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mekone-ea [2026/10/26 11:47] – ↷ Page moved from dom6:mekone-ea to mekone-ea migrationmekone-ea [2026/10/26 11:48] (current) – dom5/dom6 migration: template includes migration
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 ===== National Features ===== ===== National Features =====
 ^  Magic Access  ^  Alt. Access  ^  Unit Summary  ^  Core Abilities  ^  Buildings  ^ ^  Magic Access  ^  Alt. Access  ^  Unit Summary  ^  Core Abilities  ^  Buildings  ^
-| {{path>F3}} (Rare 4)\\ {{path>E3}} (Rare 4)\\ {{path>A2}} (Rare 3)\\ {{path>W2}} (Rare 3) \\ {{path>H2}} | **Hero** \\ {{path>F2E3H2}} \\ **Summons** \\ {{path>D1B1}} \\ (req. {{path>D2}} & GoR) \\ {{path>S1D2N1}} \\ (req. {{path>D3}} & GoR) | Few gigantes armed with magical weapons \\ Mostly human slave soldiers \\ **No sacred troops**  | {{:abilities:slave.png?15&nolink}} [[dom6:slave]] \\ {{:abilities:promotion.png?15&nolink}} [[dom6:promotion]] \\ {{:abilities:formation_fighter.png?15&nolink}}  [[Formation Fighter]] \\ {{:abilities:old_age.png?15&nolink}} [[dom6:old-age]] \\ {{:abilities:inquisitor.png?15&nolink}} [[dom6:inquisitor]] \\ {{:abilities:taskmaster.png?15&nolink}} [[dom6:taskmaster]] | Advanced fortified cities \\ {{:misc:gui:fortress.png?20&nolink}} Forts increase unrest \\ Capitol has an increased recruitment limit of +4 \\ Capitol receives {{:misc:gui:resources.png?15&nolink}}150 resources |+| {{path>F3}} (Rare 4)\\ {{path>E3}} (Rare 4)\\ {{path>A2}} (Rare 3)\\ {{path>W2}} (Rare 3) \\ {{path>H2}} | **Hero** \\ {{path>F2E3H2}} \\ **Summons** \\ {{path>D1B1}} \\ (req. {{path>D2}} & GoR) \\ {{path>S1D2N1}} \\ (req. {{path>D3}} & GoR) | Few gigantes armed with magical weapons \\ Mostly human slave soldiers \\ **No sacred troops**  | {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:promotion.png?15&nolink}} [[Promotion]] \\ {{:abilities:formation_fighter.png?15&nolink}}  [[Formation Fighter]] \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] | Advanced fortified cities \\ {{:misc:gui:fortress.png?20&nolink}} Forts increase unrest \\ Capitol has an increased recruitment limit of +4 \\ Capitol receives {{:misc:gui:resources.png?15&nolink}}150 resources |
  
 ====Capital Sites==== ====Capital Sites====
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 **No Human Gods:** EA Mekone's pretender selection excludes Dominion 1 pretenders and pretenders of human size. **No Human Gods:** EA Mekone's pretender selection excludes Dominion 1 pretenders and pretenders of human size.
  
-**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 (+1 [[dom6:conflict]] Bonus).+**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 (+1 [[Conflict]] Bonus).
  
 === The Krypteion === === The Krypteion ===
-All forts accrue an exploding d15 of [[dom6:unrest]] per turn. This happens after [[dom6:patrol]] in the [[dom6:turn-order-sequence]], meaning that it is impossible to fully prevent without someone who passively [[dom6:reduces-unrest]]. +All forts accrue an exploding d15 of [[unrest]] per turn. 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 {{:misc:gui:autumn.png?&7&nolink}} with the following event sequence: In addition, the Krypteion event chain happens every autumn {{:misc:gui:autumn.png?&7&nolink}} with the following event sequence:
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 === Gigantomachia === === Gigantomachia ===
 ??Gigantomachia?? (Thaumaturgy 7) {{path>F4E4}} and {{gems>60E}} \\ ??Gigantomachia?? (Thaumaturgy 7) {{path>F4E4}} and {{gems>60E}} \\
-The giants declare war upon the gods. Worldwide enchantment. Recruitment Limit + 1 in friendly dominion. Dominion gets a +3 [[dom6:conflict]] Bonus. Recruitment cost 10 {{:misc:gui:gold.png?15&nolink}}Gold less for giant units.+The giants declare war upon the gods. Worldwide enchantment. Recruitment Limit + 1 in friendly dominion. Dominion gets a +3 [[Conflict]] Bonus. Recruitment cost 10 {{:misc:gui:gold.png?15&nolink}}Gold less for giant units.
  
 <WRAP center round box 60%> <WRAP center round box 60%>
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 <WRAP center round box 60%> <WRAP center round box 60%>
-{{:nations:ea:mekone:helote_peltast.png?nolink }} Most denizens of Mekone are **Helotes**, **Size 3** humans (three-to-a-square) who are property of the state. Helotes 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 {{:abilities:slave.png?15&nolink}} **Slaves**, however, their low Morale may be boosted in battle by having a [[dom6:taskmaster]] lead them. \\ {{{{:nations:ea:mekone:neodamode_commander.png?nolink }} Helotes 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. +{{:nations:ea:mekone:helote_peltast.png?nolink }} Most denizens of Mekone are **Helotes**, **Size 3** humans (three-to-a-square) who are property of the state. Helotes 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 {{:abilities:slave.png?15&nolink}} **Slaves**, however, their low Morale may be boosted in battle by having a [[Taskmaster]] lead them. \\ {{{{:nations:ea:mekone:neodamode_commander.png?nolink }} Helotes 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. 
 </WRAP> </WRAP>
  
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 ==== Commanders ==== ==== Commanders ====
 ^  Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ ^  Sprite ^ Unit Name ^ Special Attributes ^ Comments ^
-| {{:nations:ea:mekone:perioeci_scout.png?nolink}}       | **??Perioeci Scout#3107??**      \\ {{:misc:gui:gold.png?15&nolink}} 35  \\ {{:misc:gui:resources.png?15&nolink}} 5  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                       | {{:abilities:stealthy.png?10&nolink}} [[dom6:stealthy]] (+50) \\ {{:abilities:mountain_survival.png?15&nolink}} [[dom6:mountain-survival]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]  | Standard scout.  | +| {{:nations:ea:mekone:perioeci_scout.png?nolink}}       | **??Perioeci Scout#3107??**      \\ {{:misc:gui:gold.png?15&nolink}} 35  \\ {{:misc:gui:resources.png?15&nolink}} 5  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                       | {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+50) \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]  | Standard scout.  | 
-| {{:nations:ea:mekone:neodamode_commander.png?nolink}}  | **??Neodamode Commander#3108??** \\ {{:misc:gui:gold.png?15&nolink}} 60  \\ {{:misc:gui:resources.png?15&nolink}} 30 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                       | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)  | Not a good unit; interchangeable with independently-recruited commanders. Lacks [[dom6:taskmaster]] for leading the human slaves and is too small to lead giants.  | +| {{:nations:ea:mekone:neodamode_commander.png?nolink}}  | **??Neodamode Commander#3108??** \\ {{:misc:gui:gold.png?15&nolink}} 60  \\ {{:misc:gui:resources.png?15&nolink}} 30 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                       | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)  | Not a good unit; interchangeable with independently-recruited commanders. Lacks [[Taskmaster]] for leading the human slaves and is too small to lead giants.  | 
-| {{:nations:ea:mekone:lochos.png?nolink}}               | **??Lochos#3111??**              \\ {{:misc:gui:gold.png?15&nolink}} 115 \\ {{:misc:gui:resources.png?15&nolink}} 75 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                       | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[dom6:taskmaster]] (2) \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])  | Lochoi are decent baseline commanders for Mekonean armies, coming with 100 leadership, heavy armour and giant stats for extra durability, and Taskmaster for leading armies of slaves, for only 115 gold. Their excellent base melee stats (14/14 Attack/Defence) make them great army thugs with just a ??Greatsword of Sharpness??.   | +| {{:nations:ea:mekone:lochos.png?nolink}}               | **??Lochos#3111??**              \\ {{:misc:gui:gold.png?15&nolink}} 115 \\ {{:misc:gui:resources.png?15&nolink}} 75 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                       | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])  | Lochoi are decent baseline commanders for Mekonean armies, coming with 100 leadership, heavy armour and giant stats for extra durability, and Taskmaster for leading armies of slaves, for only 115 gold. Their excellent base melee stats (14/14 Attack/Defence) make them great army thugs with just a ??Greatsword of Sharpness??.   | 
-| {{:nations:ea:mekone:geronte.png?nolink}}              | **??Geronte#3114??**             \\ {{:misc:gui:gold.png?15&nolink}} 145 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                       | {{path>H1,100%FE}}{{path>R7}} \\ {{:abilities:sacred.png?20&nolink}} [[dom6:sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[dom6:taskmaster]] (1) \\ {{:abilities:old_age.png?15&nolink}} [[dom6:old-age]] (272/250) \\ {{:abilities:inquisitor.png?15&nolink}} [[dom6:inquisitor]] \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])                      | Although Gerontes might seem like the cheap research mage of the nation, their cost/upkeep to research ratios are almost identical to those of the Ephor, who is a much more combat-ready mage((Geronte: 145 gold to 7 research = 20.7 ratio; Ephor: 235 gold to 11 research = 21.6 ratio)). This ratio is a bit more favourable under Magic scales, but perhaps not enough to justify their lack of combat capability. As a result, Gerontes struggle to find a place on Mekone's roster, being neither a good troop leader, a cheap researcher, or a useful combat mage.\\ \\ They potentially have a use leading small parties of troops during expansion, when resources are very tight and Lochoi are too expensive to recruit.  | +| {{:nations:ea:mekone:geronte.png?nolink}}              | **??Geronte#3114??**             \\ {{:misc:gui:gold.png?15&nolink}} 145 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                       | {{path>H1,100%FE}}{{path>R7}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (1) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (272/250) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])                      | Although Gerontes might seem like the cheap research mage of the nation, their cost/upkeep to research ratios are almost identical to those of the Ephor, who is a much more combat-ready mage((Geronte: 145 gold to 7 research = 20.7 ratio; Ephor: 235 gold to 11 research = 21.6 ratio)). This ratio is a bit more favourable under Magic scales, but perhaps not enough to justify their lack of combat capability. As a result, Gerontes struggle to find a place on Mekone's roster, being neither a good troop leader, a cheap researcher, or a useful combat mage.\\ \\ They potentially have a use leading small parties of troops during expansion, when resources are very tight and Lochoi are too expensive to recruit.  | 
-| {{:nations:ea:mekone:ephor.png?nolink}}                | **??Ephor#3115??**               \\ {{:misc:gui:gold.png?15&nolink}} 235 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                       | {{path>F1E1H1,100%FAE}}{{path>R11}} \\ {{:abilities:sacred.png?20&nolink}} [[dom6:sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[dom6:taskmaster]] (1) \\ {{:abilities:old_age.png?15&nolink}} [[dom6:old-age]] (276/238) \\ {{:abilities:inquisitor.png?15&nolink}} [[dom6:inquisitor]] \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])                | EA Mekone's primary researcher and basic combat mage. {{:misc:magic:fire.png?15&nolink}}Fire and {{:misc:magic:earth.png?15&nolink}}Earth randoms are perfectly good combat casters. {{:misc:magic:air.png?15&nolink}}Air randoms can site-search, maybe make some ??Owl Quill??s, and cast ??Magma Bolts??. All Ephors make reasonable thugs due to their access to good self-buff spells. Mekone must have a ??Ephor#3115?? in every fort during [[dom6:the-fall]] or suffer unrest penalties and miss out on a free assassin. //See [[dom6:mekone-ea#the-krypteion|The Krypteion]]//  | +| {{:nations:ea:mekone:ephor.png?nolink}}                | **??Ephor#3115??**               \\ {{:misc:gui:gold.png?15&nolink}} 235 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                       | {{path>F1E1H1,100%FAE}}{{path>R11}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (1) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (276/238) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])                | EA Mekone's primary researcher and basic combat mage. {{:misc:magic:fire.png?15&nolink}}Fire and {{:misc:magic:earth.png?15&nolink}}Earth randoms are perfectly good combat casters. {{:misc:magic:air.png?15&nolink}}Air randoms can site-search, maybe make some ??Owl Quill??s, and cast ??Magma Bolts??. All Ephors make reasonable thugs due to their access to good self-buff spells. Mekone must have a ??Ephor#3115?? in every fort during [[the fall]] or suffer unrest penalties and miss out on a free assassin. //See [[mekone-ea#the-krypteion|The Krypteion]]//  | 
-| {{:nations:ea:mekone:archon.png?nolink}}               | **??Archon#3116??**              \\ {{:misc:gui:gold.png?15&nolink}} 430 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4                                                       | {{path>F1E1H1,200%FAE}}{{path>R13}} \\ {{:abilities:sacred.png?20&nolink}} [[dom6:sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[dom6:taskmaster]] (1) \\ {{:abilities:inquisitor.png?15&nolink}} [[dom6:inquisitor]] \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])                                                                              | Archons are excellent casters but very expensive and slow to recruit, making them inefficient researchers. Fire and Earth randoms can cast essentially all of the major combat spells in those paths thanks to ??Phoenix Power?? or ??Summon Earthpower??, while Air randoms provide Mekone a bit of responsiveness in the form of magic-phase thugging with ??Cloud Trapeze??.  | +| {{:nations:ea:mekone:archon.png?nolink}}               | **??Archon#3116??**              \\ {{:misc:gui:gold.png?15&nolink}} 430 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4                                                       | {{path>F1E1H1,200%FAE}}{{path>R13}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (1) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])                                                                              | Archons are excellent casters but very expensive and slow to recruit, making them inefficient researchers. Fire and Earth randoms can cast essentially all of the major combat spells in those paths thanks to ??Phoenix Power?? or ??Summon Earthpower??, while Air randoms provide Mekone a bit of responsiveness in the form of magic-phase thugging with ??Cloud Trapeze??.  | 
-| {{:nations:ea:mekone:polemarch.png?nolink}}            | **??Polemarch#3112??**           \\ {{:misc:gui:gold.png?15&nolink}} 415 \\ {{:misc:gui:resources.png?15&nolink}} 79 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>F2E2R13}} \\ {{:abilities:sacred.png?20&nolink}} [[dom6:sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[dom6:taskmaster]] (2) \\ {{:abilities:combat_caster.png?15&nolink}} [[dom6:combat-caster]] \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])                                                                                           | Polemarches are excellent army leaders and out-of-the-box thugs, but expensive, cap-only, and worse mages compared to Mekone's other cap-onlies. Only requires two command points though. The God-Slayer Spear they wield does AOE fatigue damage to enemy sacreds and pretenders, similar to MA Ulm's ??Guardian??s, but Polemarches are unlikely to be present in the mass required to truly shut down enemy sacreds with fatigue. \\ \\ Has good thugging paths, boost them with ??Phoenix Power?? and ??Earth Power??. With ??Bracers of Protection??, he'll have four items that can be boosted by ??Temper Armors??. ??Fire Shield?? damages other units without causing fatigue. Requires a priest or ??Flask of Holy Water?? to be blessed. [[dom6:combat-caster]] allows it to cast short-range combat spells. [[Encumbrance]] can be an issue. One at a time can be the target of ??Blessing of the God-slayer??.  | +| {{:nations:ea:mekone:polemarch.png?nolink}}            | **??Polemarch#3112??**           \\ {{:misc:gui:gold.png?15&nolink}} 415 \\ {{:misc:gui:resources.png?15&nolink}} 79 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>F2E2R13}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])                                                                                           | Polemarches are excellent army leaders and out-of-the-box thugs, but expensive, cap-only, and worse mages compared to Mekone's other cap-onlies. Only requires two command points though. The God-Slayer Spear they wield does AOE fatigue damage to enemy sacreds and pretenders, similar to MA Ulm's ??Guardian??s, but Polemarches are unlikely to be present in the mass required to truly shut down enemy sacreds with fatigue. \\ \\ Has good thugging paths, boost them with ??Phoenix Power?? and ??Earth Power??. With ??Bracers of Protection??, he'll have four items that can be boosted by ??Temper Armors??. ??Fire Shield?? damages other units without causing fatigue. Requires a priest or ??Flask of Holy Water?? to be blessed. [[Combat Caster]] allows it to cast short-range combat spells. [[Encumbrance]] can be an issue. One at a time can be the target of ??Blessing of the God-slayer??.  | 
-| {{:nations:ea:mekone:elder_cyclops.png?nolink}}        | **??Elder Cyclops#3118??**       \\ {{:misc:gui:gold.png?15&nolink}} 465 \\ {{:misc:gui:resources.png?15&nolink}} 3  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>F2A1E2,100%FAWE,10%FAWE}}{{path>R17}} \\ {{:abilities:resist_fire.png?15&nolink}} [[dom6:resist-fire]] (15) \\ {{abilities:resource_bonus.png?15&nolink}} [[dom6:resource-bonus]] (25) \\  {{:abilities:master_smith.png?15&nolink}} [[Master Smith]] (1) \\ [[Eyes]] (1) \\ {{:abilities:mountain_survival.png?15&nolink}} [[dom6:mountain-survival]] \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])                         | Elder Cyclopes are very important capital commanders; though their resource production is relatively minor, only enough to afford a fraction of a ??Gigante Hoplite?? per Cyclops, their item forging ability is unparalleled and they are very able thugs if geared appropriately.\\ \\ As forgers, Elder Cyclopes complete Mekone's access to Elemental magic by being able to forge most of the non-artifact Elemental boosters, including the ??Staff of Elemental Mastery??. (({{path>F3}} random forges ??Flame Helmet??, {{path>W1}} forges both ??Water Bracelet?? and ??Robe of the Sea??. A Water random wearing all three boosters is {{path>F3W3}} and thus able to forge a ??Staff of Elemental Mastery?? thanks to [[Master Smith]]+1.))\\ \\ As thugs, Elder Cyclops are able to cast a plethora of self-buffs, and are large enough to threaten even ??Golem??s when equipped with a ??Midget Masher??; Air randoms can also magic phase with ??Cloud Trapeze??.\\ \\ Finally, Cyclopes are also excellent casters of both ritual and combat magic, having access to all of the Elemental crosspaths, and have high enough levels of Earth and Fire magic to cast major battlefield-wide spells.    | +| {{:nations:ea:mekone:elder_cyclops.png?nolink}}        | **??Elder Cyclops#3118??**       \\ {{:misc:gui:gold.png?15&nolink}} 465 \\ {{:misc:gui:resources.png?15&nolink}} 3  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>F2A1E2,100%FAWE,10%FAWE}}{{path>R17}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Resist Fire]] (15) \\ {{abilities:resource_bonus.png?15&nolink}} [[Resource Bonus]] (25) \\  {{:abilities:master_smith.png?15&nolink}} [[Master Smith]] (1) \\ [[Eyes]] (1) \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])                         | Elder Cyclopes are very important capital commanders; though their resource production is relatively minor, only enough to afford a fraction of a ??Gigante Hoplite?? per Cyclops, their item forging ability is unparalleled and they are very able thugs if geared appropriately.\\ \\ As forgers, Elder Cyclopes complete Mekone's access to Elemental magic by being able to forge most of the non-artifact Elemental boosters, including the ??Staff of Elemental Mastery??. (({{path>F3}} random forges ??Flame Helmet??, {{path>W1}} forges both ??Water Bracelet?? and ??Robe of the Sea??. A Water random wearing all three boosters is {{path>F3W3}} and thus able to forge a ??Staff of Elemental Mastery?? thanks to [[Master Smith]]+1.))\\ \\ As thugs, Elder Cyclops are able to cast a plethora of self-buffs, and are large enough to threaten even ??Golem??s when equipped with a ??Midget Masher??; Air randoms can also magic phase with ??Cloud Trapeze??.\\ \\ Finally, Cyclopes are also excellent casters of both ritual and combat magic, having access to all of the Elemental crosspaths, and have high enough levels of Earth and Fire magic to cast major battlefield-wide spells.    | 
-| {{:nations:ea:mekone:basileus.png?nolink}}             | **??Basileus#3117??**            \\ {{:misc:gui:gold.png?15&nolink}} 485 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>F2W1E2H2,100%FAWE,10%FAWE}}{{path>R17}} \\ {{:abilities:sacred.png?20&nolink}} [[dom6:sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[dom6:taskmaster]] (2) \\ {{:abilities:inquisitor.png?15&nolink}} [[dom6:inquisitor]] \\ {{:abilities:old_age.png?15&nolink}} [[dom6:old-age]] (257/226) \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])     | In combat, the Basileus is mostly equal to the Elder Cyclops and Polemarch, but lacks the Master Smith of the former and the built-in thug gear and fast recruitment of the latter. However, the Basileus does provide guaranteed Water access on the nation (important for acid spells like ??Manifest Vitriol??) and the ability to cast the ??Blessing of the God-slayer?? ritual, as well as high enough Holy levels for ??Sermon of Courage??.   |+| {{:nations:ea:mekone:basileus.png?nolink}}             | **??Basileus#3117??**            \\ {{:misc:gui:gold.png?15&nolink}} 485 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>F2W1E2H2,100%FAWE,10%FAWE}}{{path>R17}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (257/226) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])     | In combat, the Basileus is mostly equal to the Elder Cyclops and Polemarch, but lacks the Master Smith of the former and the built-in thug gear and fast recruitment of the latter. However, the Basileus does provide guaranteed Water access on the nation (important for acid spells like ??Manifest Vitriol??) and the ability to cast the ??Blessing of the God-slayer?? ritual, as well as high enough Holy levels for ??Sermon of Courage??.   |
  
 ==== Troops ==== ==== Troops ====
 Mekone's Gigante troops are powerful units with excellent stats and magic gear. The downsides are they cost a lot of gold and resources, can only be led by Size 6 commanders, and can only be recruited in limited numbers (7 in the capital, 3 in other forts). The elite, but expensive Gigantes are complemented by a fairly competent and cheap human roster, rounding out Mekone's troop choices. Mekone's Gigante troops are powerful units with excellent stats and magic gear. The downsides are they cost a lot of gold and resources, can only be led by Size 6 commanders, and can only be recruited in limited numbers (7 in the capital, 3 in other forts). The elite, but expensive Gigantes are complemented by a fairly competent and cheap human roster, rounding out Mekone's troop choices.
  
-{{:abilities:promotion.png?&15&nolink}}**Promotions**{{:abilities:promotion.png?&15&nolink}} 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 [[dom6:morale]] and +2 [[dom6:mapmove]]. Except Peltasts, who only get +3 and their leather caps upgraded to bronze. Being free, they no longer benefit from [[dom6:taskmasters]] but by 50 experience they have already gained +1 or +2 bonus morale.+{{:abilities:promotion.png?&15&nolink}}**Promotions**{{:abilities:promotion.png?&15&nolink}} 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]] and +2 [[MapMove]]. Except Peltasts, who only get +3 and their leather caps upgraded to bronze. Being free, they no longer benefit from [[Taskmasters]] but by 50 experience they have already gained +1 or +2 bonus morale.
 ^  Sprite                                                 ^ Unit Name                                                                                                                            ^ Special Attributes                                                                                                                                                                                                     ^ Comments          ^ ^  Sprite                                                 ^ Unit Name                                                                                                                            ^ Special Attributes                                                                                                                                                                                                     ^ Comments          ^
-| {{:nations:ea:mekone:helote_peltast.png?nolink}}      | **??Helote Peltast#3101??**   \\ {{:misc:gui:gold.png?15&nolink}} 8  \\ {{:misc:gui:resources.png?15&nolink}} 5  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  | {{:abilities:slave.png?15&nolink}} [[dom6:slave]] \\ {{:abilities:promotion.png?15&nolink}} [[dom6:promotion]] (50 exp.) (??Neodamode Peltast#3102??)                                                                                                                                | Helote Peltasts are very cheap light infantry with a javelin. Their minimal cost allows them to be recruited in enormous numbers, and they can trade very effectively with low-protection, shieldless units like ??Barbarian??s and ??Lizard Warrior??s in expansion, or absorb attacks from hard-hitting enemy elites to give Mekone's mages and Gigante troops time to do the real killing. That said, they have very low morale that Mekone's Taskmaster commanders only partially compensate for, and they are prone to routing if they begin taking losses. Be careful not to overload armies with Helote Peltasts to avoid a premature HP rout.\\ \\ The promotion doubles the Peltast's upkeep for a small increase in morale; otherwise, Neodamode Peltasts are equivalent to their pre-promotion counterparts.  |+| {{:nations:ea:mekone:helote_peltast.png?nolink}}      | **??Helote Peltast#3101??**   \\ {{:misc:gui:gold.png?15&nolink}} 8  \\ {{:misc:gui:resources.png?15&nolink}} 5  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  | {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:promotion.png?15&nolink}} [[Promotion]] (50 exp.) (??Neodamode Peltast#3102??)                                                                                                                                | Helote Peltasts are very cheap light infantry with a javelin. Their minimal cost allows them to be recruited in enormous numbers, and they can trade very effectively with low-protection, shieldless units like ??Barbarian??s and ??Lizard Warrior??s in expansion, or absorb attacks from hard-hitting enemy elites to give Mekone's mages and Gigante troops time to do the real killing. That said, they have very low morale that Mekone's Taskmaster commanders only partially compensate for, and they are prone to routing if they begin taking losses. Be careful not to overload armies with Helote Peltasts to avoid a premature HP rout.\\ \\ The promotion doubles the Peltast's upkeep for a small increase in morale; otherwise, Neodamode Peltasts are equivalent to their pre-promotion counterparts.  |
 | {{:nations:ea:mekone:neodamode_peltast.png?nolink}}   | //??Neodamode Peltast#3102??//   |                                                                           | :::  | | {{:nations:ea:mekone:neodamode_peltast.png?nolink}}   | //??Neodamode Peltast#3102??//   |                                                                           | :::  |
-| {{:nations:ea:mekone:helote_ekdromos.png?nolink}}     | **??Helote Ekdromos#3103??**  \\ {{:misc:gui:gold.png?15&nolink}} 8  \\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  | {{:abilities:slave.png?15&nolink}} [[dom6:slave]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:promotion.png?15&nolink}} [[dom6:promotion]] (50 exp.) (??Neodamode Ekdromos#3104??)                                                   | Helote Ekdromoi are medium infantry with Formation Fighter. They have relatively high attack density, making them more effective at harassing enemy units than Mekone's Gigante troops. Their 12 Map Move allows them to keep pace with Gigante Hoplites.  |+| {{:nations:ea:mekone:helote_ekdromos.png?nolink}}     | **??Helote Ekdromos#3103??**  \\ {{:misc:gui:gold.png?15&nolink}} 8  \\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  | {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:promotion.png?15&nolink}} [[Promotion]] (50 exp.) (??Neodamode Ekdromos#3104??)                                                   | Helote Ekdromoi are medium infantry with Formation Fighter. They have relatively high attack density, making them more effective at harassing enemy units than Mekone's Gigante troops. Their 12 Map Move allows them to keep pace with Gigante Hoplites.  |
 | {{:nations:ea:mekone:neodamode_ekdromos.png?nolink}}  | //??Neodamode Ekdromos#3104??//  | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)  | :::  | | {{:nations:ea:mekone:neodamode_ekdromos.png?nolink}}  | //??Neodamode Ekdromos#3104??//  | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)  | :::  |
-| {{:nations:ea:mekone:helote_hoplite.png?nolink}}      | **??Helote Hoplite#3105??**   \\ {{:misc:gui:gold.png?15&nolink}} 8  \\ {{:misc:gui:resources.png?15&nolink}} 29 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  | {{:abilities:slave.png?15&nolink}} [[dom6:slave]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:promotion.png?15&nolink}} [[dom6:promotion]] (50 exp.) (??Neodamode Hoplite#3106??)                                                    | The heavy infantry counterpart to Helote Ekdromoi, Helote Hoplites have very good protection for mundane Early Age troops. The longer spear allows repelling against units with normal spears and protection is high enough that Helote Hoplites are fairly survivable against human one-handed weapons. Their 10 Map Move prevents them from moving more than one province a turn without road connections.  |+| {{:nations:ea:mekone:helote_hoplite.png?nolink}}      | **??Helote Hoplite#3105??**   \\ {{:misc:gui:gold.png?15&nolink}} 8  \\ {{:misc:gui:resources.png?15&nolink}} 29 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4  | {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:promotion.png?15&nolink}} [[Promotion]] (50 exp.) (??Neodamode Hoplite#3106??)                                                    | The heavy infantry counterpart to Helote Ekdromoi, Helote Hoplites have very good protection for mundane Early Age troops. The longer spear allows repelling against units with normal spears and protection is high enough that Helote Hoplites are fairly survivable against human one-handed weapons. Their 10 Map Move prevents them from moving more than one province a turn without road connections.  |
 | {{:nations:ea:mekone:neodamode_hoplite.png?nolink}}   | //??Neodamode Hoplite#3106??//   | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)  | :::  | | {{:nations:ea:mekone:neodamode_hoplite.png?nolink}}   | //??Neodamode Hoplite#3106??//   | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)  | :::  |
 | {{:nations:ea:mekone:perioeci_peltast.png?nolink}}    | **??Perioeci Peltast#3100??** \\ {{:misc:gui:gold.png?15&nolink}} 10 \\ {{:misc:gui:resources.png?15&nolink}} 5  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9  |                                                                                                                                                                                                                                                                       | Basically indistinguishable from the much cheaper ??Helote Peltast#3101??, except for higher morale (which is largely compensated for by Taskmaster on Mekone's commanders anyway). The added benefits are not worth the cost.  | | {{:nations:ea:mekone:perioeci_peltast.png?nolink}}    | **??Perioeci Peltast#3100??** \\ {{:misc:gui:gold.png?15&nolink}} 10 \\ {{:misc:gui:resources.png?15&nolink}} 5  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9  |                                                                                                                                                                                                                                                                       | Basically indistinguishable from the much cheaper ??Helote Peltast#3101??, except for higher morale (which is largely compensated for by Taskmaster on Mekone's commanders anyway). The added benefits are not worth the cost.  |
-| {{:nations:ea:mekone:discobolus.png?nolink}}          | **??Discobolus#3120??**       \\ {{:misc:gui:gold.png?15&nolink}} 30 \\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 19  \\ Recruitment Limit: 3                             | {{:abilities:minimum_leader_size.png?20&nolink}} [[dom6:minimum-leader-size]] (6) \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])                                                                                                                                       | While the Discobolus's Bronze Discus ranged attack deals a lot of damage (27), it is low Precision (9) and only has 4 ammunition, meaning it is difficult to hit enemies from far away. After running out ammo, their lack of protection makes Discoboloi mostly a liability on the field without significant buffs, though they do come with two high-damage Punch attacks.\\ \\ This unit is mostly notable for being the wall defender in Mekone's forts. As wall defenders, they can throw Discuses without worrying about limited ammo, making Mekone's forts very dangerous to take in extended fights.  | +| {{:nations:ea:mekone:discobolus.png?nolink}}          | **??Discobolus#3120??**       \\ {{:misc:gui:gold.png?15&nolink}} 30 \\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 19  \\ Recruitment Limit: 3                             | {{:abilities:minimum_leader_size.png?20&nolink}} [[Minimum Leader Size]] (6) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])                                                                                                                                       | While the Discobolus's Bronze Discus ranged attack deals a lot of damage (27), it is low Precision (9) and only has 4 ammunition, meaning it is difficult to hit enemies from far away. After running out ammo, their lack of protection makes Discoboloi mostly a liability on the field without significant buffs, though they do come with two high-damage Punch attacks.\\ \\ This unit is mostly notable for being the wall defender in Mekone's forts. As wall defenders, they can throw Discuses without worrying about limited ammo, making Mekone's forts very dangerous to take in extended fights.  | 
-| {{:nations:ea:mekone:gigante_ekdromos.png?nolink}}    | **??Gigante Ekdromos#3109??** \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 51\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 25 \\ Recruitment Limit: 3                             | {{:abilities:minimum_leader_size.png?20&nolink}} [[dom6:minimum-leader-size]] (6) \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:skirmisher.png?15&nolink}} [[dom6:skirmisher]] (1) \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])  | Mekone's Gigante infantry are excellent elite units. With [[Formation Fighter]], they gain the advantage of giant strength and hitpoints while mitigating the downside of lowered unit density. Their melee skills are great and they come with great gear, including a magic weapon. Finally, they can wade through size 3 human troops due to being size 6, allowing them to push through to the front. These units are analogous to the sacred units of other nations in that they are limited in number (due to Limited Recruitment) and have elite stats; the main difference is that Mekone doesn't need a bless to get those stats. Limited Recruitment of these excellent troops incentivises Mekone to build as many forts as possible.\\ \\ Gigante Ekdromoi have significantly less body prot than Hoplites (20 => 14), but less Encumbrance (7 => 4) and much higher Map Move (12 => 18), making them more suited for a mobile raiding role, or for bulking out a Gigante force as they can be recruited in addition to Gigante Hoplites and are almost as good.   \\ \\ Gigante Hoplites are the core of the Mekonean army, with top-tier protection on a giant chassis that makes them very hard for most other troops to kill; however, their rather high Encumbrance makes them fatigue out quickly. They are also incredibly resource-intensive - even a five-province cap circle with Production 2 scales only just produces the full 7 Gigante Hoplites Mekone's capital is allowed.   | +| {{:nations:ea:mekone:gigante_ekdromos.png?nolink}}    | **??Gigante Ekdromos#3109??** \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 51\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 25 \\ Recruitment Limit: 3                             | {{:abilities:minimum_leader_size.png?20&nolink}} [[Minimum Leader Size]] (6) \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:skirmisher.png?15&nolink}} [[Skirmisher]] (1) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])  | Mekone's Gigante infantry are excellent elite units. With [[Formation Fighter]], they gain the advantage of giant strength and hitpoints while mitigating the downside of lowered unit density. Their melee skills are great and they come with great gear, including a magic weapon. Finally, they can wade through size 3 human troops due to being size 6, allowing them to push through to the front. These units are analogous to the sacred units of other nations in that they are limited in number (due to Limited Recruitment) and have elite stats; the main difference is that Mekone doesn't need a bless to get those stats. Limited Recruitment of these excellent troops incentivises Mekone to build as many forts as possible.\\ \\ Gigante Ekdromoi have significantly less body prot than Hoplites (20 => 14), but less Encumbrance (7 => 4) and much higher Map Move (12 => 18), making them more suited for a mobile raiding role, or for bulking out a Gigante force as they can be recruited in addition to Gigante Hoplites and are almost as good.   \\ \\ Gigante Hoplites are the core of the Mekonean army, with top-tier protection on a giant chassis that makes them very hard for most other troops to kill; however, their rather high Encumbrance makes them fatigue out quickly. They are also incredibly resource-intensive - even a five-province cap circle with Production 2 scales only just produces the full 7 Gigante Hoplites Mekone's capital is allowed.   | 
-| {{:nations:ea:mekone:gigante_hoplite.png?nolink}}     | **??Gigante Hoplite#3110??**  \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 75\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 25 \\ Recruitment Limit: 3                             | {{:abilities:minimum_leader_size.png?20&nolink}} [[dom6:minimum-leader-size]] (6) \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ 10 Gold Cheaper When Active ([[dom6:mekone-ea#gigantomachia|Gigantomachia]])                                                                | :::  |+| {{:nations:ea:mekone:gigante_hoplite.png?nolink}}     | **??Gigante Hoplite#3110??**  \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 75\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 25 \\ Recruitment Limit: 3                             | {{:abilities:minimum_leader_size.png?20&nolink}} [[Minimum Leader Size]] (6) \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ 10 Gold Cheaper When Active ([[mekone-ea#gigantomachia|Gigantomachia]])                                                                | :::  |
  
 ==== Freespawn ==== ==== Freespawn ====
 ^ Sprite                                                          ^ Unit Name                               ^ Special Attributes                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                                                                       ^ ^ Sprite                                                          ^ Unit Name                               ^ Special Attributes                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                                                                       ^
-| {{:nations:ea:mekone:kryptes.png?nolink}}  | **??Kryptes#3113??** \\ //See [[dom6:mekone-ea#the-krypteion|The Krypteion]]//  | {{:abilities:stealthy.png?10&nolink}} [[dom6:stealthy]] (+40) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[dom6:patrol-bonus]] (+15) \\ {{:abilities:assassin.png?15&nolink}} [[Assassin]]  | No [[dom6:patience]], but is a giant with good stats. Can be customized to handle whatever the target is. Kryptes also come with a decent patrol bonus, meaning they can help control the unrest generated by Mekone's forts.  |+| {{:nations:ea:mekone:kryptes.png?nolink}}  | **??Kryptes#3113??** \\ //See [[mekone-ea#the-krypteion|The Krypteion]]//  | {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+15) \\ {{:abilities:assassin.png?15&nolink}} [[Assassin]]  | No [[Patience]], but is a giant with good stats. Can be customized to handle whatever the target is. Kryptes also come with a decent patrol bonus, meaning they can help control the unrest generated by Mekone's forts.  |
  
 ==== Heroes ==== ==== Heroes ====
  
 ^ Sprite                                                          ^ Unit Name                               ^ Special Attributes                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                                                                       ^ ^ Sprite                                                          ^ Unit Name                               ^ Special Attributes                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                                                                       ^
-| {{:nations:ea:mekone:king_of_pallene.png?nolink}}  | **??Alcyonaeus - King of Pallene#3122??**\\ //Earliest Arrival Turn (15)//  | {{path>F2E3H2R15}} \\ {{:abilities:sacred.png?20&nolink}} [[dom6:sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[dom6:taskmaster]] (2) \\ {{:abilities:dominion_immortality.png?15&nolink}} [[dom6:immortality-reform-time]] (1 Month) \\ {{:abilities:combat_caster.png?15&nolink}} [[dom6:combat-caster]]\\ {{abilities:dominion_immortality.png?15&nolink}} [[dom6:dominion-immortality]]  | Alcyonaeus doesn't provide Mekone with anything particularly special, but works well as a defensive thug to defend territory within Mekone's dominion due to his Dominion Immortality trait. |+| {{:nations:ea:mekone:king_of_pallene.png?nolink}}  | **??Alcyonaeus - King of Pallene#3122??**\\ //Earliest Arrival Turn (15)//  | {{path>F2E3H2R15}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2) \\ {{:abilities:dominion_immortality.png?15&nolink}} [[Immortality Reform Time]] (1 Month) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]]\\ {{abilities:dominion_immortality.png?15&nolink}} [[Dominion Immortality]]  | Alcyonaeus doesn't provide Mekone with anything particularly special, but works well as a defensive thug to defend territory within Mekone's dominion due to his Dominion Immortality trait. |
  
  
Line 101: Line 101:
 ===Combat=== ===Combat===
 ^ Summon Spell                                                                      ^ Unit                                                                          ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      ^ Comments                                                                                                                         ^ ^ Summon Spell                                                                      ^ Unit                                                                          ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      ^ Comments                                                                                                                         ^
-| **??Sow Dragon Teeth??** \\ // (Enchantment 6) // \\ {{path>E2}} and {{gems>1E}}  | {{:nations:ea:arcoscephale:spartae.png?nolink}} \\ **??Spartae#3119??** x 10  | {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[dom6:poison-resistance]] (25) \\  {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:old_age.png?15&nolink}} [[dom6:old-age]] (540/500) \\ {{:abilities:poor_amphibian.png?15&nolink}} [[dom6:poor-amphibian]] \\ {{:abilities:resist_pierce.png?15&nolink}} [[dom6:pierce-resistant]] \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:inanimate.png?15&nolink}} [[Inanimate]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[dom6:need-not-eat]] \\ {{:abilities:never_heals.png?15&nolink}} [[dom6:never-heals]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[dom6:spirit-sight]]  | Sow Dragon Teeth is sort of like a ??Horde of Skeletons?? that summons really high-quality infantry instead of chaff. Spartae have great protection and a magic weapon, and their abilities (Cold and Poison Resistance, Inanimate) make them immune to a great deal of magic that Mekone is otherwise vulnerable to. Importantly, they are not Undead, so they are not vulnerable to spells like ??Banishment??. Their main competition as a combat summon is ??Summon Earth Elemental??, which is a bit less available due to requiring {{path>E3}} instead of {{path>E2}}. This is an excellent spell for raiding and defending against raids, or even adding extra bulk to your army.  |+| **??Sow Dragon Teeth??** \\ // (Enchantment 6) // \\ {{path>E2}} and {{gems>1E}}  | {{:nations:ea:arcoscephale:spartae.png?nolink}} \\ **??Spartae#3119??** x 10  | {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\  {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (540/500) \\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]] \\ {{:abilities:resist_pierce.png?15&nolink}} [[Pierce Resistant]] \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:inanimate.png?15&nolink}} [[Inanimate]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:never_heals.png?15&nolink}} [[Never Heals]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]  | Sow Dragon Teeth is sort of like a ??Horde of Skeletons?? that summons really high-quality infantry instead of chaff. Spartae have great protection and a magic weapon, and their abilities (Cold and Poison Resistance, Inanimate) make them immune to a great deal of magic that Mekone is otherwise vulnerable to. Importantly, they are not Undead, so they are not vulnerable to spells like ??Banishment??. Their main competition as a combat summon is ??Summon Earth Elemental??, which is a bit less available due to requiring {{path>E3}} instead of {{path>E2}}. This is an excellent spell for raiding and defending against raids, or even adding extra bulk to your army.  |
  
 ===Ritual=== ===Ritual===
 ^ Summon Spell                                                                                 ^ Unit                                                                               ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                ^ Comments          ^ ^ Summon Spell                                                                                 ^ Unit                                                                               ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                ^ Comments          ^
-| **??Summon Hound of Twilight??** \\ //(Conjuration 5)// \\ {{path>E2D1}} and {{gems>3E}}  | {{:nations:ea:mekone:hound_of_twilight.png?nolink}} \\ **??Hound of Twilight#3168??**  | {{:abilities:resist_poison.png?15&nolink}} [[dom6:poison-resistance]] (15) \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (100%) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+5) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[dom6:patrol-bonus]] (+20) \\ [[Eyes]] (4) \\ {{:abilities:unsurroundable.png?15&nolink}} [[dom6:unsurroundable]] (2) \\ {{:abilities:spirit_sight.png?15&nolink}} [[dom6:spirit-sight]]  | Hounds of Twilight are even harder to summon than other rituals requiring Death, as the Earth/Death crosspath is fairly rare in Dominions as a whole. Earth-random ??Bone Reader??s, the ??Mage of Autumn?? (the Throne of Autumn), ??Sorcerer of the Sands?? (various sites), and ??Onyx Sorceress??es (Onyx Amazon provinces) are some of the more reasonable ways to cast this spell. However, if this ritual is accessible, it is a worthy investment: Hounds of Twilight are cheap, have magic weapons, and a [[Fear]] aura. Their patrol bonus is also useful for controlling the unrest generated by Mekone's forts.  | +| **??Summon Hound of Twilight??** \\ //(Conjuration 5)// \\ {{path>E2D1}} and {{gems>3E}}  | {{:nations:ea:mekone:hound_of_twilight.png?nolink}} \\ **??Hound of Twilight#3168??**  | {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (100%) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+5) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+20) \\ [[Eyes]] (4) \\ {{:abilities:unsurroundable.png?15&nolink}} [[Unsurroundable]] (2) \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]  | Hounds of Twilight are even harder to summon than other rituals requiring Death, as the Earth/Death crosspath is fairly rare in Dominions as a whole. Earth-random ??Bone Reader??s, the ??Mage of Autumn?? (the Throne of Autumn), ??Sorcerer of the Sands?? (various sites), and ??Onyx Sorceress??es (Onyx Amazon provinces) are some of the more reasonable ways to cast this spell. However, if this ritual is accessible, it is a worthy investment: Hounds of Twilight are cheap, have magic weapons, and a [[Fear]] aura. Their patrol bonus is also useful for controlling the unrest generated by Mekone's forts.  | 
-| **??Procession of the Underworld??** \\ //(Conjuration 5)// \\ {{path>D3}} and {{gems>13D}}  | {{:nations:ea:mekone:lampad.png?nolink}} \\ **??Lampad#3210??** x 15  | {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (15) \\ {{:abilities:supply_bonus.png?15&nolink}} [[dom6:supply-bonus]] (+10) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[dom6:patrol-bonus]] (+5) \\ {{:abilities:stygian_guide.png?15&nolink}} [[dom6:stygian-guide]] (75%) \\ {{:abilities:recuperation.png?15&nolink}} [[dom6:recuperation]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[dom6:spirit-sight]] \\ [[Female]] \\ With ??Divine Name?? or ??Gift of Reason?? \\ ({{path>S1D2N1R13}})  | Requires Death, which is non-native. Unarmored but [[dom6:invulnerable]] to regular attacks. Their Torch has an AOE 1, (so cannot miss,) effect that inflicts [[Decay]], if it overcomes the enemy's [[Magic Resistance]].  | +| **??Procession of the Underworld??** \\ //(Conjuration 5)// \\ {{path>D3}} and {{gems>13D}}  | {{:nations:ea:mekone:lampad.png?nolink}} \\ **??Lampad#3210??** x 15  | {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (15) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+10) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+5) \\ {{:abilities:stygian_guide.png?15&nolink}} [[Stygian Guide]] (75%) \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] \\ [[Female]] \\ With ??Divine Name?? or ??Gift of Reason?? \\ ({{path>S1D2N1R13}})  | Requires Death, which is non-native. Unarmored but [[Invulnerable]] to regular attacks. Their Torch has an AOE 1, (so cannot miss,) effect that inflicts [[Decay]], if it overcomes the enemy's [[Magic Resistance]].  | 
-| **??Bind Keres??** \\ //(Conjuration 6)// \\ {{path>D2}} and {{gems>12D}}  | {{:nations:ea:mekone:ker.png?nolink}} \\ **??Ker#3127??** x 3  | {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[dom6:poison-resistance]] (15) \\ {{:abilities:stealthy.png?10&nolink}} [[dom6:stealthy]] (+40) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+6) \\ {{:abilities:cause_unrest.png?15&nolink}} [[dom6:increases-unrest]] (+1 per Month) \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[dom6:storm-immunity]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[dom6:need-not-eat]] \\ {{:abilities:demon.png?15&nolink}} [[Demon]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[dom6:spirit-sight]] \\ {{:abilities:invisible.png?15&nolink}} [[Invisible]] \\ [[Female]] \\ With ??Divine Name?? or ??Gift of Reason?? \\ ({{path>D1B1R9}})  | Requires Death, which is non-native. Can be made into mages with ??Divine Name?? or ??Gift of Reason??, but Nature and Astral are non-native as well. Their claws [[dom6:paralyze]] [[dom6:undead]] units.  | +| **??Bind Keres??** \\ //(Conjuration 6)// \\ {{path>D2}} and {{gems>12D}}  | {{:nations:ea:mekone:ker.png?nolink}} \\ **??Ker#3127??** x 3  | {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+6) \\ {{:abilities:cause_unrest.png?15&nolink}} [[Increases Unrest]] (+1 per Month) \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[Storm Immunity]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:demon.png?15&nolink}} [[Demon]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] \\ {{:abilities:invisible.png?15&nolink}} [[Invisible]] \\ [[Female]] \\ With ??Divine Name?? or ??Gift of Reason?? \\ ({{path>D1B1R9}})  | Requires Death, which is non-native. Can be made into mages with ??Divine Name?? or ??Gift of Reason??, but Nature and Astral are non-native as well. Their claws [[Paralyze]] [[Undead]] units.  | 
-| **??Forge Brass Bull??** \\ //(Construction 6)// \\ {{path>F3E3}} and {{gems>25F}}  | {{:nations:ea:mekone:khalkotauros.png?nolink}} \\ **??Khalkotauros#3171??**  | {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (25)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15)\\ {{:abilities:resist_poison.png?15&nolink}} [[dom6:poison-resistance]] (25) \\ {{:abilities:resist_shock.png?15&nolink}} [[dom6:shock-resistance]] (15) \\ {{:abilities:heat_aura.png?15&nolink}} [[Heat Aura]] (3) \\ {{:abilities:trample.png?15&nolink}} [[dom6:trample]] \\ {{:abilities:never_heals.png?15&nolink}} [[dom6:never-heals]] \\ {{:abilities:poor_amphibian.png?15&nolink|Poor Amphibian}} {{:abilities:resist_slash.png?15&nolink|Slash Resistance}} {{:abilities:resist_blunt.png?15&nolink|Blunt Resistance}} {{:abilities:resist_pierce.png?15&nolink|Pierce Resistance}} {{:abilities:magic_being.png?15&nolink|Magic Being}} {{:abilities:inanimate.png?15&nolink|Inanimate}} {{:abilities:need_not_eat.png?15&nolink|Need Not Eat}} {{:abilities:mindless.png?15&nolink|Mindless}} {{:abilities:spirit_sight.png?15&nolink|Spirit Sight}}  | EA Mekone doesn't have any other trampling units, so it might be a surprise tactic. Can trample and attack at the same time.  |+| **??Forge Brass Bull??** \\ //(Construction 6)// \\ {{path>F3E3}} and {{gems>25F}}  | {{:nations:ea:mekone:khalkotauros.png?nolink}} \\ **??Khalkotauros#3171??**  | {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (25)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15)\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:heat_aura.png?15&nolink}} [[Heat Aura]] (3) \\ {{:abilities:trample.png?15&nolink}} [[Trample]] \\ {{:abilities:never_heals.png?15&nolink}} [[Never Heals]] \\ {{:abilities:poor_amphibian.png?15&nolink|Poor Amphibian}} {{:abilities:resist_slash.png?15&nolink|Slash Resistance}} {{:abilities:resist_blunt.png?15&nolink|Blunt Resistance}} {{:abilities:resist_pierce.png?15&nolink|Pierce Resistance}} {{:abilities:magic_being.png?15&nolink|Magic Being}} {{:abilities:inanimate.png?15&nolink|Inanimate}} {{:abilities:need_not_eat.png?15&nolink|Need Not Eat}} {{:abilities:mindless.png?15&nolink|Mindless}} {{:abilities:spirit_sight.png?15&nolink|Spirit Sight}}  | EA Mekone doesn't have any other trampling units, so it might be a surprise tactic. Can trample and attack at the same time.  |
  
 ====Other Spells==== ====Other Spells====
 ===Ritual=== ===Ritual===
-  * **??Blessing of the God-slayer??**  //(Enchantment 0)// \\ {{path>W1H1}} and {{gems>5W}} \\ Cast by ??Basileus#3117?? targeting ??Polemarch#3112?? \\ Only one ??Polemarch#3112?? can be given this buff at a time, and it lasts for one year. [[dom6:halt-heretic]] is a special type of [[Awe]] that works against enemy [[dom6:sacred]] units. Well worth casting. +  * **??Blessing of the God-slayer??**  //(Enchantment 0)// \\ {{path>W1H1}} and {{gems>5W}} \\ Cast by ??Basileus#3117?? targeting ??Polemarch#3112?? \\ Only one ??Polemarch#3112?? can be given this buff at a time, and it lasts for one year. [[Halt Heretic]] is a special type of [[Awe]] that works against enemy [[Sacred]] units. Well worth casting. 
-  * **??Gigantomachia??**  //(Thaumaturgy 7)// \\ {{path>F4E4}} and {{gems>60E}} \\ The giants declare war upon the gods. Worldwide enchantment. Recruitment Limit + 1 in friendly dominion. Dominion gets a +3 [[dom6:conflict-bonus]]. Recruitment cost 10 {{:misc:gui:gold.png?15&nolink}}Gold less for giant units. \\ An Elders Cyclops with a ??Flame Helmet??, ??Earth Boots??, and a ??Staff of Elemental Mastery?? fulfils the {{path>F4E4}} casting requirement.\\ Having a Recruitment Limit of 4 instead of 3 in each of the forts, (and 8 in the capital,) can make a large difference, and the lowered gold cost for Gigante units also lowers their upkeep, providing Mekone with an immediate increase in net income. A total [[dom6:conflict-bonus]] of +4 can rapidly erode enemy dominion.. +  * **??Gigantomachia??**  //(Thaumaturgy 7)// \\ {{path>F4E4}} and {{gems>60E}} \\ The giants declare war upon the gods. Worldwide enchantment. Recruitment Limit + 1 in friendly dominion. Dominion gets a +3 [[Conflict Bonus]]. Recruitment cost 10 {{:misc:gui:gold.png?15&nolink}}Gold less for giant units. \\ An Elders Cyclops with a ??Flame Helmet??, ??Earth Boots??, and a ??Staff of Elemental Mastery?? fulfils the {{path>F4E4}} casting requirement.\\ Having a Recruitment Limit of 4 instead of 3 in each of the forts, (and 8 in the capital,) can make a large difference, and the lowered gold cost for Gigante units also lowers their upkeep, providing Mekone with an immediate increase in net income. A total [[Conflict Bonus]] of +4 can rapidly erode enemy dominion.. 
 ====Items==== ====Items====
-  * **??God-Slayer Spear??** {{nations:ea:mekone:god_slayer_spear.png?20&nolink}} (Construction 3) \\ {{path>E1}} and {{gems>5E}} \\ The same weapon ??Polemarch#3112??s use. Giants make it into a Length 4 weapon from a Length 3. The added effect adds [[Fatigue]] to Gods and [[dom6:sacred]] units. A powerful weapon but with ??Polemarch#3112??s already using it, and with no area-of-effect attack other than the fatigue, it might not be worth making, unless specifically trying to fatigue out sacreds.+  * **??God-Slayer Spear??** {{nations:ea:mekone:god_slayer_spear.png?20&nolink}} (Construction 3) \\ {{path>E1}} and {{gems>5E}} \\ The same weapon ??Polemarch#3112??s use. Giants make it into a Length 4 weapon from a Length 3. The added effect adds [[Fatigue]] to Gods and [[Sacred]] units. A powerful weapon but with ??Polemarch#3112??s already using it, and with no area-of-effect attack other than the fatigue, it might not be worth making, unless specifically trying to fatigue out sacreds.
  
 === Discounted Items === === Discounted Items ===
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       * Fire/Air: [[Clouds]] of fire and poison, ??Breath of the Desert??       * Fire/Air: [[Clouds]] of fire and poison, ??Breath of the Desert??
       * Fire/Water: Acid spells and items, ??Geyser??, ??Rune Smasher??       * Fire/Water: Acid spells and items, ??Geyser??, ??Rune Smasher??
-      * Fire/Earth: Magma spells, various monster summons, various combat [[dom6:items]]+      * Fire/Earth: Magma spells, various monster summons, various combat [[items]]
       * Air/Water: Frost Cloud spells and items, ??Yeti??s, ??Amulet of the Fish?? (for bringing {{path>H3}}'s on-shore)        * Air/Water: Frost Cloud spells and items, ??Yeti??s, ??Amulet of the Fish?? (for bringing {{path>H3}}'s on-shore) 
       * Air/Earth: ??Flying Shield??, ??Shroud of Flying Shards??, ??Rain of Stones??, various combat items       * Air/Earth: ??Flying Shield??, ??Shroud of Flying Shards??, ??Rain of Stones??, various combat items
-      * Water/Earth: ??Rust Mist??, cave monster summons, ??Jade Armor?? ([[dom6:quickness]]), ??Dragon Crown?? ([[Dragon Master|Dragon Mastery]])+      * Water/Earth: ??Rust Mist??, cave monster summons, ??Jade Armor?? ([[Quickness]]), ??Dragon Crown?? ([[Dragon Master|Dragon Mastery]])
  
 ==== Boosted Access ==== ==== Boosted Access ====
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 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.
  
-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 [[dom6: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.+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.
  
-Many of the commanders have [[dom6:old-age]], so consider an [[dom6:unaging]] or [[dom6: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 [[dom6: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.
  
 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. 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.
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 ==== Combat ==== ==== Combat ====
-EA Mekone basically has two extremely different army compositions. When facing enemy armies that are lightly armored and without shields, such as [[dom6:ulm-ea|EA Ulm]], a mass of ??Helote Peltast#3101??s can be very effective. When facing a heavier armored foe, even one with resistance of some sort to mundane weapons, ??Gigante Hoplite#3110??s can be very useful. Both ??Helote Peltast#3101??s and ??Gigante Hoplite#3110??s take {{:misc:magic:earth.png?15&nolink}}Earth and {{:misc:magic:fire.png?15&nolink}}Fire buffs very well.+EA Mekone basically has two extremely different army compositions. When facing enemy armies that are lightly armored and without shields, such as [[.ulm-ea|EA Ulm]], a mass of ??Helote Peltast#3101??s can be very effective. When facing a heavier armored foe, even one with resistance of some sort to mundane weapons, ??Gigante Hoplite#3110??s can be very useful. Both ??Helote Peltast#3101??s and ??Gigante Hoplite#3110??s take {{:misc:magic:earth.png?15&nolink}}Earth and {{:misc:magic:fire.png?15&nolink}}Fire buffs very well.
  
-EA Mekone's mages can also be made into capable thugs. With decent stats and great hit points, good thugging paths, the ability of some of them to [[dom6:magic-phase]], and Mekone's easy access to ??Dwarven Hammer??s (any ??Elder Cyclops?? can make one) for cheap forging, they can take on indie armies or PD all by themselves.+EA Mekone's mages can also be made into capable thugs. With decent stats and great hit points, good thugging paths, the ability of some of them to [[Magic Phase]], and Mekone's easy access to ??Dwarven Hammer??s (any ??Elder Cyclops?? can make one) for cheap forging, they can take on indie armies or PD all by themselves.
  
 ==== Magic ==== ==== Magic ====
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 ??Temper Armors?? and ??Strength of Giants??, (and their more powerful versions,) are easy to cast and generally helpful. \\ ??Temper Armors?? and ??Strength of Giants??, (and their more powerful versions,) are easy to cast and generally helpful. \\
 ??Earth Meld?? (and its more powerful versions) are also easy to cast and keep enemy troops from massing. \\ ??Earth Meld?? (and its more powerful versions) are also easy to cast and keep enemy troops from massing. \\
-??Battle Fury?? (and its more powerful versions) gives ??Helote Peltast#3101??s the morale to stay in the fight longer and allows your hoplites to [[dom6:repel]] successfully, landing more hits with their spears. \\+??Battle Fury?? (and its more powerful versions) gives ??Helote Peltast#3101??s the morale to stay in the fight longer and allows your hoplites to [[Repel]] successfully, landing more hits with their spears. \\
 ??Incinerate?? is good for taking out individual, armored targets, because it's [[Armor Negating]]. \\ ??Incinerate?? is good for taking out individual, armored targets, because it's [[Armor Negating]]. \\
 ??Gift of Formlessness?? (and its more powerful version) makes formations resistant to physical attacks. A good way for ??Basileus#3117?? to contribute early. \\ ??Gift of Formlessness?? (and its more powerful version) makes formations resistant to physical attacks. A good way for ??Basileus#3117?? to contribute early. \\
 ??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 [[dom6: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??.
  
 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. 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.
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 //by Babel Builder// //by Babel Builder//
  
-Mak'out Point tends to come out about the same time EA Mekone can really start recruiting [[dom6:sacred]] units, so having a dormant pretender with an incarnate bless ends up not making much of a difference. Unaging helps your mages not accrue [[Afflictions]] and [[dom6:regeneration]], combined with their high hit points, helps them survive longer.+Mak'out Point tends to come out about the same time EA Mekone can really start recruiting [[Sacred]] units, so having a dormant pretender with an incarnate bless ends up not making much of a difference. Unaging helps your mages not accrue [[Afflictions]] and [[Regeneration]], combined with their high hit points, helps them survive longer.
  
-{{path>N7}} allows for casting ??Gift of Health?? and other big {{:misc:magic:nature.png?12&nolink}}Nature spells. Because the pretender is [[dom6:immobile]], it is difficult to get enough {{:misc:magic:naturegem.png?12&nolink}}Nature Gems. It's important to find {{:misc:magic:nature.png?12&nolink}}Nature indies to do site searching.+{{path>N7}} allows for casting ??Gift of Health?? and other big {{:misc:magic:nature.png?12&nolink}}Nature spells. Because the pretender is [[Immobile]], it is difficult to get enough {{:misc:magic:naturegem.png?12&nolink}}Nature Gems. It's important to find {{:misc:magic:nature.png?12&nolink}}Nature indies to do site searching.
  
-{{:misc:scales:order.png?12&nolink}}Order 3 provides more money, which is necessary, and helps with the [[dom6:unrest]] issue caused by the forts. (Patrolling can help, but kills off population.)+{{:misc:scales:order.png?12&nolink}}Order 3 provides more money, which is necessary, and helps with the [[Unrest]] issue caused by the forts. (Patrolling can help, but kills off population.)
  
 {{:misc:scales:productivity.png?12&nolink}}Productivity 2 provides more money and resources, both of which are necessary. ??Elder Cyclops#3118??, while helpful, just do not provide enough resources for EA Mekone's needs. {{:misc:scales:productivity.png?12&nolink}}Productivity 2 provides more money and resources, both of which are necessary. ??Elder Cyclops#3118??, while helpful, just do not provide enough resources for EA Mekone's needs.
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 Thanks to [[https://www.youtube.com/@BabelBuilder|Bable Builder]] and [[https://www.youtube.com/@ZanGames|Zan]] for commentary. Thanks to [[https://www.youtube.com/@BabelBuilder|Bable Builder]] and [[https://www.youtube.com/@ZanGames|Zan]] for commentary.
  
-{{template>dom6:nationindex}}+{{template>:nationindex}}
  
 {{tag>nation}} {{tag>nation}}
mekone-ea.1793015253.txt.gz · Last modified: by migration

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