{{ :nations:flags:ea_Atlantis.png?100&nolink|}} ====== EA Atlantis, Emergence of the Deep Ones ====== =====Lore===== Early Age Atlantis is an underwater nation of fish-frog humanoids loosely inspired by the creatures depicted in H.P. Lovecraft’s short story “The Shadow Over Innsmouth”, with descendant nations surviving into the Middle and Late Ages. In the Early Era the Atlantians have just begun to rise to prominence in the seas, forming a kingdom around the Basalt City located in a volcanic trench. Atlantians live for hundreds of years and don’t stop growing, with their society organised around a hierarchy based on age and size, being ruled by the huge elder Basalt Kings and Queens. Their race is also highly adaptable and has evolved various subspecies, including the pale skinned reef dwellers, who live in shallow water, and the needle fanged deep ones, who dwell in the deep seas and make up the main body of the new kingdom. =====General Overview===== * Every national unit is amphibious * Powerful SC chassis * Brutally high-damage troops with low MR and protection * Strong crosspaths * Excellent Earth magic out of capital; high water, some fire and astral elsewhere * No cheap mage ===== National Attributes ===== ^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | **Atlantians:** \\ {{:abilities:amphibious.png?15&nolink}} {{:abilities:darkvision.png?15&nolink}}(50%) \\ **Deep Ones:** \\ {{:abilities:amphibious.png?15&nolink}} {{:abilities:darkvision.png?15&nolink}}(100%) {{:abilities:resist_fire.png?15&nolink}}(5) {{:abilities:coldresistance.png?15&nolink}}(5) | Enchanted Basalt,\\ Vicious Bites, Some Coral | {{path>E4}} (rare 5) \\ {{path>W3}} (rare 4) \\ {{path>F2}} (rare 3) \\ {{path>S1}} (uncommon) | Powerful ({{path>H3}}) \\ {{path>H2}} outside capital | {{:misc:gui:castle.png?32&nolink}} Advanced Forts\\ Can build Underwater Forts | Atlantis has access to castle-level forts - one level higher than is standard in EA – which can be built on land and UW. Castles don’t provide extra commander points over fortresses, and thus don’t aid mage recruitment, the additional wall strength can help defend a key chokepoint or throne province and thus they can be worth building for that purpose. Caveat being that if someone is bringing enough troops to crack a fort they usually have enough to crack a castle. The additional administration provided also gives the fort more resources for troop recruitment, though this is usually not enough to justify the 300 gold investment. **Capital sites’ income: {{gems>3E2W1F}} ** ==== Capital Special Sites ==== ^ The Dark Crystal ^ The Basalt City ^ | **Enables recruitment of:** \\ **- ??Basalt King??** {{:nations:ea:atlantis:Basalt_King.png?nolink}} \\ **Produces {{gems>2W}} per turn** | **Enables recruitment of:** \\ **- ??Basalt Queen??** {{:nations:ea:atlantis:Basalt_Queen.png?nolink}} \\ **- ??Living Pillar??** {{:nations:ea:atlantis:Living_Pillar.png?nolink}}\\ **Produces 1 {{gems>F}} per turn** \\ **Produces 3 {{gems>E}} per turn** | ===== Notable Units ===== Atlantis has access to a diverse range of national troops and commanders in its UW forts, with coastal forts only able to recruit a single unit type and commander, and inland forts having no Atlantian recruits at all. The troops are divided by age/size (regular < shambler), by subspecies (regular, deep one, reef dweller), and by the quality of their equipment. The commanders provide a good selection of leaders and priests, but a very limited choice of mages. Compared to normal humans Atlantians have increased strength and hp, sometimes substantially so, but may also have reduced attack and defense skills. All national recruits are amphibious, and all possess at least 50% {{:abilities:darkvision.png?15&nolink}} darkvision, rising to 100% on the deep ones. ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes        ^ Comments ^ | {{:nations:ea:atlantis:scout.png?25&nolink}} | **??Scout#1680??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](50%)\\ {{:abilities:stealth.png?15&nolink}} [[stealth]](50) | A basic Atlantian scout. Recruitable from any UW fort, and is amphibious, but lacks any terrain survival traits. It’s usually not worth wasting fort turns on a scout, but given the price of your mages, you may not be able to afford to train one from each fort every turn, leaving gaps that can be filled in a very useful way by training scouts. \\ \\ There are no indy scouts UW, so you will end up relying on these guys for your intelligence network. | | {{:nations:ea:atlantis:coralcommander.png?200&nolink}} | **??Coral Commander#1701??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 26 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](50%)\\ {{:abilities:poison_barbs.png?15&nolink}} [[poison barbs]](5) | A advanced commander with 80 leadership, able to put troops in line formation. Also a miniature pre geared thug | | {{:nations:ea:atlantis:coralpriest.png?200&nolink}} | **??Coral Priest#1694??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](50%) | Basic Atlantian priest, the only recruitable commander from coastal forts. \\ Very cheap and only 1 CP means they are your go-to choice if all you need is someone to build a temple or bless some sacreds. | | {{:nations:ea:atlantis:motherofthedeep.png?200&nolink}} | **??Mother of the Deep#1693??**\\ {{:misc:gui:gold.png?15&nolink}} 95\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H2}} \\ {{:abilities:sacred.png?15&nolink}} [[sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](50%) \\ [[Female]] | Decent level 2 priest with 40 leadership. | | {{:nations:ea:atlantis:mageofthedeep.png?200&nolink}} | **??Mage of the Deep#1692??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>W2,100%FWES,100%FWE}} {{:magicpath:path_r.png?20&nolink}}13 \\ {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](50%) \\ {{:abilities:water_breathing.png?15&nolink}} [[gift of Water breathing]](10)\\ | Atlantis’ only non-cap exclusive mage, and the workhorse of their magic corps. Mages of the deep are expensive, but flexible and provide decent path access. All of them can summon water elementals, without overcasting if UW, making them vital for combat beneath the waves. The decent number (>50%) will be at least {{path>W3}}, and about 16% will random 2 in either E or F. \\ \\ On land elementals and acid, evocations are a good use of them in combat. Astral randoms, your only sorcery access, are too rare to form communions by themselves but can be useful for forging or in supporting roles. 8% have {{path>W4}}, your highest W access. \\ \\ Expensive for their research potential, making research inefficient as Atlantis. | | {{:nations:ea:atlantis:basaltqueen.png?200&nolink}} | **??Basalt Queen#1695??**\\ {{:misc:gui:gold.png?15&nolink}} 325\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>H3}} \\ {{:abilities:sacred.png?15&nolink}} [[sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](100%) \\ {{:abilities:fear.png?15&nolink}} [[fear]](5)\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]](5)\\ | Recruitable holy 3 priests. Also a phenomenal general with 160 leadership and a +3 morale bonus to up to 5 squads. Costs more than a castle upgrade or the cost of half a palisades, and requires two turns to recruit.\\ Competes with Basalt Kings for capital recruitment points. \\ \\ 20 [[Map Move]] allows them to move 2 underwater provinces per turn, just like their husbands (as long as no heavy armor is involved). | | {{::basalt_king.png?200&nolink}} | **??Basalt King#1702??**\\ {{:misc:gui:gold.png?15&nolink}} 445\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1W2E3,100%FWE,10%FWE}} {{:magicpath:path_r.png?20&nolink}}19 \\ {{:abilities:sacred.png?20&nolink}}[[sacred]] \\ {{:abilities:fear.png?15&nolink}} [[fear]](5)\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]](5)\\ {{:abilities:Resource_Bonus.png?20&nolink}}[[Resource Bonus]](10) \\ {{:abilities:Darkvision.png?20&nolink}}[[Darkvision]](100%) \\ {{:abilities:amphibious.png?20&nolink}}[[amphibious]] \\ | The best and biggest mage on the roster and a central strength of the nation. \\ Capital only. Brings heavy earth magic, great for rituals or combat (troop buffs, maws of the earth, bladewind, etc). Very nasty acid casters with the right boosters or paths. Makes an excellent SC – among the best recruitable chassis for this purpose in the EA, competitive with ??Fomorian King??s, ??Dai Oni?? etc. The paths allow for a range of excellent self buffs, including ??Phoenix Pyre??, to complement the beefy HP and decent stats. \\ \\ Comes complete with built in fear and cold and heat res, and is sacred, inviting a strong bless if you are keen to focus on this strength of the nation. Expensive, but worth the cost. Surprisingly enough they can expand fairly reliably with ??Blacksteel Full Plate?? primarily because they have too much body prot to be hurt and are too tall to suffer head hits from anything but cavalry with light lances or spears. Their fear aura, quarterstaff repels, and high stats also contribute. | ==== Troops ==== Among the selection of troops, some stand out as being much more useful than others: TODO: Add the missing units, like Atlantean Spearmen (half your starting army!) and basic Shamblers. ^ Sprite ^ Unit Name ^ Special Attributes        ^ Comments ^ | {{:nations:ea:atlantis:reefdweller.png?nolink}} | **??Reef Dweller#1682?? **\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 10 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](50%) \\ {{:abilities:poison_barbs.png?15&nolink}} [[poison barbs]](5) | Poison Barbs and poisonous weapon. Shielded and chest piece, no helmet. 2 natural protection. At coastal forts, they are the only recruitable unit. | | {{:nations:ea:atlantis:coral_guard.png?nolink}} | **??Coral Guard#1685??**\\ {{:misc:gui:gold.png?15&nolink}} 30\\ {{:misc:gui:resources.png?15&nolink}} 26 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 39 | {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](50%) \\ {{:abilities:poison_barbs.png?15&nolink}} [[poison barbs]](5) | Poison barbs, lethal and poisonous weapon. Shielded and fully armoured, head armor prot 14, body 12. 7 natural protection. | | {{:nations:ea:atlantis:Deep_one.png?35&nolink}} | **??Deep One??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](100%) \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]](5)\\ | Elemental resistances, 4 nat prot, 14 hp, 7 defence, no armor, poor MR. 12 and 14 damage attacks at length 0. Easily repelled. Fits 3 to a square. | | {{:nations:ea:atlantis:deep_one_spearman.png?nolink}} | **??Deep One Spearman??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](100%) \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]](5)\\ | As Deep One, but 19 damage length 3 magical weapon instead of the 12 damage claw. Still no armor. | | {{:nations:ea:atlantis:shambler_of_the_deep.png?nolink}} | **??Shambler of the Deep??**\\ {{:misc:gui:gold.png?15&nolink}} 20\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 25 | {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](100%) \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]](5)\\ | Elemental resistances, 9 nat prot, 26 hp, 7 defence, no armor, poor MR. 3 attacks, all length 0, 16 damage twice and then 18 damage. Easily repelled. Fits 2 to a square. | | {{:nations:ea:atlantis:warrior_of_the_deep.png?nolink}} | **??Warrior of the Deep??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 11 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 30 | {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](100%) \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]](5)\\ | As Shambler of the Deep, but with slightly better stats and instead of 2 claws a 25 damage length 3 magical attack and a shield. | | {{:nations:ea:atlantis:living_pillar.png?nolink}} | **??Living Pillar#1690??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 56 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 35 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[amphibious]]\\ {{:abilities:darkvision.png?15&nolink}} [[darkvision]](100%) \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]](5)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (2) | Elemental resistances, 9 nat prot, 31 hp, 19 prot body armor and no helmet, total body prot is 24, shielded, below average MR. Magical 25 damage length 3 weapon and a bite, 11 base attack. 10 encumbrance, 5 combat speed. | In summary, Atlantis’ armies can be carried on the strength of its deep ones. The size 2 kinds are useful en masse against lightly armored foes and are better at accepting late-game prot buffing magic. At the same time, warriors of the deep provide a formidable front line capable of hurting tougher targets. Neither type has discovered hats and the little ones don't carry shields, so they don't like archery. Coral Guard have hats and good protection; they along with Living Pillars can form the anvil in a hammer-and-anvil setup. Reef dwellers can also serve as decent blockers and arrow catchers. ===== Magic ===== ==== Magic Access ==== **Magic Access:** * {{path>E4}} (on 11-in-30 Basalt Kings, with a 1-in-90 chance of {{path>E5}}, both of which can craft the ??Earth Boots?? for another level) * {{path>W3}} (on 7-in-12 Mages of the Deep, with a 1-in-12 chance of {{path>W4}}, both of which can craft the ??Robe of the Sea?? and ??Water Bracelet?? for two levels) * {{path>F2}} (on 11-in-30 Basalt Kings, with a 1-in-90 chance of {{path>F3}}) * {{path>S1}} (on 1-in-4 Mages of the Deep, with a 1-in-12 chance of {{path>E1S1}} for the ??Crystal Matrix?? & ??Slave Matrix??) * {{path>H3}} (on Basalt Queens; you can get {{path>H2}} from Mothers of the Deep from all underwater provinces) **Notable crosspaths:** {{path>F1W2}} on Mages of the Deep and Basalt Kings, for casting ??Manifest Vitriol?? {{path>F1W4}} on Basalt Kings with a {{:magicpath:path_w.png?nolink&10|}} booster, for casting ??Acid Storm??. ==== National Spells ==== ***??Summon Monster Fish??** {{gems>6W}}, Conjuration 6, {{path>W3}} ( {{:nations:ea:atlantis:monsterfish.png?nolink}} **??Monster Fish??**x1 ) Summons one monster fish. Can only be cast UW. This beastie is a chunky bag of hp with mediocre protection, which is notable for its swallow attack, which targets a whole square on the battlefield and ignores defense skill, instantly consuming the target to be digested inside the fish. This can be useful in dealing with defense-based thugs, or high value low size units. They also cause fear, so can be useful in spreading that effect to enemy lines. Despite these strengths, it’s an aquatic unit and thus only useful during wars against other UW players, and it’s likely the gems spent to summon the fish would be better invested in water elementals, given how overpowered they are UW. ==== Notable Generic Magic ==== //Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are ??Foul Vapors?? for [[c-tis-ma | MA C'tis]], ??Horde of Skeletons?? + ??Sabbath Master??/??Sabbath Slave?? for the [[niefelheim-ea | Niefelheim]] line of nations, ??Mother Oak?? for the [[pangaea | Pangaeas]], ??Wailing Winds?? access, etc. For broader advice on magic use, link to [[https://steamcommunity.com/sharedfiles/filedetails/?id=2023973143 | Not-Lola's Basic Magic Use Guide]].// //This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.// ====Magic Items==== Earth and Water crosspaths allow smithing of Armor Negating ??Eyecatcher??s and Quickness granting ??Jade Armor?? armors. Armor Negating damage is neat to have, that and eyeloss make it a neat anti-thug tool. Jade Armor is much less impressive, what with innate water paths allowing the casting of ??Quicken Self?? anyway. Water and Fire crosspaths allow the smithing of ??Rune Smashers??. A very useful tool, when used in conjunction with MR, it negates spells like ??Liquify?? and ??Sailors' Death??. =====Strategy===== ====Power Curve==== //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// ====Expansion Strategies==== //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// ====Example Pretender Builds==== //List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.// =====See More===== youtube of someone discussing the nation \\ guide page on steam??\\ forum thread or AAR {{template>nationindex}} {{tag>nation stubs ea-nation}}