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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
  • Powerful troops
  • Strong crosspaths
  • High level Magic
  • No cheap mage

National Attributes

Race Military Magic Access Priests Buildings
Atlantians:
( (50%))
Deep Ones:
( (100%) (5) (5))
Enchanted Basalt,
Vicious Bites, Some Coral
fire 22 (rare 3)
earth 44 (rare 5)
water 33 (rare 4)
(Uncommon astral 11)
Powerful (holy 33)
holy 22 outside capital
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. While 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. 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: 3earthgem2watergem1firegem

Capital Special Sites

The Dark Crystal The Basalt City
Enables recruitment of:
- Basalt King
Produces 2watergem per turn
Enables recruitment of:
- Basalt Queen
- Living Pillar
Produces 1 firegem per turn
Produces 3 earthgem 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% darkvision, rising to 100% on the deep ones.

Commanders

Sprite Unit Name Special Attributes        Comments
Scout
25
1
1
amphibious
darkvision(50%)
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 semi-useful way by training scouts.
There are no indy scouts UW, so you will end up relying on these guys for your intelligence network.
Shambler Chief
50
2
1
amphibious
darkvision(50%)
A basic amphibious commander with 60 leadership.
Not usually worth wasting a fort turn over, since indy commanders can serve much the same role, and you have much better leaders available.
Coral Commander
80
26
1
amphibious
darkvision(50%)
poison barbs(5)
A more advanced commander with 80 leadership.
Still not worth wasting a fort turn on.
Coral Priest
45
3
1
holy 11
sacred
amphibious
darkvision(50%)
Basic Atlantian priest, also recruitable 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.
Mother of the Deep
95
5
2
holy 22
sacred
amphibious
darkvision(50%)
Female
Decent level 2 priest with 40 leadership that can double as a leader if necessary.
Useful if facing undead, or for preaching your dominion in situations where you’re trying to push it or to keep out toxic dominion. Facing Therodos UW meets both conditions.
Mage of the Deep
215
4
2
water 22random2100%
100%
13
amphibious
darkvision(50%)
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 water 33, 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 water 44, your highest W access. Expensive for their research potential, making research inefficient as Atlantis.
Basalt Queen
325
1
4
Capital Only
holy 33
amphibious
darkvision(100%)
fear(5)
Fire Resistance(5)
Cold Resistance(5)
Recruitable holy 3 priests. Also a phenomenal general with 160 leadership and a +3 morale bonus to up to 5 squads. Very useful to lead and bless armies, and to claim thrones.
Competes with Basalt Kings for capital recruitment points, but still worth getting a few for their general utility.
Basalt King
445
1
4
Capital Only
fire 11water 22earth 33random1100%
10%
19
sacred
fear(5)
Fire Resistance(5)
Cold Resistance(5)
Resource Bonus(10)
Darkvision(100%)
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 Kings, 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:

Sprite Unit Name Magic Paths        Comments
Atlantian Spearman
10
4
9
amphibious
darkvision(50%)

Basic are not much more than amphibious independent infantry and are unremarkable. They die quite easily to ranged fire or troops with more than average offensive capability.
Reef Dweller
10
10
9
amphibious
darkvision(50%)
poison barbs(5)
Improve on spearmen by virtue of their equipment. They carry a shield to protect them from arrow fire, and their spear does weak poison damage, which can surprise some thug types vulnerable to poison. Their coral armour also poisons those who attack with length 1 weapons or shorter, giving them a niche use against animals and the like. While they can serve as decent line holders, you typically have better choices in your roster for troops. Reef dwellers are perhaps most remarkable for being your only troop type recruitable out of coastal forts, allowing you to marshal chaff closer to the frontlines when waging a land war.
Shambler
20
1
25
amphibious
darkvision(50%)
The regular Atlantian Shamblers are usually best avoided. The unarmed variety gives high strength for almost no resources, but the gold and rec point cost prohibit their use as siege chaff, and their low prot means they die too quickly for their multiple attacks to make a difference. The armored kinds suffer from the same problem common to most size 3 troops; low attack density which can’t make up for higher strength and hp. War Shamblers suffer from this the most, losing out to other size 3 troop options in pretty much every way. Coral Guard wear heavy coral armour giving them a very high prot of 17. They also wield two-handed glaives in just one hand, combining the weapon with a shield because they're just so strong. While they hit hard and are very tanky, they lack the attack density to make a mark in combat and their resource cost makes recruiting more than a few at a time very difficult. They can serve a niche as a receiver of nat prot buffs like stoneskin; since their prot comes mainly from their armour, boosting their nat prot can lift the total protection up to crazy levels making them effectively immune to weaker attacks. Still, it's debatable whether your gold would have been better spent on other troops.
War Shambler
25
7
30
amphibious
darkvision(50%)
Coral Guard
30
26
39
amphibious
darkvision(50%)
poison barbs(5)
Deep One
10
1
9
amphibious
darkvision(100%)
Fire Resistance(5)
Cold Resistance(5)
The real strength of the troopline is in the Deep Ones, which feature multiple attacks across the board due to their bite attack. Deep ones trade a few points of magic res for built-in cold and fire res +5, making them less vulnerable to battlefield evocations and heat/cold auras, but more vulnerable to the likes of mind burn, etc. Most of the time, this is a good trade, as you’re less likely to encounter MR resist spells than elemental damage, but this can clearly vary depending on what nation you’re fighting. The unarmed size 2 kind provide cheap siege chaff, and good attack density, but are extremely fragile, and they may not hit hard enough to deal with tougher foes. The Deep One Spearman still suffers from the same vulnerability but boasts a 19 magic damage spear attack, very useful if facing ethereal or tough opponents where your own troops’ survivability isn’t a concern. Perhaps Atlantis’ best troop though is the Warrior of the Deep. Size 3, but with two high-quality attacks, one of which does 25 magic damage, these guys can dish out a lot of punishment. They also have ok prot and carry shields, making them more survivable than most deep ones, though defense is still their weakest trait.
Deep One Spearman
10
7
9
amphibious
darkvision(100%)
Fire Resistance(5)
Cold Resistance(5)
Shambler of the Deep
20
1
25
amphibious
darkvision(100%)
Fire Resistance(5)
Cold Resistance(5)
Warrior of the Deep
25
11
30
amphibious
darkvision(100%)
Fire Resistance(5)
Cold Resistance(5)
Living Pillar
35
56
35
Capital Only
sacred
amphibious
darkvision(100%)
Fire Resistance(5)
Cold Resistance(5)
Castle Defence Bonus (2)
are Atlantis’ sacred troops and are a massive letdown. A sacred warrior of the deep with 21 prot - crazy high for EA – sounds great, but they are cap only and their very high resource cost means you’ll never be able to recruit enough to make a difference. Their encumberence is also crippling, rendering them unconscious after a few rounds of serious combat, a flaw reinvigoration can only partially solve. Don’t bother with a bless for these guys and spend your resources on better troops instead.

In summary, Atlantis’ armies can be carried on the strength of its deep ones. The size 2 kinds are useful on 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. Reef dwellers can also serve as decent blockers and arrow catchers.

Magic

National Spells

  • Summon Monster Fish 6watergem, Conjuration 6, water 33 ( Monster Fishx1 ) 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.

Magic Access

Magic Access:

  • earth 44 (on 11-in-30 Basalt Kings, with a 1-in-90 chance of earth 55, both of which can craft the Earth Boots for another level)
  • water 33 (on 7-in-12 Mages of the Deep, with a 1-in-12 chance of water 44, both of which can craft the Robe of the Sea and Water Bracelet for two levels)
  • fire 22 (on 11-in-30 Basalt Kings, with a 1-in-90 chance of fire 33)
  • astral 11 (on 1-in-4 Mages of the Deep, with a 1-in-12 chance of earth 11astral 11 for the Crystal Matrix & Slave Matrix)
  • holy 33 (on Basalt Queens; you can get holy 22 from Mothers of the Deep from all underwater provinces)

Notable crosspaths:

fire 11water 22 on Mages of the Deep and Basalt Kings, for casting Manifest Vitriol

fire 11water 44 on Basalt Kings with a booster, for casting Acid Storm.

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

Earth and Water crosspaths allow smithing of Armor Negating Eyecatchers 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

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

atlantis-ea.1619132856.txt.gz · Last modified: 2021/04/22 23:07 by jonarbuckle