normally they are only made in provinces that have them natively.
Soothsayer
Gold55
4
2
random190%
Fortune Teller(10%)
Old Age(55/50)
90% of them are perfect Communion Slaves. To think that these guys were 20 bucks cheaper once…
Any way the 90% lets them be recruted from forts without a need for a lab.
bewarry that they burn out quickly when powering a Enarie commuinon with all the off path casting.
Chieftain
Gold60
14
1
+ foreign Rec Only
inspirational(1)
pillager(3)
Magic Horse Tattoo(1)
Basic mounted Leader, Recrute from anywere to lead small Raids and move troops.
Sauromatian Manflayer
Gold90
37
1
inspirational(1)
pillager(5)
Magic Horse Tattoo(2)
Female
upgread on the Chieftain, with by being a 80ld that gives her troops +2 morale.
Warrior Priestess
Gold130
34
1
holy 11
sacred
pillager(5)
Magic Horse Tattoo(2)
Female
Expansive but they are mounted priests that free up Warrior Sorceress to focus on thier mage duties.
still pay a lot but she is hard to kill and also lead armies.
Warrior Queen
Gold165
34
2
sacred
pillager(10)
Magic Horse Tattoo(3)
Female
Less good gear then a Manflayer but leads massive armies of 120 leadership, and being sacred makes her have less upkeep then a Manflayer.
can be hard to find a place for her as you have pently of 80ld girls. but are good in situations your trying to be effecent when useing morale boosting items.
could use her massive piliger bonus of 10 if a pilliging stratagy is created.
Spirit Guide
Gold45
1
2
death 11 7
Spirit Sight
Female
Enarie are better them at everything except being dedicated death 11 casters. Best having them spamming Dark Knolage, and casting Wrath of the Ancestors getting off two casting before falling asleep.
Enarie
Gold145
1
2
astral 11death 22nature 11 13
Spirit Sight
supply bonus(10)
Fortune Teller(10%)
Female
Very cost effective mages. Makes communions to cast Astral, Death and Nature spells. Great paths to have to improve communion efficiency and spam hords of undead.
you think you should have Soothsayers battery a Enarie, but is actually more effecnt to have Enarie slaves powering other Enarie, with the Soothsayers being the dedicated astral casters as bonus off path casting fatigue is a thing.
Warrior Sorceress
Gold180
16
2
nature 11holy 11random1100% 9
sacred
Magic Horse Tattoo(1)
Magic Snake Tattoo(2)
Combat Caster
Female
Has the important Respabilty of activating the tatoos.
She can also light thug, or blood hunt.
Nature randomes make Thistle Maces and with them are good nature mages and thugs
Water Randomes are strong with Mossbody and Quickness and Foul Vapors.
Sorceress are not the best thugs by themselves, but if you have about three, they can take provinces with minimum gear as they fluff each other as the stand together in one square.
Hydra Tamer
Gold25
10
1
Capital Only
Resist Poison(15)
beastmaster(+2)
swamp survival
Swimming
cheap leaer of hydrads and can swim across lakes with them.
Manflayer
Gold145
14
1
Capital Only
sacred
inspirational(1)
Magic Snake Tattoo(2)
swamp survival
Swimming
could lead swimming troops? thugable? the Sauromatian Manflayer is more effecetn.
Witch King
Gold390
13
4
Capital Only
death 33nature 11blood 11random1100%+10% 17
sacred
Resist Poison(15)
Fear(8)
Magic Snake Tattoo(2)
swamp survival
Swimming
Your Death and Blood powerhouse of the nation.
Only one death randome and Skull Staff way from breaking you into high level death.
THey also can be used to summon vampire lords.
Water randomes make frost demons and make Stygian Rains.

Troops

Img Unit Name —-SpecialAttributes—- Comments
Sauromatian Archer
Gold10
5
9
Magic Snake Tattoo(1) Have Combosit bows witch are danagrous to the lighly armoured armys of the EA.
They will slow down any calvary army but having Str 11 for 10 gold makes them effficent Seige chaff for Sauromatia.
Androphag Archer
Gold10
5
20
Capital Only
Magic Snake Tattoo(1) Rec Limited but mass poison attacks, efen if by chip damage, is still dangrous and can take out powerful troops stacks and thugs that are not resistant to poison.
Like Machaka Spider Archers, This is often your diswader, creating a lose lose situation when getting rushed as your enemy will lose thier attacking stacks in addtion to your defenders.
Sauromatian Amazon
Gold12
12
14
Magic Snake Tattoo(1)
female
Solid mediem infentry especaly if you can activate their tattoo.
in early pitched battles, they are your line holders before your death mages learn how to skelli-spam.
Raider
Gold20
12
24
pillager(1)
Magic horse Tattoo(1)
Mounted Sauromatian Archer but with signifeicently better durability and its speed allows for suprise mass archer ambushes and remote Pillaging.
Lancer
Gold20
14
24
Magic horse Tattoo(1) Extreamly fast and cheap for a Cav unit with a lance.
Can produce mass flanker platoons or have a few in each army.
Sauromatian Raider
Gold25
18
36
pillager(1)
Magic horse Tattoo(1)
female
the Raider with more armour.
Sauromatian Lancer
Gold25
23
36
Magic horse Tattoo(1)
female
Hybrid of Raider and Lancer with better armour. Performs both roles of flanker and suprise archers.
Sauromatian Cataphract
Gold30
34
46
Magic horse Tattoo(2)
female
If you go Scales over a bless, They are the way to go.
They are Heavy Cavery with massive defencees for their gold cost and hit very hard with thier two attacks and thier Heavy lance.
Hydra Hatchling
25
1
15
Capital Only
Regeneration 10%
vulnerability fire -10
resist poison 25
Poison Cloud 4
Unsurroundable 2
undisciplined
blunt resistant
pierce resistant
Animal
cold-blooded
swamp survival
swimming
recuperation
Hazardous to mix with other troops until your mages can grant Poisin resistance. Has some uses as early expansion units in a retreat strategy, leaving behind clouds that will kill the chasing independents. Can soften up heavy cav and many other unit types but suffer vs ranged attackers and can not one turn capture provinces which makes them a bit sub par
Hydra
200
1
15
Recruit Max 1/turn
Capital Only
Regeneration 10%
vulnerability fire -10
resist poison 25
Poison Cloud 8
Fear 5
unsurroundable 4
undisciplined
blunt resistant
pierce resistant
animal
cold-blooded
swamp survival
swimming
recuperation
Can be used in combination with a high morale commander and fluffed with Body Etherial and luck for good clear potential. Absolutely hilarious with protection buffs and mass flight, but in general not very often recruited or massed due to their high upkeep and how they can not easily be combined with your troops in combat.
(On a sidenote, if you have a b1 n1 you could communion those up to cast purify blood which makes hydras very effective in combination with your armies)
Oiorpata
Gold45
16
46
Capital Only
sacred
Magic Horse Tattoo(1)
Magic Snake Tattoo(1)
Female
Gets both snake and horse tattoos and has very good defences.
your better go-to sacreds.
Androphag
Gold55
14
46
Capital Only
sacred
Magic Snake Tattoo(1)
swamp survival
swimming
Far more expensive then Oiorpatas, trading speed and defense skill for a little more strength, and ride on a mount with a lot more hp and a debilitating poison bit.
situational.

Heroes

All of them are fairly strong and be used over a pretender as a stepping stone for an end-game strategy. all are a Skull Staff way from breaking you into Skullfaces and Lichs

Img Unit Name —-SpecialAttributes—- Comments
Kirke - Pharmakeia
Hero turn arrival Limit: (10)
air 22astral 22death 44nature 44 29
sacred
glamour
Resist Poison(7)
supply bonus(40)
stealthy(65)
healer(1)
Female
Delgnat - Partholonian Sorceress

Hero turn arrival Limit: (10)
air 33water 22death 44 23
Resist fire(-5)
Resist cold(15)
Resist shock(5)
Resist Poison(25)
supply bonus(10)
homesick(20%)
iron Vunerbility(1)
immortry
undead
glamour
sacred
poor amphibian
inanimate
spell-singer
need-not-eat
Female
??Skögu - Man Eater??
Hero turn arrival Limit: (5)
death 44nature 11blood 33 21
sacred
Resist Poison(15)
Fear(14)
Magic Snake Tattoo(2)
swamp survival
Swimming
supply bonus(10)
mounted
dec

Magic

National Magic & Summons

  • Call Ancestor: Conj 1, death 11. ( Ancestral Spiritx1) death mages can Spam out a weak Sacred ghost with a paralyzing attack instead to skelis.
  • Wrath of the Ancestors: Conj 7, death 11 1deathgem. ( Ancestral Spiritx20+[2/lv]). Improved Call Ancestor, Spamming Ancestral Spirit for death gems. Ancestral Spirits are good in large numbers if you give them a weapon bless or the explosion bless(with some Fire Resist).
  • Daughter of Typhon: 5 2 Conj 9 for 30. ( Hydra - Daughter of Typhon). summon a huge immortal hydra. has the same problem as the Tracrastic, being flavorful summon that comes too late into the game to be a good investment.
  • Awaken Tattoos: 1 1 Ench 3. important national spell as it awakens not only 10 natural prot against nonmagical attacks but also giving a bonus to defense and or magic resistance. makes your troops tough.

Magic Access

FIXME 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

Sauromatia is a communion nation with predominantly astral and Death mages, with some Nature, Water, and blood.

Although blood mages are spractic, it's the easiest to empower in, much so it's easier to say you have it than stating roundabout methods for climbing, unlike other magic paths.

You have easily access to high death with your heroes and some Witch Kings brake you past that death 55 barrier to go to death 66

Warrior Sorceress can make Thistle Maces and with Armor of Twisting Thorns, and Moonvine Bracelet is easily to get nature 55 on a national mage.

Water is hard to climb with often stumped at water 22 with Water Bracelet but that's enough for your combat purposes.

Combat Magic

on communion master cast Power of Sphears so slaves are astral 22, thus cutting some fatigue.

Soothsayers a good Astral Fluffers as they are cheap and spammable.

Ritual Magic

Magic Items

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

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

sauromatia-ea.txt · Last modified: 2021/03/10 23:15 by fenrir