WELP I think we should call it. I learned quite a bit. My pretender died and I got destroyed. Here are a few things I learned.
Pangaea is definitely an interesting nation. I found it pretty fun, and even though my strategy wasn't perfect I enjoyed moderate success.
Now as for my chosen strategy, I relied on a lot of "Flak" backed up with ranged units, Flak being a lot of maenads and other summons. This worked well... sometimes, but fell apart at the end especially against Ulm. One major problem with this was that once enough Flak died the heavier troops would retreat. Another is that against heavier troops, the arrows would just bounce off the shields and armor and the flak would die.
To back up my Flak, I used Satyr Hoplites, who can't hold a candle to other nations heavy duty units, especially Ulm. However, Pan does have minotaurs, and I should have built more of them.
Centaurs are what I use for my ranged unit (In fact they are the only Pan archers). However, their arrows don't do squat against armored units, especially with shields. Due to their speed and range, I often set them to "fire at closest enemy and keep distance". This worked perfectly against lightly armored enemies, but as the game progressed I found this tactic failing spectacularly due to enemy mages and counter-archers taking them out, along with heavier units. However, I did see many early successes with it while going against lighter enemies. Another great benefit to Centaurs is that they can be built in any forest region you control, making them easy to raise a huge army of horsebowmen and harassing the enemy.
I should have definitely built more Centaur warriors and centaur cataphracts for close range horseman action, a bad mistake on my part. While you can only build them in forts, it seems that strong "horsemen" are a big part of Pangaea, one which I did not use enough. I also didn't really bother with sacreds, due to my blessing being meh, and Pans only unit sacreds being capital only. However, I should have also deployed some of them, as I really needed heavier troops.
Now lets talk magic.
I fucked that up pretty bad.
So, my build for pam was turmoil, and I built a lot of Pans to generate Maenads. My chosen pretender ALSO generated Maenads, meaning I basically had a ton of them, for Flak. I also chose to have good scales, and my pretender had only forest and blood as his naturals. You can build more blood guys, Pendomeniacs, but they are fairly weak in blood. Normal pans also have some earth as well.
I used my Pans to summon a lot of creatures, in fact I managed to max out conjuration. I should have focused on getting a few other key spells instead. Namely, Growing Fury in Thaumaturgy Level 5, which if your units already have berserk makes them go insta-zerk. Holy shit, that would have been so useful earlier on, basically an army of all flak, pop that spell then have your mage retreat, suddenly you have a giant suicide bomb. Awesome. Backed up with a spell like Mass Protection (Alteration level 7) and it could have done a lot of damage.
Now, there aren't too many good offensive combat spells for Earth and Forest, which is what I had the most access to. There are a few, and I underutilized them. Espcially things like Iron Bane (Alteration level 6), which I -JUST- saw and realized how useful that would have been. Damn. That would have been great for boosting Flaks ability to take down armored units.
Basically, because I used so much flak, I was really vulnerable to mages. I didn't give my troops enough magical protection and support, and I paid the price.
I didn't get into the Thug game either, as far as I can tell Pan doesn't have very good thugs. I did try, but learned a painful lesson. If Pan DOES Have good thugs, please tell me what I did wrong.
Also, I finally used communions. THEY ARE AWESOME. Turns out blood can use communions as well, so I should have gotten some evil pans together. Oh well.
Any other comments?