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dom6:mekone-ea

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, 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

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 33 (Rare 4)
earth 33 (Rare 4)
air 22 (Rare 3)
water 22 (Rare 3)
holy 22
Hero
fire 22earth 33holy 22
Summons
death 11blood 11
(req. death 22 & GoR)
astral 11death 22nature 11
(req. death 33 & GoR)
Few gigantes armed with magical weapons
Mostly human slave soldiers
No sacred troops
Slave
Promotion
Formation Fighter
Old Age
Inquisitor
Taskmaster
Advanced fortified cities
Forts increase unrest
Capitol has an increased recruitment limit of +4
Capitol receives 150 Resourcesresources

Capitol Gems: 2firegem1airgem3earthgem

National Special Features

Order Limit + 1

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.

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 with the following event sequence:

  • In Early Fall, forted provinces gain +15 unrest. If there is an Ephor present, war is declared on the helote population. Without an Ephor 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.

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.

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 Slaves, however, their low Morale may be boosted in battle by having a Taskmaster lead them.
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

Commanders

Sprite Unit Name Special Attributes Comments
Perioeci Scout
Gold 35
5
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Neodamode Commander
Gold 60
30
1
Formation Fighter (2) Commentary here.
Lochos
Gold 115
75
1
Formation Fighter (2)
Taskmaster (+2)
Commentary here.
Geronte
Gold 145
1
2
holy 11random1100% 7
Sacred
Formation Fighter (2)
Taskmaster (+1)
Old Age (297/250)
Inquisitor
Commentary here.
Ephor
Gold 235
1
2
fire 11earth 11holy 11random1100% 11
sacred
Formation Fighter (2)
Taskmaster (1)
Old Age (297/245)
Inquisitor
Commentary here.
Archon
Gold 430
1
4
fire 11earth 11holy 11random2200% 13
Sacred
Formation Fighter (2)
Taskmaster (+1)
Inquisitor
Commentary here.
Polemarch
Gold 415
79
2
Capital Only
fire 22earth 22 13
Sacred
Formation Fighter (2)
Taskmaster (+2)
Combat Caster
Commentary here.
Elder Cyclops
Gold 465
3
4
Capital Only
fire 22air 11earth 22random1100%
10%
17
Resist Fire (15)
Resource Bonus (25)
Master Smith (1)
Mountain Survival
Eyes (1)
Commentary here.
Basileus
Gold 485
1
4
Capital Only
fire 22water 11earth 22holy 22random1100%
10%
17
Sacred
Formation Fighter (2)
Taskmaster (+2)
Inquisitor
Old Age (257/226)
Commentary here.

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.

Promotions 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. Except Peltasts, who only get +3 but their leather caps are upgraded to bronze. Being free, they no longer benefit from taskmasters (-1 or -2 morale depending on who was leading them), but by 50 experience they have already gained +1 or +2 bonus morale.

Sprite Unit Name Special Attributes Comments
Helote Peltast
Gold 8
5
4
Slave
Promotion (50): Neodamode Peltast
Commentary here.
Helote Ekdromos
Gold 8
15
4
Slave
Formation Fighter (2)
Promotion (50): Neodamode Ekdromos
Commentary here.
Helote Hoplite
Gold 8
29
4
Slave
Formation Fighter (2)
Promotion (50): Neodamode Hoplite
Commentary here.
Perioeci Peltast
Gold 10
5
9
Commentary here.
Discobolus
Gold 30
7
Recruitment Limit: 3
Minimum leader size (6) Commentary here.
Gigante Ekdromos
Gold 40
51
Recruitment Limit: 3
Minimum leader size (6)
Formation Fighter (2)
Skirmisher (1)
Commentary here.
Gigante Hoplite
Gold 40
75
Recruitment Limit: 3
Minimum leader size (6)
Formation Fighter (2)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Alcyonaeus - King of Pallene
Earliest Arrival Turn (15)
fire 22earth 33holy 22 15
sacred
Formation Fighter(2)
Taskmaster(2)
combat-caster
dominion immortality(Return: 1 month)
Commentary here.

National Spells and Items

Summons

Combat
Summon Spell Unit Special Attributes Comments
Sow Dragon Teeth
(Enchantment 5)
earth 22 and 1earthgem

Spartae x 10
Cold Resistance (15)
Poison Resistance (25)
Formation Fighter (2)
Old Age
Poor Amphibian
Pierce Resistance
Magic Being
Inanimate
Need Not Eat
Does Not Heal Naturally
Spirit Sight
Commentary here.
Ritual
Summon Spell Unit Special Attributes Comments
Procession of the Underworld
(Conjuration 5)
death 33 and 13deathgem

Lampad x 10
Invulnerability (15)
Supply Bonus (10)
Patrol Bonus (5)
Stygian Guide (75%)
Recuperation
Spirit Sight
Female
Commentary here.
Bind Keres
(Conjuration 6)
death 22 and 12deathgem

Ker x 3
death 11blood 11rp 99
Cold Resistance (15)
Poison Resistance (15)
Stealthy (40)
Fear (6)
Increases Unrest (1 per month)
Ethereal
Flying
Storm Immunity
Need Not Eat
Demon
Spirit Sight
Invisible
Female
Commentary here.
Summon Hound of Twilight
(Conjuration 5)
earth 22death 11 and 3earthgem

Hound of Twilight
Poison Resistance (15)
Darkvision (100%)
Fear (5)
Patrol Bonus (20)
Unsurroundable (2)
Spirit Sight
Eyes (4)
Commentary here.
Forge Brass Bull
(Construction 6)
fire 33earth 33 and 25firegem

Khalkotauros
Fire Resistance (25)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Heat Aura (3)
Trample
Does Not Heal Naturally
Poor Amphibian Inanimate Slash Resistance Blunt Resistance Pierce Resistance Magic Being Need Not Eat Mindless Spirit Sight
Commentary here.

Other Spells

Ritual

  • Blessing of the God-slayer (Enchantment 0)
    water 11holy 11 and 5watergem
    Commentary here.
  • Gigantomachia (Thaumaturgy 7)
    fire 44earth 44 and 60earthgem
    Commentary here.

Items

  • God-Slayer Spear (Construction 3)
    earth 11 and 5earthgem
    Commentary here.

Discounted Items

  • Golden Hoplon (Construction 5) fire 22 and 8firegem
  • Shield of Gleaming Gold (Construction 7) fire 11glamour 22 and 4firegem4glamourgem
  • Elemental Armor (Construction 5) fire 11earth 22 and 4firegem8earthgem

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Elder Cyclops have 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.

Fire

Multiple mages in the Mekone lineup can start with fire 33, but Elder Cyclops have Master Smith, increasing their paths by one for the purpose of forging items. This means you can forge The Ruby Eye, Flame Helmet, (and Orb of Elemental Fire,) pretty quickly. Then, if you have an Elder Cyclops with the Water random, you can make a Water Bracelet and Robe of the Sea, which will then allow you to make a Staff of Elemental Mastery and/or Crown of the Elements.

With two of the above Fire boosters, you can use the King of Elemental Fire spell. If you can somehow increase the Elder Cyclops to air 55, you can also get The Magic Lamp, a powerful mage with Astral you lack. You can also create the Forbidden Light (+.

Air

Mekone's lack of Astral means it can't make a Tome of High Power, leaving it with no boosters and no meaningful summons before air 44. As for many nations, this means air 44 is a prime candidate for a pretender path. See the Fire section for how to get a Staff of Elemental Mastery and/or Crown of the Elements. If you can get one of them, an air 22 Elder Cyclops (1 in 4 chance), Master Smith will allow them to forge a Winged Helmet, an Orb of Elemental Air, and, a Staff of Elemental Mastery. You'll then be far up the Air magic path.

Water

A water 11 Elder Cyclops (1 in 4 chance) can forge a Water Bracelet and then a Robe of the Sea, getting you started in Water with no empowerment.

Earth

A earth 33 Elder Cyclops (1 in 4 chance) with Earth Boots is effectively earth 55. If you can grab the Orb of Elemental Earth and one the King of Elemental Earth, that's about as high as you are going to get. Unless, you get a Staff of Elemental Mastery, Staff of Elemental Mastery, or Crown of the Elements. (See the Fire section).

Astral

No native access. If you can increase one mage to , you can create the The Magic Lamp, which gives you Al Khazim - Jinn with Astral.

Another way, expensive and complicated, is to use Gift of Reason on a Lampad. Requires Nature though, and EA Mekone does not have good Nature access.

Death

No native access. No good summons to get access.

Nature

No native access. No good summons to get access.

A way, expensive and complicated, is to use Divine Name on a Lampad. Requires Astral though, and EA Mekone does not have good Astral access.

Glamour

No native access. earth 44 will get you Troll King's Court and earth 33glamour 11.

Blood

No native access. No good summons to get access.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/mekone-ea.txt · Last modified: 2024/04/16 15:25 by nunda