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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.
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (Rare 4) 3 (Rare 4) 2 (Rare 3) 2 (Rare 3) 2 | Hero 232 Summons 11 (req. 2 & GoR) 121 (req. 3 & 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 resources |
Capitol Gems: 213
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:
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.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Perioeci Scout 35 5 1 | Stealthy (50) Mountain Survival Forest Survival | Commentary here. | |
Neodamode Commander 60 30 1 | Formation Fighter (2) | Commentary here. | |
Lochos 115 75 1 | Formation Fighter (2) Taskmaster (+2) | Commentary here. | |
Geronte 145 1 2 | 11100% 7 Sacred Formation Fighter (2) Taskmaster (+1) Old Age (297/250) Inquisitor | Commentary here. | |
Ephor 235 1 2 | 1111100% 11 sacred Formation Fighter (2) Taskmaster (1) Old Age (297/245) Inquisitor | Commentary here. | |
Archon 430 1 4 | 1112200% 13 Sacred Formation Fighter (2) Taskmaster (+1) Inquisitor | Commentary here. | |
Polemarch 415 79 2 Capital Only | 22 13 Sacred Formation Fighter (2) Taskmaster (+2) Combat Caster | Commentary here. | |
Elder Cyclops 465 3 4 Capital Only | 2121100% 10% 17 Resist Fire (15) Resource Bonus (25) Master Smith (1) Mountain Survival Eyes (1) | Commentary here. | |
Basileus 485 1 4 Capital Only | 21221100% 10% 17 Sacred Formation Fighter (2) Taskmaster (+2) Inquisitor Old Age (257/226) | Commentary here. |
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 8 5 4 | Slave Promotion (50): Neodamode Peltast | Commentary here. | |
Helote Ekdromos 8 15 4 | Slave Formation Fighter (2) Promotion (50): Neodamode Ekdromos | Commentary here. | |
Helote Hoplite 8 29 4 | Slave Formation Fighter (2) Promotion (50): Neodamode Hoplite | Commentary here. | |
Perioeci Peltast 10 5 9 | Commentary here. | ||
Discobolus 30 7 Recruitment Limit: 3 | Minimum leader size (6) | Commentary here. | |
Gigante Ekdromos 40 51 Recruitment Limit: 3 | Minimum leader size (6) Formation Fighter (2) Skirmisher (1) | Commentary here. | |
Gigante Hoplite 40 75 Recruitment Limit: 3 | Minimum leader size (6) Formation Fighter (2) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Alcyonaeus - King of Pallene Earliest Arrival Turn (15) | 232 15 sacred Formation Fighter(2) Taskmaster(2) combat-caster dominion immortality(Return: 1 month) | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sow Dragon Teeth (Enchantment 5) 2 and 1 | 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. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Procession of the Underworld (Conjuration 5) 3 and 13 | Lampad x 10 | Invulnerability (15) Supply Bonus (10) Patrol Bonus (5) Stygian Guide (75%) Recuperation Spirit Sight Female | Commentary here. |
Bind Keres (Conjuration 6) 2 and 12 | Ker x 3 | 119 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) 21 and 3 | 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) 33 and 25 | Khalkotauros | Fire Resistance (25) Cold Resistance (15) Poison Resistance (25) Shock Resistance (15) Heat Aura (3) Trample Does Not Heal Naturally | Commentary here. |
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.
Multiple mages in the Mekone lineup can start with 3, 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 5, you can also get The Magic Lamp, a powerful mage with Astral you lack. You can also create the Forbidden Light (+.
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 4. As for many nations, this means 4 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 2 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.
A 1 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.
A 3 Elder Cyclops (1 in 4 chance) with Earth Boots is effectively 5. 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).
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.
No native access. No good summons to get access.
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.
No native access. 4 will get you Troll King's Court and 31.
No native access. No good summons to get access.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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