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playground:atlantis-la

Atlantis, Frozen Sea

Lore

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

With the Second Fall of Atlantis and the demise of the Coral Queens at the hands of R’lyeh, the Atlantians were forced to retreat from the seas. A few surviving Kings of the Deep entered a pact with a sleeping God at a forsaken coast of ice and bones. The Atlantian Angakut, Shaman Kings, lead the Bone Cult and practice Death magic previously unheard of in Atlantian history. The Angakut have coerced captured Caelian ice crafters to yield the secrets of their skills and now most of the Atlantians use arms of enchanted ice. Even their great city is built on interlinked ice floes.

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.)

Atlantis has strong line infantry and poor magic diversity. Most line infantry is equipped with full or partial ice-armour, which makes them especially tanky in heavy cold scales; However, resource and recruitment point costs are very high, which makes them difficult to mass without heavy investments in fortress infrastructure.

Atlantis straddles the line between land- and sea-nations. They are a favourable pick on maps with a plentitude of lakes and rivers. On land, Atlantis has strong line infantry which easily outclass human units. In cold scales, the power differential is especially pronounced, as ice-armour bonuses will bring Atlantis' heavy line up to a whopping 26 protection; However, resource and recruitment point costs are very high, which makes them difficult to mass without heavy investments in fortress infrastructure.

With the exception of the cap-only Angakok, Atlantean mage-recruitment is limited to the 1W1D1H Tungalik, which is not particularly useful as a battle-caster until Frozen Heart [alt-6] is unlocked mid-game. This necessitates the parallel development of underwater forts to specialize in the recruitment of Forgiving Fathers and Merciful Mothers.

A notable feature of the Atlantean land infantry is ubiquitous access to magic weapons, making them profoundly efficient counter-thugs and ghost-busters.

National Features

Race Military Magic Access Priests Buildings
Amphibious fishmen:
high HP
high strength
Prefers cold-2
cold resist
snow-move
Resource-intensive infantry
bonus protection in cold
No archers or crossbows.
Water 4
Death 3
Earth 1
Air 1 (3)
summonable N
cheap underwater h2
expensive overland h2
Ice Forts
stronger in cold
weaker in heat

Capital Special Sites

FIXME

First one here second one here
* Enables recruitment of
*1earthgem
*2deathgem4firegem
* Enable recruitment of
* Produce ? per turn
* Produce ? per turn
* Produce ? 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
*Tent Owner*
25
6
1
Stealthy(40)
Darkvision(50)
Resist Cold(5)
10 leadership gives the Tent Owner the ability to ferry your few stealthy summons into hard-to-reach places, giving the Tent Owner a possible niche use.
Warrior Chief
75
17
1
Stealthy (40)
MAGE 1
110
13
2
earth 11random2100%
50%
9
Sacred
Resource bonus (5)
Forge Bonus (1)
The two can be .
Warrior Smiths are your only national access to Air magic and Water magic.
They can vary wildly in value from the almost worthless to amazing mages depending on the random magic they get.
MAge 2
130
5
2
earth 11holy 11random2100%
50%
7
Sacred
Stealthy (40)
Inept Researcher (2)
Unlike Warrior Smiths, Shamans are also 1, have a research malus of 2,
and cost 20 more gold than your Warrior Smiths. Even though they have a research malus making them
less efficient researchers for their turn cost and upfront gold cost
they are sacred making them more efficient researchers in terms of upkeep
than Warrior Smiths. As battle mages they tend to be outshown by Warrior Smiths,
however the Shaman's saving grace is stealth, and the ability to provide mage support to stealthy armies can be invaluable.
Antlered Shaman
220
5
4
Capital Only
earth 22nature 22holy 11random010% 13
Sacred
Stealthy (40)
Supply bonus (20)
Slow to Recruit
Antlered Shamans are EA Ulm's biggest and most powerful mages with 4.1 magic paths on average.
They cost 220g, are slow to recruit, and capital only. As Ulm's most reliable Nature 2, the Antlered Shaman
will often act as a stealthy support mage for Ulm's armies, dropping nature buffs such as Wooden Warriors
and putting up spells like Howl.

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.

Name Usecase depending on constraints and opponents.

Name Usecase depending on constraints and opponents.

NameUsecase depending on constraints and opponents.

Name Usecase depending on constraints and opponents.

Name Usecase depending on constraints and opponents.

Name Usecase depending on constraints and opponents.
Name Usecase depending on constraints and opponents.

Heroes

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

Magic

National Spells

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

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 Items

FIXME nation exclusive items

National Dicount Items

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

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

playground/atlantis-la.txt · Last modified: 2021/02/05 16:56 by meat-horse-array