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Atlanteans
#1
Post your advice for playing this kingdom in this thread.

Thank you for contributing to the collective wisdom on how to best play this kingdom in Alamaze!
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#2
The AT should have an option to use Mithril on his fleets! Perhaps after reinforced hulls and ramming heads there should be Mithril Hulls and Mithril Ramming Hesds.

R
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#3
Since we are looking at things to upgrade I believe the atlanteans need a close look. They have below average military with sub optimal companions. They have a weak magic base. They also have a weak covert base. They have an average pollical power. This gives them below average in most of their weapons. They do have industrial for an economic boost. But that trait while helpful is nothing compared to the power of hidden ore and fertile field. The only thing I can say good about them is they are designed historically accurate, a kingdom that is doomed. So what should their identity be?? Everyone did a great job on the ideas for the black dragon. I think they should be a strong military and economic power. They should also be good on water obviously. I do believe that their military is getting upgraded. I would like to suggest they get both hidden ore and fertile fields at level 2 to help make them an economic power. I also think summon water elemental should be added to their list. The last thing I will suggest may or may not be possible. It would be cool and keep with their myth if they could move on water without ships. I have seen the game do this in 2 ways. 1 flying. Is it possible to give them flying but only over water. 2 in ice age games troops can walk on water. I know implementing this last part is probably impossible, but you never know. Brekk mights see this and go " I can do that quite easilly" These are my suggestions on improving them. Lets hear from others and fix this legend out of myth.
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#4
Cool suggestions, I always think of them as the male counter part to the Amazons, in non game terms, (Aqauman/Wonderwoman) kinda thing. But their military is average at best. I like the water elemental and movement idea, you could also have like an inate ship of mist for water movement and make it a specified troop amount?
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#5
Maybe the kingdoms with Sea mastery could have two navies per sea, one for trading and one for patroling. And maybe a guaranteed capital at sea if they choose one of the regions that come with +1 fleet/naval quality (1,3,8,10).
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#6
I can certainly agree with the water elemental. Any other summons or Companions you think would fit?

They currently have Centaurs, Hill giants, Rohirrim. I think the only summons right now are Minotaurs and Rock Golems.
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#7
One of their biggest problems is none of the troops really fit. Their current mix has 5 centaurs 5 rohirim and 3 hill giants. That is 13 total over 3 different terrain types. Not a great mix they need something to bulk them up. Something you can easily get many troops of. Orcs seem to be the all purpose answer for solid line troops. Maybe goblins cause no one really uses them ( I think they have untapped potential) Swamp men and saurus also fit the bill but don't seem to fit the theme.
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#8
AT- beholders, Centaurs, Cyclops, water elemental, Minotaurs, Rohirrim, Saurus, Zealots, and war machine would all be good candidates for AT. Imo
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