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| EA Atlantis - The Basalt Kings; Update to dom 4 - work in progress | |
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| Tweet Topic Started: Sep 27 2013, 04:17 PM (15,086 Views) | |
| amuys | Nov 29 2013, 09:39 PM Post #16 |
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Diviner of Football
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I don't see anything wrong with frost brands+charcoal shields and sticking them onto shamblers or coral commanders. |
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| sum1won | Nov 29 2013, 09:51 PM Post #17 |
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Dom 5 Beta Team
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But you can be searching with basalt kings well before you invest in conjuration, and its very arguable that con. isn't an ideal school for atlantis, given good native chassis. For a 15 (+home province) province ocean, it'll cost 120 water gems and 15 mage turn s(albeit of cheaper mages) to VoT the entire thing (as well as forced investment in conjuration, which comes out to far more than 15 mage turns), or 30 mage turns. Any efficiency improvements from being able to search a site as it is captured are offset by how much earlier you can be searching with a basalt king (turn 3). You can argue that you'd be doing that conj. research later, but deferring the cost until it is actually helpful has advantages of its own. Three basalt kings can have the entire thing searched by around the time you hit VoT (turn 15 if you focus your scales and everything on research, likely at the end of year 2 at best). (3 StR mages can have searched 15 provinces between them by turn 15) As important as air might be, I think it might be one of the least common underwater site types. I'm not convinced that an X% chance of finding a site is worth 8 gems per province. |
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| Bowser | Feb 3 2014, 05:50 PM Post #18 |
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Markata
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Your guide seems to be confined to one play style using the ghost king. It's a mix of using key spells, and rainbow imo. You could also expand this guide to include an awake expander, and a bless chassis. For expanders atlantis has the most variety in the choices they have. Ancient Kraken, Wyrm, Dagon, and Sea Turtle. Most would go with a high dominion, little magic, and key scales. It could also be used as a mixed strategy for bless, scales, or even key spells. Bless chassis is another one, but probably not the greatest as there sacreds are expensive, little ap and have a high encumbrance. Also being capital only doesn't help. Yet they are still the highest protected unit of the age and that is something at least. I think a quickness bless and reinvigoration would be a good start. One last thing! Being an expensive nation as it is; I think it is plausible to use Basalt Kings early game for research and site searching instead of mages of the deep. You will basically save on upkeep at the cost of early research, but that money could be used for more expansion/forts. Use that money for two forts and an alchemy lab and play catch up with the mages of the deep at the expansion all the while building Basalt Kings every other turn. You could micro even further in the early game by getting an early Basalt Queen and making her a prophet. |
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| Ohlmann | Feb 4 2014, 12:22 PM Post #19 |
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Dom 5 Beta Team
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About awake expander, the main problem is that Basalt king really, realy love to have at least a small bless. That, and Atlantis don't have a real hard time expanding, especially on land. So an awake pretender make sense, but it's not the most attractive option. About the blessed, the true blessed of the nation is the basalt King. Living pillar are too hellishly expensive, especially in ressource. They really don't hold a candle to burning one as expansive ultra armored elite ; they can have specific uses at some points, but usually you will want to avoid them. On the other end, Basalt kings are quite impressive, especially against troops, and with an N9 for example are downright scary. |
| Worthy Heroes - UW Expanded | |
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| lourdes | Feb 4 2014, 01:26 PM Post #20 |
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militarist
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It is usual in MPs to play with UWGIM mod, which improves water experience. Pillars costs cheaper there, and usable. So if you persuade your team to play with this mod, you will be able to use pillars. UWGIM is quite easy to sell to your team, as it also make much easier for land nations to enter water.And it's much more game changing that pillars price. |
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| Ohlmann | Feb 4 2014, 01:30 PM Post #21 |
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Dom 5 Beta Team
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I know of UWGIM. For now, I don't really want to play with it despite being an UW fan, so it's hard to make a guide about it. |
| Worthy Heroes - UW Expanded | |
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| Earcaraxe | Feb 4 2014, 04:27 PM Post #22 |
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*Spicy* Crew
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the (dormant) ghost king u advise here needs 30 points more, according to my calculations. |
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| Porterhouse | Feb 19 2014, 04:43 PM Post #23 |
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Tartarian
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Ohlmann, Thanks for the guide. I was confused about this statement: The Deep one, Deep Spearman and Warrior of the Deep are very interesting with two thing : a Basalt Queen, so that they ignore repel attempt" What is it about the Basalt Queen that affects repel? One other concern I had trying your strat was land pretender dom creeping into my water provinces almost everywhere but my capital. How many temples are you building or are you taking other measures to keep healthy domination in your provinces. I tried again with a Dom 7 pretender and had a little better luck, but it was still a problem. thanks Porterhouse |
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| Ohlmann | Feb 19 2014, 05:01 PM Post #24 |
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Dom 5 Beta Team
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The basalt queen give +3 moral, and can cast spell for an addition +2. At 17-20 morale, the moral check on repel is pretty easy, so they mostly suceed and take 1 damage (maximum) per repel, instead of losing an attack. I tend to build temples as needed. But, yes, 7 is certainly a better idea than 6. |
| Worthy Heroes - UW Expanded | |
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| Porterhouse | Feb 19 2014, 05:10 PM Post #25 |
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Tartarian
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thanks I see now. It's her inherent leadership for the +3. I was looking for a special ability or spell. |
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| Ohlmann | Feb 19 2014, 07:07 PM Post #26 |
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Dom 5 Beta Team
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I have changed the two dom5 build to have more reasonable dominions (dom6 for the GK and dom7 for the monolith). It have been a long time since I stopped considering dom5 pretender, don't know what I though at that moment. |
| Worthy Heroes - UW Expanded | |
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| Zonk | Oct 14 2015, 08:46 PM Post #27 |
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Dom 5 Beta Team
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Bump/necro (I hope you don't have a problem with this ) because, with the UW patch:1)EA Atlantis seems the nation with the most potential to summon Flame Jellies, which might be a decent way to fight other UW nations. With Iron Warriors/Quickness/Body Ethereal, these things look SCARY. 2)Shamblers are quite cheaper in gold 3)Basalt Kings have +10 resources...which isn't really going to help significantly, since they are cap-only and StR but is *something*. 4)Other assorted benefits Atlantis may have gotten and which I don't remember right now. Also, dom5 might be more reasonable these days with how dominion spreads and with the water-land dominion barrier. Of course, the viability of various pretenders changed by quite a bit in other ways too since the previous post in this thread. And you can use the *Basalt* Ghost King for a pretender now which is cool. |
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NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
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| Zonk | Nov 7 2015, 04:19 PM Post #28 |
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Dom 5 Beta Team
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Bump to expand on 4, I noticed that EA Atlantis might also be the nation most likely to benefit from Flame Jellies, as they have F2 access (a rarity UW) and can buff them with various Earth and of course Water spells. I have been experimenting with Friendly Currents (and Quickness/Quickening) to work around their 4 AP weakness (which means they are very unlikely to get first strike). This might be one way to *try* to counter the sometimes superior underwater fighting abilities of other water nations, |
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NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
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| Colonial | Dec 18 2015, 08:14 AM Post #29 |
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Ember Lord
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Magic resistance 20 on those flame jellies might be their best feature in the nation of MR 8 infantry. Do they have potential as a lightening rod? |
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Check out my Youtube channel of Dom4 lets-plays: https://www.youtube.com/c/Colonial | |
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| Zonk | Dec 18 2015, 11:04 AM Post #30 |
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Dom 5 Beta Team
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Note that the Jellies are MR 20 but mindless and have 4 action points. So against mindblasters, they won't get targetted directly..*but* I read that if they share a square with a non-mindless being, the square can be targetted and then it could hit them instead of the other unit. For the action points, I guess there is Friendly Currents + the Quickness spells. (Of course, when you use these, the jellies still end slower, and so end up separated from the other units) |
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NATION MODS Spoiler: click to toggle OTHER MODSOni Spectral Weapons Zonkmod | |
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) because, with the UW patch:
1:02 AM Jul 11