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atlantis-ma

MA Atlantis, Kings of the Deep

Lore

FIXME Illwinter's Thematic Inspiration from the Manual goes here
later maybe additional Lore stuff picked from Hero and Event descriptions

General Overview

FIXME How the nation plays and what it is good at should go here, aka why would it be cool to play, what's good about it (in general terms) and where they falter.
How does this nation compare to other similar nations with similar units or specialties (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based, etc.)

National Features

Race Military Magic Access Priests Buildings
Atlantians:
( (50%))
Poisonus Coral gear
Half-giants
water 55 (rare 6)
fire 22 (rare 3)
earth 22 (rare 3)
astral 22 (rare 3)
Powerful (holy 33) Standard Fort(castle)
Can build Underwater Forts

Capital Special Sites

The Coral Towers The Basalt City
Enables recruitment of:
- Basalt King
Produces 5watergem per turn
Enables recruitment of:
- Basalt Queen
- Living Pillar
Produces 1 firegem per turn
Produces 3 earthgem per turn

Notable Units

FIXME General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around

Commanders

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts

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.
Consort
115
26
1
holy 11
amphibious
darkvision(50%)
poison barbs(5)
Dec
Coral Queen
265
19
4
holy 33
sacred
amphibious
darkvision(50%)
poison barbs(5)
Prohet Shape (Queen Mother)
Female
Your grand Recrute anywhere, level 3 priest with 160 leadership.
Lead Large Armies and Mass bless your Sacreds.
Mage of the Deep
165
4
2
water 22random1100% 11
amphibious
darkvision(50%)
gift of Water breathing(10)
Dec
King of the Deep
275
5
4
water 33random2200%+10% 15
Cold Resistance(5)
Darkvision(100%)
amphibious
gift of Water breathing(10)
Dec
Initiate of the Deep
45
1
2
Coastal Forts Only
water 11 7
Poor amphibian
Dec
Witness of the Deep
165
1
2
Coastal Forts Only
water 22astral 11 11
fortune teller(10%)
amphibious
gift of Water breathing(10)
Dec
Deep Seer
315
1
2
Capital Only
water 33astral 22holy 11 15
Cold Resistance(5)
fortune teller(10%)
amphibious
gift of Water breathing(20)
Dec

Troops

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.

Among the selection of troops, some stand out as being much more useful than others:

Sprite Unit Name Magic Paths        Comments
Atlantian Militia
7
2
3
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.
Atlantian Shield Bearer
10
3
9
amphibious
darkvision(50%)
Better Indies, with average stats and a shield with arrows.
Atlantian Light Infantry
10
9
9
+Coastal Forts
amphibious
darkvision(50%)
poison barbs(5)
Atlantian Infantry
10
12
9
amphibious
darkvision(50%)
poison barbs(5)
Reef Warrior
12
11
13
amphibious
darkvision(50%)
poison barbs(5)
Shambler
20
1
25
amphibious
darkvision(50%)
Shambler Guard
22
8
27
amphibious
darkvision(50%)
War Shambler
25
19
30
amphibious
darkvision(50%)
Coral Guard
15
15
21
amphibious
darkvision(50%)
poison barbs(5)
Coral Guard
15
17
21
amphibious
darkvision(50%)
poison barbs(5)
Mother Guard
40
26
41
Capital Only
sacred
amphibious
darkvision(50%)
poison barbs(5)
War Lobster
50
5
44
Aquatic
darkvision(100%)
trample
Dying Shape(Giant Lobster)
Mounted
Soldier of the Deep
9
6
9
Coastal Forts Only
Poor amphibian Dec

Heroes

FIXME any breakout hits that might sway someone towards luck or away from it ?

Sprite Unit Name Magic Paths        Comments
Shudul Cthuda - Coral Prince water 11holy 22 7
sacred
amphibious
darkvision(100%)
poison barbs(5)
Chuddar Kadul - Seer King
Minimum Hero Turn arrival: 10
water 44astral 33 19
amphibious
Cold Resistance(5)
darkvision(50%)
gift of Water breathing(50)
fortune teller(15%)
Void Sanity(100)

Magic

National Spells

FIXMEnational spell or summon cost and usecase, judgment if it's good.

  • 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

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

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

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

  • Coral Blade

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-ma.txt · Last modified: 2021/04/03 00:29 by joste