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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.
Race | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Atlantians: ( (50%)) Deep Ones: ( (100%) (5) (5)) | Enchanted Basalt, Vicious Bites, Some Coral | 2 (rare 3) 4 (rare 5) 3 (rare 4) (Uncommon 1) | Powerful (3) 2 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. 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: 321
The Dark Crystal | The Basalt City |
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Enables recruitment of: - Basalt King Produces 2 per turn | Enables recruitment of: - Basalt Queen - Living Pillar Produces 1 per turn Produces 3 per turn |
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.
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 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. |
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Coral Commander 80 26 1 | amphibious darkvision(50%) poison barbs(5) | A advanced commander with 80 leadership, able to put troops in line formation. Also a miniature pre geared thug | |
Coral Priest 45 3 1 | 1 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. |
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Mother of the Deep 95 5 2 | 2 sacred amphibious darkvision(50%) Female | Decent level 2 priest with 40 leadership. | |
Mage of the Deep 215 4 2 | 22100% 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 3, 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 4, your highest W access. Expensive for their research potential, making research inefficient as Atlantis. | |
Basalt Queen 325 1 4 Capital Only | 3 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. 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. |
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Basalt King 445 1 4 Capital Only | 1231100% 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. |
Among the selection of troops, some stand out as being much more useful than others:
Sprite | Unit Name | Magic Paths | Comments |
---|---|---|---|
Reef Dweller 10 10 9 | amphibious darkvision(50%) poison barbs(5) | Poison Barbs and poisonous weapon. Shielded and chest piece, no helmet. 2 natural protection. Recruitable outside of forts on coasts. | |
Coral Guard 30 26 39 | amphibious darkvision(50%) poison barbs(5) | Poison barbs, lethal and poisonous weapon. Shielded and fully armoured, head armor prot 14, body 12. 7 natural protection. | |
Deep One 10 1 9 | amphibious darkvision(100%) Fire Resistance(5) 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. | |
Deep One Spearman 10 7 9 | amphibious darkvision(100%) Fire Resistance(5) Cold Resistance(5) | As Deep One, but 19 damage length 3 magical weapon instead of the 12 damage claw. Still no armor. | |
Shambler of the Deep 20 1 25 | amphibious darkvision(100%) Fire Resistance(5) 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. | |
Warrior of the Deep 25 11 30 | amphibious darkvision(100%) Fire Resistance(5) 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. | |
Living Pillar 35 56 35 Capital Only | sacred amphibious darkvision(100%) Fire Resistance(5) Cold Resistance(5) 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 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 Access:
Notable crosspaths:
12 on Mages of the Deep and Basalt Kings, for casting Manifest Vitriol
14 on Basalt Kings with a booster, for casting Acid Storm.
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?
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?
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.
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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
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
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |