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The Minotaurs are fast, trampling infantry.

The previously innocent woodland beings of Pangaea have begun to take up human weaponry to fight the invading civilized nations.

Overview

Pangea, Age of Revelry let you play a nation of strong, stealthy forest creatures. Your mages are strong in Nature, have little Blood and Earth skills and nothing else. Your priests are weak, but steahlty as well. All your national units can heal their own afflictions. Your Pan mages attract free Manaeds , depending on the turmoil scale. More turmoil, more Manaeds. Your national spells (spell songs) let you reanimate undead forest creatures, but none of your national mages can cast this spells (Death and Nature Pick needed, Enchantment Level 1). Your troops cost much gold but few resources (max 12), making it possible to take a Sloth scale. Your Sacred Units, the White Centaur is capital only.

Unit discussion

Units

Harpy
Gold 7, Resources 1
A flying, stealthy patroller with no protection, few hitpoints and bad attack. Use it to quell unrest and harass enemy mages when storming fortresses. A possible use would be to attack units with first strike capability like heavy cavalry, but you should have plenty of cheaper units for this purpose when playing Pangea.
Satyr Sneak
Gold 10, Resources 3
Cowardly Satyrs without shield and bad protection (6). Their most nothworty detail is that the Satyr Sneaks increase unrest. Possible use would be to make a cheap bodyguard squad out of Satyr Sneaks for your Pan mages if you play with strong order scale. This squad raise the unrest level of your research province to let the Pan's attract more Manaeds.
But for just 4 Gold more you can get Revelers with the same effect, but the difference that Revelers are good fighters.
Another possible use would be to make a cheap bodyguard squad out of Satyr Sneaks for a Dryad and send her stealth-preaching into enemy lands.
Satyr
Gold 10, Resources 4, Spear, Javelin
Javelin throwers with bad morale and no shield. Use them for fire and flee tactics. The strenght of 11 make the javelins fly longer and hit harder compared with human javelin troops. If you find indy light infantry with javelins, recruit those instead if your really need javelin throwers.
Satyr
Gold 10, Resources 4, Spear, Buckler
Your cheapest unit with a shield has at least normal morale (10).
Satyr Warrior
Gold 13, Resources 5
This is your standard infantry unit and it is not a bad one. The shield allow it to survive missle fire, and the spear in combination with the high strength (11) and attack (11) allow it to deal moderate damage while enjoing a good defense value (15).
The hitpoints are above human levels too (14 instead of 10).
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, thei fight with spears and hoofs. And go berserk. A lovely unit.
Minotaur
Gold 40, Resources 7
Your standard 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. If thei manage to hit something with those big battleaxes the result is devasting (weapon damage 9, strength 16). Unfortunatly, Minotarurs tend to get swarmed after the first round of trampling. Being of big size means easy targets for enemy archers. Slowly raise a force for special purpose, like storming the gate of a fortress. Calculate losses, and employ them in big numbers only. Also don't mix Minotaurs into squads with smaller troops like Manaeds. Minotaurs do not trample over friendly troops, and are not fast enough to really outflank someone.
Minotaur Warrior
Gold 50, Resources 8
10 more gold for slighly better stats.
Centaur
Gold 30, Resources 4
The only weakness of this horse-man is the high gold price. Those lovly survive incoming fire (20 hitpoints) can defend themself (14), hit something with the deadly longbows (Precision 12) and are not strong melee fighters (hoof, dagger, strength 13).
Place some squads with shields as arrow-catchers before your Centaurs. The low protection (3) make even enemy slingers dangerous.
Centaur Warrior
Gold 40, Resources 12
Big value for a big price. Those hors-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 gone Berserk enemys having 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 are fast, so if you give "fire closet" orders, make sure your Centaur Warriors come in big numbers. Else, your few Centaur Warriors will charge forward, launch 2 Javelins and become swarmed by enemys. If you have few Cenataur Warriors, use them as bodyguards for your mages or give "hold and attack rearmost" orders. Centaur Warriors are your shock troop and the best answer against enemy heavy cavalry.
White Centaur
Gold 70, Resources 12
Your only blessable unit is capital-only an has nearly the same stats as the centaur Warrior.

Commanders

Black Harpy
20 Gold, 1 Resource
The Black Harpy is not much of a fighter, but she is one of the most useful commanders in the whole game. Providing military intelligence (scouting) like no one else, this bird-lady can fly deep into enemy lands and remain stealthy (strategic move 3). If not scouting for amazon provinces or observing enemy troop movements, she can pick up strugglers (Leadership 10). Giver her some harpys or wolves and she can help quelling unrest or search for enemy spys. Remember that flying units and fast units are good at patrolling.
With one head and two misc slots, she can transport wineskins and cauldrons with food to your starving troops. Remember that a commander wearing two items of the same kind (like wineskin) do not get double bonus. Also delivering magic items to your battle-mages is a job where the Black Harpy excels.
If you have access to an fire mage let him forge a Medallion of Vengeance (Fire 1, Construction 4) each turn. Equip an harpy with the amulet and script her to (hold), attack largest / rearmost / archers. You don't get more "bang" for just 20 bucks.
If you have access to death magic, you can use Black Harpys to deliver Disease very fast: Forge a Bane Venom Charm (Death 2, Construction 4) and sent two or more Black Harpys over enemy armys. The Bane Venom Charm will spread deadly Disease wherever the wearer is and will also diseasee the wearer. Control the hit-points of the Black Harpy each turn. Make sure to change the Bane Venom Charm to the next Black Harpy before the hit-points reach zero. Switching items between commanders works without the need of lab, even deep in enemy lands. Ideally, equip the Black Harpys also with an Medallion of Venegance and send her to a final sucidal misson after passing the Bane Venom Charm to her flying comrade. Show those valkrys what "winged messanger of God" really means !
Minotaur Lord
65 Gold, 7 Resources
Your only non-stealthy commander has only avarage leadership (40) and you will in most cases rercruit an Centaur Hierophant instead. The Minotaur Lord has amazing strength (17) and berserk (+5) values while being able to hit opponents he cannot trample (Attack 11). Give him an Lycantropos Amulet and maybe some armor. The Lycantropos Amulet will make him go berserk at the start of the battle, give him +10 regeneration each turn. Should he survive more than a few fights he has a chance to become a werewolf... in his case an improvement.
Centaur Hierophant
80 Gold, 4 Resources
Pangeas bread-and-butter commander is sacred, stealthy, strong and a good fighter, an excellent archer as well as an low priest (level 1). But most important, he is a good general (leadership 80). Recruit one at the first turn and make him your Prophet. Use a castle with temple to produce one Centaur Hierophants. 80 Gold is not much for an commander, and you will need lots of his kind to ferry your troops (Maenads) to the frontlines. He is better at sniping than at priest spells, so eqip him with an bow. Any bow will do, and he cann still fight with dagger and hoof if needed. Like all Cenaurs, he has twice the hit-points of a normal human (20 instead of 10) and can survive one arrow. You should still forge armors for your Centaur Hierophants, at least for the better ones with Hall of Fame bonus. The low protection value of just 3 is his only weakness.
Dryad
110 Gold, 1 Resource
Pangeas best priest (level 2) is not only aphrodisiac beautyfull (Awe +2), she is also very stealthy (20) and a nature mage (N1).

Send her deep into enemy lands and let her preach before battles. Unless spys of other nation, she can not instill unrest. Let her lead Revelers or Satyr Sneaks to raise unrest, she has leadership like a normal human commander (Leadership 40). Keep in mind that big groups of stealth units get detected more easy, and that the Satyrs have lower stealth values than the Dryad. Turning one Dryad into your Prophet could maximize the steahlt-preach effect. A stone idol (Construction 6, S2E2) would further maximize the steahlt preaching effect if you mangae to access Earth-Astral mages.

If you forge her a simple Thistle mace (Construction 4, Nature 2) she can cast spells like Vine arrow and become an usefull combat mage as well as defend herself against Assasins. She can protect herself with the barskin spell in combat but would still profit from an forged armor. Rainbow armor (Contruction 4, Air 1, Nature 1) comes to mind, because of the extra reinvigoration effect.
The Dyrad is your best national researcher.
If you forge her a Black Heart (Contruction 6, Blood 2) she can become an very effective Mage-Assassin. Deadly, steahlty and beautyfull, she can bless herself to higher stats and attack with any weapons you give her as well as with her hoof. Time will eventually heal the chest wound of the Black Heart. The strenght penalty from the chest wound (Strenght -1) can be countered by forging a non-strenght weapon like an bow or a whip.
Pan
350 Gold, 1 Resource

Pangeas battle mage is stealthy, expensive and so male that he attract Maenads. A strong turmoil scale will attract more Maenads. A Pan have 4 Nature Skills and ether 2 Earth and 1 Blood skill or 2 Blood and one Earth skill. There is a small (10%) chance for an additional Nature, Earth or Blood skill. A Pan provide you with 9 Research points for 350 Gold, but for 330 Gold you get 3 Dyrads and the same amount of research. You still want to recruit some Pan's on the first turns because you have not so much castles with temples and labs in the beginning. Send the Blood-2 Pan's Blood-hunting or site-searching. Let the Earth-2 Pan's site-searching by spell (Gnome Lore, Thaum 2, Earth 2) or accompany armys. The spell Summon Earthpower (E2, Conj 3) is very useful for battle mages. It gives you one more Earth skill and much needed reinvigoration. Don't forget that The spell Eagle Eyes (Alt 1, N1) increase your precsision.

Strategys

God Design

= Research Goals