Dominions 5 Nation Analysis: LA Atlantis (Part 1)

Ойындар

Welcome to my first purpose made video for KZread.
Please not that this was recorded in a single take, and as a result i'll be releasing a part 2 video shortly to deal with a number of errors I make, to respond to pressing questions, and to cover topics I missed, including how to counter LA Atlantis. Go easy on me, please!
That said, LA Atlantis is the first nation I ever took into a competitive multiplayer game, and its strength absolutely carried me. The combination of mobility, centerpiece mages, communions, and an incredible troop lineup makes them a solid, competitive pick. I hope this video gives you something to think about, and if you have any areas you want explored in part 2, just let me know.

Пікірлер: 28

  • @HisRotundity
    @HisRotundity5 жыл бұрын

    As a brief note on the Erythian land units, their "Poor Amphibian" tag is somewhat deceptive, as they have a special water-shape that has the full amphibian tag when they actually go underwater. Their troop lineup is still significantly inferior to LA Atlantis's, but they don't actually suffer underwater penalties with their land units.

  • @PerunAU

    @PerunAU

    5 жыл бұрын

    already on my errata list. my plan is to look at major competitors atlantis are likely to encounter and erythia is one of them.

  • @Kris_Lighthawk

    @Kris_Lighthawk

    5 жыл бұрын

    @@PerunAU Patala can go underwater too, they might not be the best at it, but with a good bless on the naga it is quite possible, and they are a nation that can take advantage of LA Atlantis relative poor magic resistance (astral magic and the hypnotize on the naga) In one of my first MP games in dom 4 I actually defeated LA Atlantis with Patala in my first war, but I am not sure how much LA Atlantis has changed since then, as it is a nation I have never played

  • @Self-replicating_whatnot

    @Self-replicating_whatnot

    3 жыл бұрын

    I'm guessing poor amphibian is there so they can't be killed by Sailor's Death and the like.

  • @dogebestest7187
    @dogebestest71875 жыл бұрын

    Eyyyy, good to see you upload more stuff! Excited to see some Atlantis!

  • @jb9515
    @jb95155 жыл бұрын

    I've been wanting to play these guys for a while..good to hear they are so fun! New Shinuyama next>? Yer awesome Perun!

  • @Mewobiba
    @Mewobiba4 жыл бұрын

    When you do your followup, it might be worth noting - the forting mechanic, that your land forts cannot be built unless it's cold in the province. - you want pretty high dominion, as you're very dependant on it to spread your cold and your scales. With an imprisoned god you don't get many temple checks, and atlantis has no efficient preachers, so until they've established an underwater templed fort they're limited to indie preachers to get their cold down. - You might want to talk about not only what troops are useful for expansion, but also what provinces to target. I find that Mournful can deal well with most threats, including heavy cavalry if you've got decent numbers, but barbarians will absolutely tear them to shreds.

  • @callumfinlayson-palmer8393
    @callumfinlayson-palmer83935 жыл бұрын

    I'm currently in a game (turn 8) as LA Atlantis, currently my expansion has/is going very well . Because of how simple the nation is i already knew a lot but this has stilled helped!! :) only things i would say is that hero you talked about is part of the worthy hero mod and may not be in all games. And for god choices i would suggest a rainbow to still get good scales while also opening more magic paths.

  • @PerunAU

    @PerunAU

    5 жыл бұрын

    yup, worthy heroes (i got caught out as its been used in 100% of my games). mother hydra is base game though and she's h4 (albeit without sailing). i cover all heroes in part 2

  • @phaedorattv7571
    @phaedorattv75715 жыл бұрын

    A few quick things I believe you overlooked: If you're willing to communion up or forge boosters, Solar Eclipse comes at alt5 instead of alt6 and does the same thing - at a price point of 3 gems cheaper, and even that cost can be offset by a fire inna jar, and can come earlier than some people might expect. All of your angakoks can be Twiceborned. This lets you preserve a valuable mage corps(As demonstrated in your Nazca game, this is a significant advantage) while also giving a 50% chance to gain a level of Death. In the case of a D4 mage boosting to D5 via twiceborn, this lets you summon Liches without boosters, and puts you within spitting range of Tartarians and Well of Misery. Similarly, your AWS2H3 hero is a candidate for being empowered in Death magic and twiceborned via a skull staff if you have a surfeit of gems, since a cloud trapezing H3 is quite useful. On the topic of gems, conj5 gets you access of Voice of Tiamat and conj3 gets you Dark Knowledge. This puts you in a strong position to search for gems in a turn-efficient manner, and perhaps transition to a gem economy relatively early. Finally, the tiniest critique possible on your bless: Were I in your position, I might go for one or perhaps two levels of poison resistance, since that puts you in a strong position to set up the C'tissian Special of Foul Vapors(indies and a thistle mace), Quagmire(with all your water mages), and Grip of Winter replacing Rigor Mortis. I would also quietly suggest you take S5 on your Monolith if you haven't, since this gives you access to rings of wizardry and sorcery. I feel like your playstyle is less about knowing every little detail about the game and more reliant on applying strong analysis skills to the table, which I appreciate quite a bit. Thank you very much for your videos, I'll be keeping an eye on you.

  • @teakwondochest3287

    @teakwondochest3287

    5 жыл бұрын

    Dusk LA ctis doesnt have foul vapours. Its all F/D

  • @phaedorattv7571

    @phaedorattv7571

    5 жыл бұрын

    @@teakwondochest3287 No, but EA and MA C'tis are both incredibly predictable, and the C'tissian Special leverages all of MA and EA C'tis' racial resistances and Skeletons don't care about Rigor Mortis. Also, all of these spells are in Enchantment, which means you hit your breakpoints very efficiently.

  • @PerunAU

    @PerunAU

    5 жыл бұрын

    some of this was originslly slated for my errata in part two but i will add the rest and credit you

  • @miniaturecolossus5242

    @miniaturecolossus5242

    5 жыл бұрын

    S5 Monolith only gives you rings of sorcery, not rings of wizardry, since the Monolith only has a single misc slot.

  • @teakwondochest3287
    @teakwondochest32875 жыл бұрын

    awesome! one of the strongest LA nations for sure, especially if there is free real estate in the form of LA ryleh

  • @Self-replicating_whatnot
    @Self-replicating_whatnot3 жыл бұрын

    What happens if you have cold-blooded AND cold resistant dude(via spell, item, whatver)? Will he gain more fatigue in Cold 3 provs ? Less?

  • @Kris_Lighthawk
    @Kris_Lighthawk5 жыл бұрын

    48:45 A d4 mage can't use 5 gems on a spell, so he can't cast darkness for 200 fatigue, but will have to suffer the damage of casting it at 400 fatigue

  • @PerunAU

    @PerunAU

    5 жыл бұрын

    Correct, i checked my file and the one i was using was actually a twiceborn survivor who picked up a level in the process and was using five gems and doing just fine. It's on the errata list.

  • @bznnwang6929
    @bznnwang69293 жыл бұрын

    excuse me, I can hear "relay" so many times( it sounds like relay to me), but whats that word? in 20:19

  • @bznnwang6929

    @bznnwang6929

    3 жыл бұрын

    R'leyh

  • @DarkVeghetta
    @DarkVeghetta22 күн бұрын

    EA Perun starts here.

  • @JoJeck
    @JoJeck5 жыл бұрын

    Great video I appreciate your analysis. But you are completely wrong about Lemuria if it is played properly. They will murder you with massed Shadow Soldiers and spirits accompanying the Spectral Legions. Paralyse is armour negating and deadly to your troops and the Legions will outnumber your high cost troops 5 or 10 to 1, they can shrug off lossesyou can't afford. Lucid is a very good player but his Lemuria game was weak and his knowledge of their troops seriously flawed.

  • @PerunAU

    @PerunAU

    5 жыл бұрын

    i really appreciate replies like this because they flag areas where I need to dig deeper. I'll add lemuria back into the matchups discussion for part 2 and run a series of tests before i do, testing engagements at a few points of the early game with different force compositions. if you have a recommended formation for intermingling the different classes of lemurian troop id be happy to hear it and test it.

  • @JoJeck

    @JoJeck

    5 жыл бұрын

    I organise Lemurian troops according to their movement speed in combat so they retain some semblance of a formation. Basic early game consists of hastatus in a double line with standards (move 10) in centre. These are flanked by Velites, Shadow Soldiers, Apparitions, Ghosts and Shadows mixed in a block (move 12) usually with attack rear. Shadow Soldiers are generated by Indy priests and Shadow tribunes. Later once you have an underwater province move some Shadow Tribunes underwater and they will generate some Shadow Tritons which move 20 on land and underwater. Mix the tritons with Shade Beasts in a block formation to have Lemurian "Cavalry" for fast flanking and attacking rear making this is a powerful combo, particularly in the dark. If you use Darkness you might need to adjust some formations as Shadow troops have Darkness 2 and 3 with makes them move faster. Also if you use Power of the Shadelands troops can be sped up.

  • @Mewobiba

    @Mewobiba

    4 жыл бұрын

    I think Lemurias situation against Atlantis is largely dependant on the time scale. Early game they haven't got access to paralyze in any significant numbers, as the only mage they can cast it with are 50 gem Grand Lemur, or extremely expensive communions. Honestly, if Atlantis starts next to Lemuria, they might do good by simply rushing them, especially if they can diplo favourably with Lemurias other neighbors. While Lemuria can out-produce them quickly when they have gotten up a half-dozen forts and two dozen indie priests, they really need to get their ball going, and before they have magic access Atlantis can trade 1:10 with their troops.

  • @kangkodoss7014
    @kangkodoss70145 жыл бұрын

    This nation needs to be nerfed hard. I wouldn't say they are as ridiculous as some nations in other eras, but it galls me how a nation like LA Pythium has two key mages (and both sacred troops) cap only. I think the Forgiviing Fathers and all the Ice Troops should be cap only. Come on, people happily pay 4 bless points for magic weapons on cap only sacreds and are happy about it. LA Atlantis has them coming out of their ears from every fort Too many advantages for these guys. Something needs to go. Heck they even munch through Lemuria - if they can find a way to get suppy items..

  • @PerunAU

    @PerunAU

    5 жыл бұрын

    i don't think pythium should be the yardstick for determining whether other nations should be nerfed, if only because Pythium is such a mess and one of the decidedly weaker LA nations despite its ability to expand really well. The magic weapons feature is also true of caelum across a number of eras. I think what makes it different is that atlantians are just better able to leverage that as a chassis than the birds can. I am not sure how I'd go about tuning Atlantis. they're in the "strong" tier but they aren't nazca or pre nerf LA ulm. ....i can definitely think of ways to buff pythium though.

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