Dominions 3: The Awakening/Nations/Pangaea, Age of Bronze

The civilized Centaurs of the Middle Age have developed weapons and armor to suit them, but still can operate quietly behind enemy lines.

Overview
Pangaea, Age of Bronze let you play a nation of strong, stealthy forest creatures that have begun to use armor as well. Your mages are strong in Nature and Earth with minor picks in Blood and Death. The capital only Pandemoniac has also good Blood magic. Your priests are medicore, but stealthy as well. All your national units can heal their own afflictions, some of your units are stealthy and the others heavy armoured, some units are berserkers. Nearly all off your troops have good strategic movement as well as the forest survival skill. Your Pan mages attract free Manaeds, depending on the turmoil scale. Your national spells let you summon undead forest creatures that can reanimate manikins. Your Sacred Units, the White Centaur is capital only.

Units

 * Harpy: Gold 7, Resources 1
 * A flying, stealthy patroller with no protection, few hitpoints and bad attack. They die very easily, and their only real use is to patrol your own provinces.


 * Satyr Sneak: Gold 10, Resources 3
 * Cowardly Satyrs without shield and bad protection (6). They increase unrest in the province they occupy.
 * I would not use them, as they are the weakest form of the Satyr.


 * Satyr: Gold 10, Resources 4, Spear, Javelin
 * Javelin throwers with bad morale and no shield. They are better than Satyr Sneaks, but still not very efficient.


 * Satyr: Gold 10, Resources 4, Spear, Buckler
 * Your cheapest unit with a shield has at least normal morale (10).


 * Satyr Hoplite: Gold 13, Resources 23
 * Only Satyr version with decent protection (16) but also the only variant with no stealth and a map move of 1.


 * Reveler: Gold 14, Resources 3
 * Stealth units should win a fight because there is often nowhere to flee after loosing a battle. Revelers can help you winning with a battle with a stealth force. No Shields means you place them best behind a squad of Satyr Warriors or other Shield troops. But once those Revelers join the Melee fighting, they will fight with 2 Weapons (spears and hoofs) and go berserk. They are the strongest of the Satyrs, but as for all Satyrs, there are better troops around.


 * Minotaur: Gold 40, Resources 7
 * Trampling heavy infantry (size 3). Defense and Attack values are bad, but those guys trample over normal troops (size 2) and go berserk. Berserk lowers defense even more, but increase Attack, Strength and Protection. Unfortunately, Minotaurs tend to get swarmed after the first round of trampling and with their bad armor, they die very fast. If you want to trample things, use the War Minotaurs.


 * War Minotaur: Gold 50, Resources 29
 * The best trampler that is in your inventory. With a protection of 17 and berserk +4 they have some actual survivability, they still get swarmed and die, but the attrition rate is much better that with the basic Minotaurs.


 * Centaur: Gold 30, Resources 4
 * Centaurs are among the best archers in the Game. Those lovely units survive incoming fire (20 hitpoints) can defend themselves (defense 14), hit something with the deadly longbows (Precision 12) and are not so bad fighters (hoof, dagger, strength 13) if running out of ammo. But they are just too expensive (other nations get longbows for 12 gold) so i would not use them too often.


 * Centaur Warrior: Gold 40, Resources 12
 * Big value for a big price. Those horse-men wear shields and have almost normal protection (9). Berserk means the protection increase after being wounded, and the extreme good defense value (17) means that even after going Berserk enemy's have trouble scoring a hit. Often you will find that an enemy arrow enrage one of your Centaur Warrior into Berserk mode. He will break the formation and charge solo against the enemy hordes... and survive ! At least some time. Centaur Warriors use Javelins, so before they engage the enemy Army, they fire one or two volleys on them, i would always set them to fire and not to attack (the only exception might be archer heavy armies). Theyr best use is in stealthy squads, if you pair 20 Centaur Warriors and a Dryad you have a force that can take out every sane Province Defense without the loss of more than 1-3 Centaurs.


 * Centaur Cataphract: Gold 40, Resources 32
 * Centaur Cataphracts are heavy armoured Centaur cavalery. Their high protection of 19 makes them almost immune to archery and they are also able to go head to head with enemy Elite Troops so they will be an important part of any Pangean army. (Unless you go for Sloth 3 and White Centaurs). The only thing that hampers them is their high encumbrance, so they fatigue very fast and after ca. 5 Turns they begin to take damage due to critical hits, so it is really important to cast Relieve on armys that are using Centaur Cataphracts.


 * White Centaur: Gold 70, Resources 12
 * Your only blessable unit is capital-only an has nearly the same stats as the centaur Warrior. They are very strong used with a E9N9 Bless, but as they are capital-only using them is only advicable in short games.


 * Maenad: 0 Gold, 0 Resources
 * Maenads are human females seduced by the wild lure of a Pan's flute. They enter a state of revelrous rage in which they shed all clothing and join the armies of Pangaea to fight with claws and teeth (Quote of the in-game description). Each Pan attract Maenads, especially if he is in a province with high turmoil. You can expect 8 Maenads per Pan with turmoil 3. Transporting the Maenads from your research center to the front lines need some micro management and a lot of commanders. Despite the description, Maenads fight just with a claw and have no secondary bite attack. Having no clothes on (protection 0) and bad weapons (all stats: 10) make the Maenads look like poor fighters. This is so, but as you have them in very high numbers (you will field the biggest armyes of the Middle Era) they will be able to do some damage, and more important to act as meatshield for important troops and mages.
 * She is the only unit of Pangaea with no recuperation ability.

Commanders

 * Unit: Gold x, Resources y
 * Description

National Summons

 * Unit: Gems z
 * Description