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dom6:mekone-ea [2024/07/20 19:26] johnnydown [Example Pretender Builds] Added two pretenders and corrected the stated effect of regeneration |
dom6:mekone-ea [2025/02/15 09:25] (current) arco [General Overview] |
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===== General Overview ===== | ===== General Overview ===== |
EA Mekone is a nation of Hoplite giants on a crusade against traditional godhood using its despised human population as slave chaff. A unique and difficult nation to use. It has many giant units, but with recruitment limited per turn. The human units are slaves, with the ability to be promoted out of slavery. EA Mekone's forts cause unrest, and every fall the ??Ephor#3115??s start a campaign against the human slave population. EA Mekone also has tools and traits to fight the growth of enemy dominion, and its ??Elder Cyclops#3118?? are some of the best item creators in the game. And, of course, the ??Gigantomachia?? spell announces the start of the crusade against the gods, making giants easier to produce. Managing EA Mekone's restrictions while maximizing its specific advantages makes for a different and difficult playstyle unlike any other nation in Dominions 6. | EA Mekone is a nation of Hoplite giants on a crusade against traditional godhood using its despised human population as slave chaff. A unique and difficult nation to use. It has many giant units, but with recruitment limited per turn. The human units are slaves, with the ability to be promoted out of slavery. EA Mekone's forts cause 1d15+ unrest, and every fall the ??Ephor#3115??s start a campaign against the human slave population. EA Mekone also has tools and traits to fight the growth of enemy dominion, and its ??Elder Cyclops#3118?? are some of the best item creators in the game. And, of course, the ??Gigantomachia?? spell announces the start of the crusade against the gods, making giants easier to produce. Managing EA Mekone's restrictions while maximizing its specific advantages makes for a different and difficult playstyle unlike any other nation in Dominions 6. |
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===== National Features ===== | ===== National Features ===== |
__??Crown of the Elements??__ //Unique// \\ | __??Crown of the Elements??__ //Unique// \\ |
{{path>F2W1}} ??Elder Cyclops#3118?? (1 in 4) + {{:misc:magic:fire.png?15&nolink}}{{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} + {{:abilities:master_smith.png?15&nolink}}[[Master Smith]] \\ | {{path>F2W1}} ??Elder Cyclops#3118?? (1 in 4) + {{:misc:magic:fire.png?15&nolink}}{{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} + {{:abilities:master_smith.png?15&nolink}}[[Master Smith]] \\ |
The three necessary boosters are easy to get. | The three boosters necessary to craft these are easy to get. |
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=== Fire === | === Fire === |
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=== Water === | === Water === |
__Highest starting__: {{path>W2}} ??Elder Cyclops#3118?? (1 in 4) \\ | __Highest starting__: {{path>W2}} ??Basileus?? (1 in 4) \\ |
Sadly, ??Elder Cyclops#3118?? does not have {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], so no help there. | Sadly, ??Basileus?? does not have {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], so no help there. |
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__??Orb of Atlantis??__ //Unique// \\ | __??Orb of Atlantis??__ //Unique// \\ |
{{path>W2E2}} ??Elder Cyclops#3118?? (1 in 4) + {{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} | {{path>W2E2}} ??Basileus?? (1 in 4) + {{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} |
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=== Earth === | === Earth === |
Build a lot of forts in order to get around the limited recruitment. Forts are expensive though, and the units resource intensive, so it's important to take a lot of decent land with high income and high resources. | Build a lot of forts in order to get around the limited recruitment. Forts are expensive though, and the units resource intensive, so it's important to take a lot of decent land with high income and high resources. |
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The nation desperately needs to break into sorcery paths. It needs to be priority one from turn one. A properly designed pretender can help, but independent mages are important as well. Use them to get {{:misc:magic:nature.png?15&nolink}}Nature, at a minimum. Without sorcery paths, Mekone lacks the flexibility to respond to late-game (and some mid-game) threats. ??Darkness??, for example, can be very dangerous. | The nation desperately needs to break into sorcery paths. It needs to be priority one from turn one. A properly designed pretender can help, but independent mages are important as well. Use them to get {{:misc:magic:nature.png?15&nolink}}Nature, at a minimum. If needed, Scouts can even be used to [[Blood Hunt]], and will eventually get enough Blood Slaves to empower a commander in {{:misc:magic:blood.png?12&nolink}}Blood. Without sorcery paths, Mekone lacks the flexibility to respond to late-game (and some mid-game) threats. ??Darkness??, for example, can be very dangerous. |
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Many of the commanders have [[Old Age]], so consider an [[Unaging]] or [[Undying]] bless. | Many of the commanders have [[Old Age]], so consider an [[Unaging]] or [[Undying]] bless. |
Consider making a prophet out of a ??Lochos#3111?? to give them something to do in battle, or, if not a ??Lochos#3111??, then an ??Elder Cyclops#3118?? or a ??Basileus#3117?? in order to reduce their upkeep cost. EA Mekone has no other priests with {{path>H3}}, other than the prophet, so consider giving it [[Map Move]] increasing items to help it get out claiming thrones and supporting troops. | Consider making a prophet out of a ??Lochos#3111?? to give them something to do in battle, or, if not a ??Lochos#3111??, then an ??Elder Cyclops#3118?? or a ??Basileus#3117?? in order to reduce their upkeep cost. EA Mekone has no other priests with {{path>H3}}, other than the prophet, so consider giving it [[Map Move]] increasing items to help it get out claiming thrones and supporting troops. |
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| When expanding, don't feel the need to upgrade your {{:misc:gui:palisades.png?15&nolink}}Palisades, they are already capable of recruiting a mage per turn. Recruit an ??Ephor#3115?? first, to handle the event in the fall. Renaming them in all-caps as a reminder not to move them is probably a good idea. This will make sure the ??Kryptes#3113?? is recruited every year. |
==== Expansion ==== | ==== Expansion ==== |
Expansion parties of about ten ??Gigante Hoplite#3110??s can take on most indies. For troublesome provinces, combine parties or add in some human soldiers, such as ??Helote Peltast#3101??s. Remember, the humans can form a front line to soak damage and charges, and then the ??Gigante Hoplite#3110??s can push through the humans to the front. | Expansion parties of about ten ??Gigante Hoplite#3110??s can take on most indies. For troublesome provinces, combine parties or add in some human soldiers, such as ??Helote Peltast#3101??s. Remember, the humans can form a front line to soak damage and charges, and then the ??Gigante Hoplite#3110??s can push through the humans to the front. |
??Acid Rain?? (and its more powerful version, ??Acid Storm??,) are useful because [[Acid Resistance]] is not common. Another good way for ??Basileus#3117?? to contribute. \\ | ??Acid Rain?? (and its more powerful version, ??Acid Storm??,) are useful because [[Acid Resistance]] is not common. Another good way for ??Basileus#3117?? to contribute. \\ |
??Group Stoneskin?? causes [[Cold Vulnerability]]. EA Mekone is vulnerable to [[Fatigue]] plays, including ??Grip of Winter??, which ??Group Stoneskin?? makes even worse. But, with [[Heat Resistance]] in its bless, ??Heat from Hell?? can be used to negate ??Grip of Winter??. | ??Group Stoneskin?? causes [[Cold Vulnerability]]. EA Mekone is vulnerable to [[Fatigue]] plays, including ??Grip of Winter??, which ??Group Stoneskin?? makes even worse. But, with [[Heat Resistance]] in its bless, ??Heat from Hell?? can be used to negate ??Grip of Winter??. |
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| In the midgame, elemental weaknesses are going to become more of a problem. Use ??Archon#3116??s, and even some ??Ephor#3115??s, to cast elemental resistance spells. |
==== Example Pretender Builds ==== | ==== Example Pretender Builds ==== |
<WRAP box leftalign> | <WRAP box leftalign> |
Breaks EA Mekone into {{:misc:magic:death.png?12&nolink}}Death, {{:misc:magic:nature.png?12&nolink}}Nature, and {{:misc:magic:blood.png?12&nolink}}Blood. With good expansion and no need for a supercombatant for defense, the pretender build can focus on one of the nation's biggest weaknesses, a lack of sorcery paths. | Breaks EA Mekone into {{:misc:magic:death.png?12&nolink}}Death, {{:misc:magic:nature.png?12&nolink}}Nature, and {{:misc:magic:blood.png?12&nolink}}Blood. With good expansion and no need for a supercombatant for defense, the pretender build can focus on one of the nation's biggest weaknesses, a lack of sorcery paths. |
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{{:misc:magic:death.png?12&nolink}}Death, {{:misc:magic:nature.png?12&nolink}}Nature, and {{:misc:magic:blood.png?12&nolink}}Blood offer plenty of opportunity to summon mages with their respective paths, the difficult part is getting enough gems to do it. To help with site searching, Indie {{:misc:magic:nature.png?12&nolink}}Nature mages are relatively easy to find, with indie {{:misc:magic:death.png?12&nolink}}Death mages being less easy but still doable. The pretender may need to search for {{:misc:magic:bloodslave.png?5&nolink}}Blood Slaves herself to get started. | {{:misc:magic:death.png?12&nolink}}Death, {{:misc:magic:nature.png?12&nolink}}Nature, and {{:misc:magic:blood.png?12&nolink}}Blood offer plenty of opportunity to summon mages with their respective paths, the difficult part is getting enough gems to do it. To help with site searching, Indie {{:misc:magic:nature.png?12&nolink}}Nature mages are relatively easy to find, with indie {{:misc:magic:death.png?12&nolink}}Death mages being less easy but still doable. The pretender may need to search for {{:misc:magic:bloodslave.png?5&nolink}}Blood Slaves herself to get started. |
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| This pretender also has the right paths for casting ??Bind Keres?? and then using ??Gift of Reason?? on the summoned ??Ker#3127??es, who then have {{path>D1B1}}. |
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</WRAP> | </WRAP> |
{{ :pretenders:great_archon.png }} \\ | {{ :pretenders:great_archon.png }} \\ |
**Chassis:** Imprisoned ??Great Archon#3416?? \\ | **Chassis:** Imprisoned ??Great Archon#3416?? \\ |
**Paths:** {{path>F1E4S6R27}} \\ | **Paths:** {{path>F2E4S6R30}} \\ |
**Bless:** Reinvigoration x 2, Far Caster \\ | **Bless:** Mountain Survival, Reinvigoration x 2, Far Caster \\ |
**Scales:** {{scales>dom6O2P2H2G2L0M3}} | **Scales:** {{scales>dom6O2P2H2G2L0M3}} |
</WRAP></WRAP> | </WRAP></WRAP> |
===== Weaknesses ===== | ===== Weaknesses ===== |
EA Mekone is susceptible to sudden fatigue plays and lacks late game flexibility, if it's failed to expand its magic diversity. If it hasn't found a way to break into other paths, ??Darkness??, for example, can be difficult for it to counter. | EA Mekone is susceptible to sudden fatigue plays. It also lacks late game flexibility, if it's failed to expand its magic diversity. If it hasn't found a way to break into other paths, ??Darkness??, for example, can be difficult for it to counter. |
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===== See More ===== | ===== See More ===== |