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In-game nation description. – Nation Description
The in-game nation description is acceptable here (please note the source like above if you are directly copying a passage), but a custom-written version of the lore that incorporates insights from commander/hero descriptions and the Dominions 5 manual also works - it helps to keep things concise!. A link to related nations in earlier or later ages fits here too.
This should be a brief overview of a nation's strengths and weaknesses and a short hook for what makes this nation cool and why people should play it. Some useful points to include might be:
Many of these points will be elaborated upon in later sections, so avoid going into too much detail here.
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Prefers 2 Sailing cap-only commanders Amphibious Atlantians Trace income across oceans | Hard-hitting polearms Ubiquitous magic weapons Harpoons | 4 3 2 1 1 1 | 2 Cap-only 1 On-land 2 Underwater | Ice Forts in coastal provinces Can build forts underwater |
The Coast of Ice and Bones |
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Enables recruitment of Angakok and Arssartut Produces 31 per turn |
Provide a brief overview of commanders and units and what tools they provide you with. Outline any peculiarities across the roster (e.g. the animal tag, cold blooded). Highlight any particular strengths of the roster and describe their roles (e.g. high-quality infantry, thugs, powerful mages).
Keep descriptions to the point! Discussion of what to use certain magic paths for, thug equipment, etc. quickly becomes redundant over several nation pages, so describe the unit's function and leave it at that. Elaborate only if it is exceptional and/or a particular strength of the roster. Combine entries if the units are very similar.
Sprite | Unit Name | Special Attributes | Description |
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Tent Owner 25 6 1 | Cold Resistance (5) Darkvision (50%) Stealthy (40) Amphibious Snow Move | Amphibious scout with 10 leadership! Less stealthy than a generic scout, however. | |
Snow Captain 70 26 1 | Cold Resistance (5) Darkvision (50%) Ice Protection (1) Amphibious Snow Move | 80 leadership commander. | |
Ice Captain 110 32 2 | Cold Resistance (5) Darkvision (50%) Ice Protection (2) Amphibious Snow Move | 120 leadership commander. | |
Tungalik 110 4 2 | 111 9 Sacred Cold Resistance (5) Darkvision (50%) Amphibious Snow Move | 40 leadership, sacred mage-priest. The only mage that can be recruited in Atlantis's non-capital land forts. Somewhat expensive for the research and lacks combat utility, but their upkeep is halved due to their sacred status. | |
Angakok 425 1 4 Capital Only | 3221100% 10% 17 Sacred Cold Resistance (10) Darkvision (50%) Gift of Water Breathing (20) Sailing (Max size 6) Amphibious Snow Move | Centrepiece caster, priest and 80 leadership sailing commander. Provides access to the coveted crosspath. |
The following commanders can only be recruited from underwater forts.
Sprite | Unit Name | Special Attributes | Description |
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Shambler Chief 50 2 1 | Darkvision (50%) Amphibious | 60 leadership commander. | |
Merciful Mother 95 5 2 | 2 Sacred Darkvision (50%) Void Sanity (10) Amphibious Female | 40 leadership priest. | |
Unsleeping Consort 115 26 1 | 1 Sacred Darkvision (50%) Void Sanity (10) Poison Barbs (5) Amphibious | 80 leadership lesser priest. | |
Forgiving Father 185 4 2 | 211100% 13 Darkvision (50%) Gift of Water Breathing (10) Void Sanity (10) Amphibious | Off-cap combat mage with more utility than the Tungalik, but less research compared to gold cost. Can bring earth into communions. |
Sprite | Unit Name | Special Attributes | Description |
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Seal Hunter 10 5 9 | Cold Resistance (5) Darkvision (50%) Amphibious Snow Move | Light infantry armed with harpoons. Harpoons will net enemies they hit, giving them a defense penalty. | |
Snow Warrior (spear) 10 22 9 | Cold Resistance (5) Darkvision (50%) Ice Protection (1) Amphibious Snow Move | Ice-protected medium infantry with magic weapons. The glaive version does significantly more damage. | |
Snow Warrior (glaive) 10 26 9 |
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Ice Warrior (spear) 13 37 15 | Cold Resistance (5) Darkvision (50%) Ice Protection (2) Amphibious Snow Move | Ice-protected heavy infantry with a magic spear. Something of a transitional unit between the Snow Warriors and Ice Guards, having more protection than the Snow Warriors but less defense than the Ice Guard swordsman and dealing less damage than the Ice Guard glaive-wielder. Its pure piercing damage weapon is better suited for underwater combat, however. | |
Ice Guard (sword and shield) 16 39 21 | Ice-protected heavy infantry with magic weapons. The sword and shield version has moderate damage output and much higher defense; the glaive version deals the most damage but has less defense. Very resource and recruitment point-intensive. | ||
Ice Guard (glaive) 16 32 21 |
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Arssartut 23 10 25 Capital Only | Sacred Cold Resistance (5) Darkvision (50%) Amphibious Snow Move | Very high damage, sacred medium infantry with a magic weapon that inflicts permanent weakness on its opponents. | |
Mournful 25 14 30 | Darkvision (50%) Amphibious | Very high damage medium-heavy infantry. Rather recruitment point-intensive. |
The following troops can only be recruited underwater.
Sprite | Unit Name | Special Attributes | Description |
---|---|---|---|
Atlantian Light Infantry 10 9 9 | Darkvision (50%) Poison Barbs (5) Amphibious | Light infantry with a poison spear. | |
Atlantian Shield Bearer 10 3 9 | Darkvision (50%) Amphibious | Militia with a shield and poison spear. | |
Atlantian Infantry 10 12 9 | Darkvision (50%) Poison Barbs (5) Amphibious | Infantry with a poison spear. Has a hat. | |
Unsleeping 35 26 47 | Darkvision (50%) Void Sanity (5) Poison Barbs (5) Amphibious | Very-high damage medium-heavy infantry. Expensive in gold and recruitment points. |
Describe overall quality of heroes here.
Sprite | Unit Name | Special Attributes | Description |
---|---|---|---|
Mother Hydra - Once and Future Queen | 4 Sacred Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Fear (5) Void Sanity (20) Amphibious Snow Move Female | Very powerful, durable priest | |
Sialuk - Kivigtok | 121 Sacred Cold Resistance (5) Darkvision (50%) Mounted Poor Amphibian Snow Move | A slightly upgraded Tungalik. |
This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.
Combat
Ritual
The crosspath on 25% of Angakoks can be used to cast Wailing Winds at Evocation 6. The higher-than-average morale of Atlantian heavy infantry means they will (on average) rout after enemy armies, making this spell a huge threat that is impossible to fully counter. At Evocation 7 Wind of Death also becomes available.
Atlantis's well-armored, magic weapon-wielding infantry synergizes very well with Stygian Rains at Evocation 7. It can be cast by any Angakok with a Skull Staff, and the invulnerability effect it applies benefits only your troops, driving their protection even higher!
The complete lack of nature magic in Atlantis's mage corps means that Foul Vapors is one of the few spells that can stop Atlantian infantry in the early-to-mid game, meaning nations such as LA Pythium may be an unusually poor matchup for Atlantis's otherwise very powerful armies.
List and describe any unique national items or discounts in this section, discuss and compare with similar generic items. Also discuss generic items that are useful and accessible for the nation. These may include:
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.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Add links to guides or other overviews for this nation here.
Nations | |
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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 |