[[..mekone-ea|{{:wiki:dom6_version.png?100 }}]]{{ :nations:flags:ea_mekone.png?nolink|}} ====== EA Mekone, Brazen Giants ====== ===== Lore ===== Mekone is a city of gold and marble inhabited by Gigantes, a race of exalted giants descended from an ancient god. Proud and endowed with mythical strength the Gigantes of Mekone have enslaved their neighbors and made themselves rulers over men. For ages the Gigantes have watched the lesser races and seen their kingdoms rise and fall. They witnessed the fall of Telkhinis and the injustices done to the races of old. With the aid of the Elder Cyclopes the Gigantes of Mekone have taken it upon themselves to rid the world of the gods of men. Most of Mekone’s population consists of human slaves, helotes. The population of human slaves is discontent and unrest will increase in all forts. //"Mekone and its successors are inspired by giants of Greek myth. Described either as strong and proud hoplites, or in later times, as monstrous beings with serpent legs, the idea of a nation of giants that doesn’t follow the development of most other giant nations, with smaller and smaller giants in the later ages, started to take form. The serpent legged monstrosities of the late age was at first glance the most intriguing one, but I wanted to make the nation one era at a time, so I started with Mekone. Some research into ancient Athens and Sparta transformed my first ideas into a nation heavily inspired by Sparta. Since Arcoscephale is more influenced by Athens in the early age and Hellenic Greece in later ages, a Spartan society would not overlap with previous Greek influences. I also wanted to incorporate the hubris of the giants and the Gigantomachia—the war against the gods—into the nation, which in turn created the backstory for the middle and late age versions of the nation."// -Illwinter In Greek myth, [[https://en.wikipedia.org/wiki/Trick_at_Mecone|Mekone]] was where Zeus and Prometheus settled on what part of the animal would be sacrificed to the gods, with the latter tricking the former into choosing the scraps. ===== General Overview ===== EA Mekone is a nation of Hoplite giants on a crusade against traditional godhood using its despised human population as slave chaff. A unique and difficult nation to use. It has many giant units, but with recruitment limited per turn. The human units are slaves, with the ability to be promoted out of slavery. EA Mekone's forts cause 1d15+ unrest, and every fall the ??Ephor#3115??s start a campaign against the human slave population. EA Mekone also has tools and traits to fight the growth of enemy dominion, and its ??Elder Cyclops#3118?? are some of the best item creators in the game. And, of course, the ??Gigantomachia?? spell announces the start of the crusade against the gods, making giants easier to produce. Managing EA Mekone's restrictions while maximizing its specific advantages makes for a different and difficult playstyle unlike any other nation in Dominions 6. ===== National Features ===== ^ Magic Access ^ Alt. Access ^ Unit Summary ^ Core Abilities ^ Buildings ^ | {{path>F3}} (Rare 4)\\ {{path>E3}} (Rare 4)\\ {{path>A2}} (Rare 3)\\ {{path>W2}} (Rare 3) \\ {{path>H2}} | **Hero** \\ {{path>F2E3H2}} \\ **Summons** \\ {{path>D1B1}} \\ (req. {{path>D2}} & GoR) \\ {{path>S1D2N1}} \\ (req. {{path>D3}} & GoR) | Few gigantes armed with magical weapons \\ Mostly human slave soldiers \\ **No sacred troops** | {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:promotion.png?15&nolink}} [[Promotion]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] | Advanced fortified cities \\ {{:misc:gui:fortress.png?20&nolink}} Forts increase unrest \\ Capitol has an increased recruitment limit of +4 \\ Capitol receives {{:misc:gui:resources.png?15&nolink}}150 resources | **Capitol Gems: **{{gems>2F1A3E}} {{:misc:scales:order.png?&15&nolink}} **Order Limit + 1** **No Puny Gods:** EA Mekone's pretender cannot be smaller than Size 6. The only exception is the ??Demilich#180??. **Suppression:** The dominion of Mekone is extra efficient at suppressing other faiths. When trying to remove the enemy dominion, the maximum strength of Mekone is counted as one higher than it really is (+1 [[Conflict]] Bonus). === The Krypteion === All forts accrue [[unrest]] passively. This happens after [[Patrol]] in the [[Turn Order Sequence]], meaning that it is impossible to fully prevent without someone who passively [[Reduces Unrest]]. In addition, the Krypteion event chain happens every autumn {{:misc:gui:autumn.png?&7&nolink}} with the following event sequence: * In Early Fall, forted provinces gain +15 unrest. If there is an ??Ephor#3115?? present, war is declared on the helote population. Without an ??Ephor#3115?? to organize it, the chain ends here. * In Fall, the Krypteion proper begins, and helotes are slaughtered, lowering unrest by -40 or -50 and population by about 300. Some of your recruited Helotes may die. * In Late Fall, the Krypteion concludes and spawns an experienced ??Kryptes?? Assassin, thus ending the event chain. === Gigantomachia === ??Gigantomachia?? (Thaumaturgy 7) {{path>F4E4}} and {{gems>60E}} \\ The giants declare war upon the gods. Worldwide enchantment. Recruitment Limit + 1 in friendly dominion. Dominion gets a +3 [[Conflict]] Bonus. Recruitment cost 10 {{:misc:gui:gold.png?15&nolink}}Gold less for giant units. {{:nations:ea:mekone:discobolus.png?nolink }} The **Gigantes** are **Size 6** Giants of humanlike physique. Most Size-6 beings would fit only one-to-a-square, but most Gigantes are trained to fit in pairs. The average Gigante has **30 HP**, **3 Natural Protection**, **20 Strength**, and **13's** in **Attack Skill**, **Defence Skill**, **Magic Resistance**, and **Morale**. They also have **2 Encumbrance**, **18 Map Movement**, and **16 Combat Speed** naked. \\ The Gigantes are too arrogant to serve anyone smaller than them, however. {{:nations:ea:mekone:helote_peltast.png?nolink }} Most denizens of Mekone are **Helots**, **Size 3** humans (three-to-a-square) who are property of the state. Helots are perfectly-average humans by Dominions standards (3 Encumbrance, 14 Map Movement, 12 Combat Speed, no Natural Protection, and 10 in everything else), aside from their extremely low **7 Morale**. As {{:abilities:slave.png?15&nolink}} **Slaves**, however, their low Morale may be boosted in battle by having a [[Taskmaster]] lead them. \\ {{{{:nations:ea:mekone:neodamode_commander.png?nolink }} Helots can earn their freedom by accruing 50 [[Experience]], becoming **Neodamodes**. This happens outside of battle. Neodamodes have **+4 Morale** over their equally-experienced Helot peers, but Mekone must pay them additional Upkeep; 150% more, to be exact, up from 3.2 gold every 12 turns to 8. ===== National Units ===== EA Mekone's units run the gamut from cheap and weak to strong and limited in number, requiring extra care. ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:mekone:perioeci_scout.png?nolink}} | **??Perioeci Scout#3107??** \\ {{:misc:gui:gold.png?15&nolink}} 35 \\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+50) \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | Standard scout. | | {{:nations:ea:mekone:neodamode_commander.png?nolink}} | **??Neodamode Commander#3108??** \\ {{:misc:gui:gold.png?15&nolink}} 60 \\ {{:misc:gui:resources.png?15&nolink}} 30 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) | Not a good unit. Lacks [[Taskmaster]] for leading the human slaves and too small to lead giants. | | {{:nations:ea:mekone:lochos.png?nolink}} | **??Lochos#3111??** \\ {{:misc:gui:gold.png?15&nolink}} 115 \\ {{:misc:gui:resources.png?15&nolink}} 75 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | Pretty good. Cheap for being a giant commander. Has [[Taskmaster]] and a good morale bonus. Consider equipping with a ??Trueshot Longbow?? to take advantage of its strength and precision. | | {{:nations:ea:mekone:geronte.png?nolink}} | **??Geronte#3114??** \\ {{:misc:gui:gold.png?15&nolink}} 145 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H1,100%FE}}{{path>R7}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (1) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (272/250) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | There are better choices for each of the roles a ??Geronte#3114?? can fulfill. Moving troops? ??Lochos#3111??. Researching? ??Ephor#3115??. Mage? Any of the other mages is more useful, and worth the additional cost. | | {{:nations:ea:mekone:ephor.png?nolink}} | **??Ephor#3115??** \\ {{:misc:gui:gold.png?15&nolink}} 235 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>F1E1H1,100%FAE}}{{path>R11}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (1) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (276/238) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | EA Mekone's primary researcher. {{:misc:magic:fire.png?15&nolink}}Fire and {{:misc:magic:earth.png?15&nolink}}Earth randoms are perfectly good combat casters. {{:misc:magic:air.png?15&nolink}}Air randoms can site-search, maybe make some ??Owl Quill??s if there aren't any ??Elder Cyclops#3118??, or cast some small (mostly ranged) buffs. Must have a ??Ephor#3115?? in every fort during [[the fall]] or suffer unrest penalties and miss out on a free assassin. //See [[mekone-ea#the-krypteion|The Krypteion]]// | | {{:nations:ea:mekone:archon.png?nolink}} | **??Archon#3116??** \\ {{:misc:gui:gold.png?15&nolink}} 430 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 | {{path>F1E1H1,200%FAE}}{{path>R13}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (1) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | Good combat caster. Not a gold-efficient researcher. Not cap-only, so once EA Mekone's economy is rolling, they're going to want to be recruiting these. | | {{:nations:ea:mekone:polemarch.png?nolink}} | **??Polemarch#3112??** \\ {{:misc:gui:gold.png?15&nolink}} 415 \\ {{:misc:gui:resources.png?15&nolink}} 79 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F2E2R13}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | Good leader but expensive and cap-only. Only requires two command points though. Excellent weapon that does fatigue damage to gods and sacreds with area of effect one. Great thug. Has good thugging paths, boost them with ??Phoenix Power?? and ??Earth Power??. With ??Bracers of Protection??, he'll have four items that can be boosted by ??Temper Armors??. ??Fire Shield?? damages other units without causing fatigue. Requires a priest or ??Flask of Holy Water?? to be blessed. [[Combat Caster]] allows it to cast short-range combat spells. [[Encumbrance]] can be an issue. One at a time can be the target of ??Blessing of the God-slayer??. | | {{:nations:ea:mekone:elder_cyclops.png?nolink}} | **??Elder Cyclops#3118??** \\ {{:misc:gui:gold.png?15&nolink}} 465 \\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F2A1E2,100%FAWE,10%FAWE}}{{path>R17}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Resist Fire]] (15) \\ {{abilities:resource_bonus.png?15&nolink}} [[Resource Bonus]] (25) \\ {{:abilities:master_smith.png?15&nolink}} [[Master Smith]] (1) \\ [[Eyes]] (1) \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | Efficient and powerful item creator. Extremely useful, although slow-to-recruit and expensive. Remember, {{:misc:magic:water.png?15&nolink}}Water randoms can create some helpful items, such as a ??Flask of Holy Water??. Also, the resource bonus can be helpful in recruiting as many giants as possible. | | {{:nations:ea:mekone:basileus.png?nolink}} | **??Basileus#3117??** \\ {{:misc:gui:gold.png?15&nolink}} 485 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F2W1E2H2,100%FAWE,10%FAWE}}{{path>R17}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (257/226) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | Always useful, but being slow-to-recruit and cap-only, there won't be many of them. Being {{path>H2}}, can cast ??Sermon of Courage??, which is helpful for the low morale units. | ==== Troops ==== Your Gigante troops are powerful units with their stats and magic gear. The downsides are they cost a lot of gold and resources, can only be led by Size 6 commanders, and many can only be recruited in the capital. This is somewhat offset by having cheap human slaves to fill out your numbers. {{:abilities:promotion.png?&15&nolink}}**Promotions**{{:abilities:promotion.png?&15&nolink}} When a Helote gains 50 XP, they become a Neodamode. They are no longer slaves (3 more gold per year in upkeep), and gain +4 base [[Morale]] and +2 [[MapMove]]. Except Peltasts, who only get +3 and their leather caps upgraded to bronze. Being free, they no longer benefit from [[Taskmasters]] but by 50 experience they have already gained +1 or +2 bonus morale. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:mekone:helote_peltast.png?nolink}} | **??Helote Peltast#3101??** \\ {{:misc:gui:gold.png?15&nolink}} 8 \\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 | {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:promotion.png?15&nolink}} [[Promotion]] (50 exp.) (??Neodamode Peltast#3102??) | An important unit. Very cheap, especially the upkeep. A mass of these is effective against certain units, such as barbarians, glamoured units, or low armored units. | | {{:nations:ea:mekone:neodamode_peltast.png?nolink}} | //??Neodamode Peltast#3102??// | | The upkeep is more expensive than with the ??Helote?? version, making the promotion not worth it. | | {{:nations:ea:mekone:helote_ekdromos.png?nolink}} | **??Helote Ekdromos#3103??** \\ {{:misc:gui:gold.png?15&nolink}} 8 \\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 | {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:promotion.png?15&nolink}} [[Promotion]] (50 exp.) (??Neodamode Ekdromos#3104??) | Decent unit and surprisingly survivable. Because of [[Formation Fighter]], attack density is high and it takes four to fill a square, so a ton to fill a front line. | | {{:nations:ea:mekone:neodamode_ekdromos.png?nolink}} | //??Neodamode Ekdromos#3104??// | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) | ::: | | {{:nations:ea:mekone:helote_hoplite.png?nolink}} | **??Helote Hoplite#3105??** \\ {{:misc:gui:gold.png?15&nolink}} 8 \\ {{:misc:gui:resources.png?15&nolink}} 29 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 | {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:promotion.png?15&nolink}} [[Promotion]] (50 exp.) (??Neodamode Hoplite#3106??) | An improvement over ??Helote Ekdromos#3103??, if you can afford the resources. The longer spear allows repelling against units with normal spears and protection has dramatically increased. Again, [[Formation Fighter]] improves attack density and means it takes a lot to fill a front line. | | {{:nations:ea:mekone:neodamode_hoplite.png?nolink}} | //??Neodamode Hoplite#3106??// | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) | ::: | | {{:nations:ea:mekone:perioeci_peltast.png?nolink}} | **??Perioeci Peltast#3100??** \\ {{:misc:gui:gold.png?15&nolink}} 10 \\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Overshadowed by the much cheaper ??Helote Peltast#3101??. The added benefits are not worth the cost. | | {{:nations:ea:mekone:discobolus.png?nolink}} | **??Discobolus#3120??** \\ {{:misc:gui:gold.png?15&nolink}} 30 \\ {{:misc:gui:resources.png?15&nolink}} 7 \\ Recruitment Limit: 3 | {{:abilities:minimum_leader_size.png?20&nolink}} [[Minimum Leader Size]] (6) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | An okay ranged giant troop. Only has four ammunition. The long range negates some of the precision benefits, but it is deadly when it hits. The close range fists do decent damage. Really benefits from buffs. | | {{:nations:ea:mekone:gigante_ekdromos.png?nolink}} | **??Gigante Ekdromos#3109??** \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 51 \\ Recruitment Limit: 3 | {{:abilities:minimum_leader_size.png?20&nolink}} [[Minimum Leader Size]] (6) \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:skirmisher.png?15&nolink}} [[Skirmisher]] (1) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | Two per square because of [[Formation Fighter]]. Human [[Formation Fighter]]s can fill in holes. Large enough to push forward into the human front lines of the army. | | {{:nations:ea:mekone:gigante_hoplite.png?nolink}} | **??Gigante Hoplite#3110??** \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 75 \\ Recruitment Limit: 3 | {{:abilities:minimum_leader_size.png?20&nolink}} [[Minimum Leader Size]] (6) \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]]) | An amazing unit. Very heavy unit and difficult to kill, but the limited recruitment makes it a big blow to lose them. | ==== Heroes ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:mekone:king_of_pallene.png?nolink}} | **??Alcyonaeus - King of Pallene#3122??**\\ //Earliest Arrival Turn (15)// | {{path>F2E3H2R15}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2) \\ {{:abilities:dominion_immortality.png?15&nolink}} [[Immortality Reform Time]] (1 Month) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] | Commentary here. | ==== Freespawn ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:mekone:kryptes.png?nolink}} | **??Kryptes#3113??** \\ //See [[mekone-ea#the-krypteion|The Krypteion]]// | {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+15) \\ {{:abilities:assassin.png?15&nolink}} [[Assassin]] | No [[Patience]], but is a giant with good stats. Can be customized to handle whatever the target is. | ===== National Spells and Items===== ==== Summons ==== ==Combat== ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ | **??Sow Dragon Teeth??** \\ // (Enchantment 6) // \\ {{path>E2}} and {{gems>1E}} | {{:nations:ea:arcoscephale:spartae.png?nolink}} \\ **??Spartae#3119??** x 10 | {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (540/500) \\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]] \\ {{:abilities:resist_pierce.png?15&nolink}} [[Pierce Resistant]] \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:inanimate.png?15&nolink}} [[Inanimate]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:never_heals.png?15&nolink}} [[Never Heals]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Good combat summon. EA Mekone has plenty of mages who can cast it. It is relatively cheap for 10 strong units and easy to buff. | ==Ritual== ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ | **??Summon Hound of Twilight??** \\ //(Conjuration 5)// \\ {{path>E2D1}} and {{gems>3E}} | {{:nations:ea:mekone:hound_of_twilight.png?nolink}} \\ **??Hound of Twilight#3168??** | {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (100%) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+5) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+20) \\ [[Eyes]] (4) \\ {{:abilities:unsurroundable.png?15&nolink}} [[Unsurroundable]] (2) \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Requires Death, which is non-native. Cheap, has magic weapons, and a [[Fear]] aura. Worth summoning if you can. | | **??Procession of the Underworld??** \\ //(Conjuration 5)// \\ {{path>D3}} and {{gems>13D}} | {{:nations:ea:mekone:lampad.png?nolink}} \\ **??Lampad#3210??** x 15 | {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (15) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+10) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+5) \\ {{:abilities:stygian_guide.png?15&nolink}} [[Stygian Guide]] (75%) \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] \\ [[Female]] \\ With ??Divine Name?? or ??Gift of Reason?? \\ ({{path>S1D2N1R13}}) | Requires Death, which is non-native. Unarmored but [[Invulnerable]] to regular attacks. Their Torch has an AOE 1, (so cannot miss,) effect that inflicts [[Decay]], if it overcomes the enemy's [[Magic Resistance]]. | | **??Bind Keres??** \\ //(Conjuration 6)// \\ {{path>D2}} and {{gems>12D}} | {{:nations:ea:mekone:ker.png?nolink}} \\ **??Ker#3127??** x 3 | {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+6) \\ {{:abilities:cause_unrest.png?15&nolink}} [[Increases Unrest]] (+1 per Month) \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[Storm Immunity]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:demon.png?15&nolink}} [[Demon]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] \\ {{:abilities:invisible.png?15&nolink}} [[Invisible]] \\ [[Female]] \\ With ??Divine Name?? or ??Gift of Reason?? \\ ({{path>D1B1R9}}) | Requires Death, which is non-native. Can be made into mages with ??Divine Name?? or ??Gift of Reason??, but Nature and Astral are non-native as well. Their claws [[Paralyze]] [[Undead]] units. | | **??Forge Brass Bull??** \\ //(Construction 6)// \\ {{path>F3E3}} and {{gems>25F}} | {{:nations:ea:mekone:khalkotauros.png?nolink}} \\ **??Khalkotauros#3171??** | {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (25)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15)\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:heat_aura.png?15&nolink}} [[Heat Aura]] (3) \\ {{:abilities:trample.png?15&nolink}} [[Trample]] \\ {{:abilities:never_heals.png?15&nolink}} [[Never Heals]] \\ {{:abilities:poor_amphibian.png?15&nolink|Poor Amphibian}} {{:abilities:resist_slash.png?15&nolink|Slash Resistance}} {{:abilities:resist_blunt.png?15&nolink|Blunt Resistance}} {{:abilities:resist_pierce.png?15&nolink|Pierce Resistance}} {{:abilities:magic_being.png?15&nolink|Magic Being}} {{:abilities:inanimate.png?15&nolink|Inanimate}} {{:abilities:need_not_eat.png?15&nolink|Need Not Eat}} {{:abilities:mindless.png?15&nolink|Mindless}} {{:abilities:spirit_sight.png?15&nolink|Spirit Sight}} | EA Mekone doesn't have any other trampling units, so it might be a surprise tactic. Can trample and attack at the same time. | ====Other Spells==== ===Ritual=== * **??Blessing of the God-slayer??** //(Enchantment 0)// \\ {{path>W1H1}} and {{gems>5W}} \\ Cast by ??Basileus#3117?? targeting ??Polemarch#3112?? \\ Only one ??Polemarch#3112?? can be given this buff at a time, and it lasts for one year. [[Halt Heretic]] is a special type of [[Awe]] that works against enemy [[Sacred]] units. Well worth casting. * **??Gigantomachia??** //(Thaumaturgy 7)// \\ {{path>F4E4}} and {{gems>60E}} \\ The giants declare war upon the gods. Worldwide enchantment. Recruitment Limit + 1 in friendly dominion. Dominion gets a +3 [[Conflict Bonus]]. Recruitment cost 10 {{:misc:gui:gold.png?15&nolink}}Gold less for giant units. \\ Getting a mage to the necessary {{path>F4E4}} might require empowering, a lot of investing in boosters, and/or a pretender designed for the purpose. \\ Having a Recruitment Limit of 4 instead of 3 in each of the forts, (and 8 in the capital,) can make a large difference. A total [[Conflict Bonus]] of +4 will push enemy dominion away very quickly. (Maybe even opening the potential for a [[DomKill]], which is extremely rare in Dominions 6.) ====Items==== * **??God-Slayer Spear??** {{nations:ea:mekone:god_slayer_spear.png?20&nolink}} (Construction 3) \\ {{path>E1}} and {{gems>5E}} \\ The same weapon ??Polemarch#3112??s use. Giants make it into a Length 4 weapon from a Length 3. The added effect adds [[Fatigue]] to Gods and [[Sacred]] units. A powerful weapon but with ??Polemarch#3112??s already using it, and with no area-of-effect attack other than the fatigue, it might not be worth making, unless specifically trying to fatigue out sacreds. === Discounted Items === * **??Golden Hoplon??** {{:items:golden_hoplon.png?10&nolink}} (Construction 5) {{path>F2}} and {{gems>8F}} * **??Shield of Gleaming Gold??** {{:items:shield_of_gleaming_gold.png?8&nolink}} (Construction 7) {{path>F1G2}} and {{gems>4F4G}} * **??Elemental Armor??** {{:items:elemental_armor.png?8&nolink}} (Construction 5) {{path>F1E2}} and {{gems>4F8E}} =====Magic Access===== ==== General Access ==== === The Elements === * {{path>F3}} on one-in-three ??Archon??s * {{path>A2}} on one-in-three ??Archon??s * {{path>W2}} on roughly every fourth ??Basileus?? (capital only) * {{path>E3}} on one-in-three ??Archon??s === The Sorceries === * No astral magic * No death magic * No nature magic * No glamour magic === The Rites === * No blood magic * {{path>H2}} on every ??Basileus?? (capital only), {{path>H1}} on ??Geronte??s off-capital (cheapest option) === Crosspaths === * {{path>F2A1W1E2}}: A lot of stuff, really! * Fire/Air: [[Clouds]] of fire and poison, ??Breath of the Desert?? * Fire/Water: Acid spells and items, ??Geyser??, ??Rune Smasher?? * Fire/Earth: Magma spells, various monster summons, various combat [[items]] * Air/Water: Frost Cloud spells and items, ??Yeti??s, ??Amulet of the Fish?? (for bringing {{path>H3}}'s on-shore) * Air/Earth: ??Flying Shield??, ??Shroud of Flying Shards??, ??Rain of Stones??, various combat items * Water/Earth: ??Rust Mist??, cave monster summons, ??Jade Armor?? ([[Quickness]]), ??Dragon Crown?? ([[Dragon Master|Dragon Mastery]]) ==== Boosted Access ==== //See [[Magic Access]].// These guides supplement the summaries at the top. ??Elder Cyclops#3118?? have {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], increasing their paths by one for the purpose of forging items. With their broad elemental paths, this opens up a lot of possibilities. {{:abilities:master_smith.png?15&nolink}}[[Master Smith]] does not help with summoning, though. === Multi-Path Boosters === __??Staff of Elemental Mastery#76??__ \\ __??Crown of the Elements??__ //Unique// \\ {{path>F2W1}} ??Elder Cyclops#3118?? (1 in 4) + {{:misc:magic:fire.png?15&nolink}}{{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} + {{:abilities:master_smith.png?15&nolink}}[[Master Smith]] \\ The three boosters necessary to craft these are easy to get. === Fire === __Highest starting__: {{path>F3}} ??Elder Cyclops#3118?? (1 in 4) \\ Remember, all boosters that require only {{:misc:magic:fire.png?15&nolink}}Fire are one level easier to get because of {{:abilities:master_smith.png?15&nolink}}[[Master Smith]]. === Air === __Highest starting__: {{path>A2}} ??Elder Cyclops#3118?? (1 in 4) \\ Remember, all boosters that require only {{:misc:magic:air.png?15&nolink}}Air are one level easier to get because of {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], so only one level of empowerment, (or a multi-booster,) is needed to get a ??Winged Helmet??. === Water === __Highest starting__: {{path>W2}} ??Basileus?? (1 in 4) \\ Sadly, ??Basileus?? does not have {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], so no help there. __??Orb of Atlantis??__ //Unique// \\ {{path>W2E2}} ??Basileus?? (1 in 4) + {{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} === Earth === __Highest starting__: {{path>E3}} ??Elder Cyclops#3118?? (1 in 4) \\ Remember, all boosters that require only {{:misc:magic:earth.png?15&nolink}}Earth are one level easier to get because of {{:abilities:master_smith.png?15&nolink}}[[Master Smith]]. === Astral === No national access. No simple summons. === Death === No national access. No simple summons. === Nature === No national access. No simple summons. === Glamour === No national access. **??Troll King's Court??** \\ {{path>E3}} ??Elder Cyclops#3118?? (1 in 4) + {{:misc:magic:earth.png?15&nolink}}\\ ??Troll King?? has {{path>G1}}. === Blood === No national access. No simple summons. ===== Strategy ===== Build a lot of forts in order to get around the limited recruitment. Forts are expensive though, and the units resource intensive, so it's important to take a lot of decent land with high income and high resources. The nation desperately needs to break into sorcery paths. It needs to be priority one from turn one. A properly designed pretender can help, but independent mages are important as well. Use them to get {{:misc:magic:nature.png?15&nolink}}Nature, at a minimum. If needed, Scouts can even be used to [[Blood Hunt]], and will eventually get enough Blood Slaves to empower a commander in {{:misc:magic:blood.png?12&nolink}}Blood. Without sorcery paths, Mekone lacks the flexibility to respond to late-game (and some mid-game) threats. ??Darkness??, for example, can be very dangerous. Many of the commanders have [[Old Age]], so consider an [[Unaging]] or [[Undying]] bless. Consider making a prophet out of a ??Lochos#3111?? to give them something to do in battle, or, if not a ??Lochos#3111??, then an ??Elder Cyclops#3118?? or a ??Basileus#3117?? in order to reduce their upkeep cost. EA Mekone has no other priests with {{path>H3}}, other than the prophet, so consider giving it [[Map Move]] increasing items to help it get out claiming thrones and supporting troops. When expanding, don't feel the need to upgrade your {{:misc:gui:palisades.png?15&nolink}}Palisades, they are already capable of recruiting a mage per turn. Recruit an ??Ephor#3115?? first, to handle the event in the fall. Renaming them in all-caps as a reminder not to move them is probably a good idea. This will make sure the ??Kryptes#3113?? is recruited every year. ==== Expansion ==== Expansion parties of about ten ??Gigante Hoplite#3110??s can take on most indies. For troublesome provinces, combine parties or add in some human soldiers, such as ??Helote Peltast#3101??s. Remember, the humans can form a front line to soak damage and charges, and then the ??Gigante Hoplite#3110??s can push through the humans to the front. ==== Combat ==== EA Mekone basically has two extremely different army compositions. When facing enemy armies that are lightly armored and without shields, such as [[.ulm-ea|EA Ulm]], a mass of ??Helote Peltast#3101??s can be very effective. When facing a heavier armored foe, even one with resistance of some sort to mundane weapons, ??Gigante Hoplite#3110??s can be very useful. Both ??Helote Peltast#3101??s and ??Gigante Hoplite#3110??s take {{:misc:magic:earth.png?15&nolink}}Earth and {{:misc:magic:fire.png?15&nolink}}Fire buffs very well. EA Mekone's mages can also be made into capable thugs. With decent stats and great hit points, good thugging paths, the ability of some of them to [[Magic Phase]], and the ability to make cheap items with ??Elder Cyclops#3118??es with ??Dwarven Hammer??s, they can take on indie armies or PD all by themselves. ==== Magic ==== Buffs are more effective no units with [[Formation Fighter]] because more of them are packed into a square. ??Temper Armors?? and ??Strength of Giants??, (and their more powerful versions,) are easy to cast and generally helpful. \\ ??Earth Meld?? (and its more powerful versions) are also easy to cast and keep enemy troops from massing. \\ ??Battle Fury?? (and its more powerful versions) gives ??Helote Peltast#3101??s the morale to stay in the fight longer and allows your hoplites to [[Repel]] successfully, landing more hits with their spears. \\ ??Incinerate?? is good for taking out individual, armored targets, because it's [[Armor Negating]]. \\ ??Gift of Formlessness?? (and its more powerful version) makes formations resistant to physical attacks. A good way for ??Basileus#3117?? to contribute early. \\ ??Acid Rain?? (and its more powerful version, ??Acid Storm??,) are useful because [[Acid Resistance]] is not common. Another good way for ??Basileus#3117?? to contribute. \\ ??Group Stoneskin?? causes [[Cold Vulnerability]]. EA Mekone is vulnerable to [[Fatigue]] plays, including ??Grip of Winter??, which ??Group Stoneskin?? makes even worse. But, with [[Heat Resistance]] in its bless, ??Heat from Hell?? can be used to negate ??Grip of Winter??. In the midgame, elemental weaknesses are going to become more of a problem. Use ??Archon#3116??s, and even some ??Ephor#3115??s, to cast elemental resistance spells. ==== Example Pretender Builds ==== **Mak'out Point** the Statue of Fertility \\ //by Babel Builder// Mak'out Point tends to come out about the same time EA Mekone can really start recruiting [[Sacred]] units, so having a dormant pretender with an incarnate bless ends up not making much of a difference. Unaging helps your mages not accrue [[Afflictions]] and [[Regeneration]], combined with their high hit points, helps them survive longer. {{path>N7}} allows for casting ??Gift of Health?? and other big {{:misc:magic:nature.png?12&nolink}}Nature spells. Because the pretender is [[Immobile]], it is difficult to get enough {{:misc:magic:naturegem.png?12&nolink}}Nature Gems. It's important to find {{:misc:magic:nature.png?12&nolink}}Nature indies to do site searching. {{:misc:scales:order.png?12&nolink}}Order 3 provides more money, which is necessary, and helps with the [[Unrest]] issue caused by the forts. (Patrolling can help, but kills off population.) {{:misc:scales:productivity.png?12&nolink}}Productivity 2 provides more money and resources, both of which are necessary. ??Elder Cyclops#3118??, while helpful, just do not provide enough resources for EA Mekone's needs. {{ :pretenders:statue_of_fertility.png }} \\ **Chassis:** Dormant ??Statue of Fertility#2460?? \\ **Paths:** {{path>E5N7R29}} \\ **Bless:** Unaging, Regeneration \\ **Scales:** {{scales>dom6O3P2H0G0M1M1}} **Death and Blood** the Mother of Monsters \\ //by Zan// Breaks EA Mekone into {{:misc:magic:death.png?12&nolink}}Death, {{:misc:magic:nature.png?12&nolink}}Nature, and {{:misc:magic:blood.png?12&nolink}}Blood. With good expansion and no need for a supercombatant for defense, the pretender build can focus on one of the nation's biggest weaknesses, a lack of sorcery paths. {{:misc:magic:death.png?12&nolink}}Death, {{:misc:magic:nature.png?12&nolink}}Nature, and {{:misc:magic:blood.png?12&nolink}}Blood offer plenty of opportunity to summon mages with their respective paths, the difficult part is getting enough gems to do it. To help with site searching, Indie {{:misc:magic:nature.png?12&nolink}}Nature mages are relatively easy to find, with indie {{:misc:magic:death.png?12&nolink}}Death mages being less easy but still doable. The pretender may need to search for {{:misc:magic:bloodslave.png?5&nolink}}Blood Slaves herself to get started. This pretender also has the right paths for casting ??Bind Keres?? and then using ??Gift of Reason?? on the summoned ??Ker#3127??es, who then have {{path>D1B1}}. {{ :pretenders:mother_of_monsters.png }} \\ **Chassis:** Imprisoned ??Mother of Monsters#157?? \\ **Paths:** {{path>D5N5B5R35}} \\ **Bless:** Low Light Vision, Poison Resistance x 2, Unaging, Enchanted Blood \\ **Scales:** {{scales>dom7O2P2H2G2L0M2}} **Chicken of the Stars** the Great Archon \\ //by Zan// Breaks into {{:misc:magic:astral.png?12&nolink}}Astral, and can forge a ??Ring of Sorcery??, which empowers any sorcerer the nation may get. {{:misc:magic:earth.png?12&nolink}}Earth/{{:misc:magic:astral.png?12&nolink}}Astral allows forging of a ??Coin of Meteoritic Iron?? for more {{:misc:magic:astral.png?12&nolink}}Astral power and getting more{{:misc:magic:astral.png?12&nolink}}Astral mages by summoning ??Golem#471??s. {{ :pretenders:great_archon.png }} \\ **Chassis:** Imprisoned ??Great Archon#3416?? \\ **Paths:** {{path>F2E4S6R30}} \\ **Bless:** Mountain Survival, Reinvigoration x 2, Far Caster \\ **Scales:** {{scales>dom6O2P2H2G2L0M3}} ===== Weaknesses ===== EA Mekone is susceptible to sudden fatigue plays. It also lacks late game flexibility, if it's failed to expand its magic diversity. If it hasn't found a way to break into other paths, ??Darkness??, for example, can be difficult for it to counter. ===== See More ===== [[https://www.youtube.com/watch?v=ekq7Xcr4Hug|Dominions 6: EA Mekone Pre-game]] - Babel Builder \\ [[https://www.youtube.com/watch?v=dL-dEY5dpio|Dominions 6: Mekone Strategy at a Glance]] - Zan Thanks to [[https://www.youtube.com/@BabelBuilder|Bable Builder]] and [[https://www.youtube.com/@ZanGames|Zan]] for commentary. {{template>dom6:nationindex}} {{tag>nation}}